Individual officiating techniques

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2015 IOT Individual officiating techniques 2

MECHANICS There is one game, two/three referees, but still only one officiating team. 3

INDEX 1. Terminology 2. Tool for Decision Making 3. Individual Techniques 4. Clock & Foul Management 4

TERMINOLOGY 1 IOT Obvious play (OP) Primary coverage (PC) Dual Coverage (DC) Secondary coverage (SC) Extended coverage (EC) Individual Officiating Techniques Play that has to be covered correct in all cases (no excuses) Area of responsibility and actions that referee has to be able to cover always Area of responsibility and actions that two referees have overlapping primaries on same area or play. Area of responsibility and actions that referee is able to cover after ensuring that primary coverage is covered At the highest level of officiating, an official has to be able to extend coverage on two different play situations at the same time 5

TERMINOLOGY 2 Giving help (GH) Regular call (RC) Referee the defence (RD) Open angle (OA) Closed angle (CA) Cross Step (CS) Referee who offers assistance outside his/her primary and makes correct call after allowing partner to make the call in his/ her primary Considered to be normal call by designated referee (no assistance) The priority when refereeing on ball is to focus the attention on the legality of the defensive player while keeping the offensive player with the ball in your field of vision Clear view of the action in a referee s primary / secondary coverage area. Never leave an open look. A stacked or straight-lined view of the action area in a referee s primary / secondary coverage area. When play starts to progress in one direction and designated referee takes steps to opposite direction. 6

TERMINOLOGY 3 RSBQ Working area (WA) Action area (AA) EOP EOG Definition for Rhythm, Speed, Balance & Quickness. Area where referee normally operates most of his time in that position. Action area may involve players with or without ball. Knowledge on various play situations (pick & roll, post-ups, rebounding) will help referees identify action areas in their primary. End of the Period End of the Game 7

DECISION MAKING TOOL Analytical decision making or Emotional decision 8

DECISION MAKING TOOL Analytical decision making vs. Emotional decision Raise standard of quality decisions Raise standard of quick quality decisions 9

DECISION MAKING PROCESS FOR REFEREES 10

DECISION MAKING PROCESS Natural decision We simply decide without thinking much about the decision process." 11

FLIPISM Flipism, sometimes written as "Flippism," is a pseudophilosophy under which all decisions are made by flipping a coin. An actual coin is not necessary: dice or another random generator may be used for decision making. Flipism can be seen as a normative decision theory, although it does not fulfill the criteria of rationality. 12

DECISION MAKING PROCESS When a movement is repeated over time, a long-term muscle memory is created for that task, eventually allowing it to be performed without conscious effort. This process decreases the need for attention and creates maximum effectiveness within the motor and memory systems 13

VERBAL CONTROL Make sure your voice is clear and sharp, but not aggressive. Know what you are talking about, do not explain too much Practice key words and how to start and use them. 14

IMAGE OF BASKETBALL REFEREE Strong Decisive Approachable 2011 Referees Summer Camp Istanbul, June 2011 15

CHARACTER & STANDARD Standard = always the same = boring = grey Standard = according to the expectations (Customer satisfaction) but could be still colorful and distinctive. Standard, but still able to react to changes during the game. We are looking for Referees with Character as well as an absolutely professional approach at the same time. 16

COURT PRESENCE & DECISION 17

DECISION MAKING TOOL Collecting Information & Analysing Start of the Play Active Mindset Middle of the Play Mental Image Training End of the Play Legal Illegal Decision 18

DECISION MAKING TOOL No snap shots! See the entire film! 19

DECISION MAKING TOOL Active Mind-set Self-Talking Look for reasons to call 20

DECISION MAKING TOOL Engaged with Mechanics or Play? 21

DECISION MAKING TOOL Priority: Primary Coverage on Obvious Plays 22

Fantasy Call 23

INDIVIDUAL - CREW - GAME Game coverage Crew coopera5on Individual techiques 24

INDIVIDUAL TECHNIQUES 1. Distance & Stationary 2. Stay with the play 3. Effective positioning (open angle) 4. Adjusting positioning (maintaining open angle) 5. Referee defence 6. Know what to look at active mindset mental image training visualizing 7. Understand what you see (know the game, anticipate plays) 8. Throw-in administration (general & frontcourt endline) 25

INDIVIDUAL TECHNIQUES 8. Making a call & communication blowing the whistle verbal signals 9. Reporting to the table (signals & verbal) 10. Jump ball (tossing the ball) 11. Time-Outs 12. Game Clock & Shot Clock 13. Time & Foul Management 26

DISTANCE & STATIONARY DISTANCE ü When refereeing the play, maintain an appropriate distance from the play ü If you are too close to the play, you lose perspective and it looks too fast ü If you are too close to the play, the possibility of an emotional call or reaction increases ü See the big picture 27

DISTANCE & STATIONARY STATIONARY ü When making judgment be stationary eyes bounce and concentration decreases when your feet move ü Correct decision likely when you are stationary as focus and concentration increase ü But you must move to be in the right position. ü Move, Stop, Observe and Decide. 28

DISTANCE C 29

STATIONARY & UNTIL END OF ACTION Stay with the play until end of action. ü Mentally - do not stop officiating ü Physically, do not fade away and release the play 30

POSITION(S) ü On ball primary ü Off ball primary ü On ball extended ü Off ball extended Able to see defensive player (refereeing defence) Able to see the play in primary area without ball Able to see any other play in progress outside primary (possible next play, open angle) Able to see as many players as possible outside primary (not focusing all of them) 31

ADJUSTMENTS ü Move to maintain open angle Anticipate where need to be - Adjust to the play (steps here, steps there) ü Move with a purpose go where you need to be to referee the play (different than Working Area) ü If initial position is correct less need to move different than being STATIC 32

OPEN ANGLE & 45 Edge of the play 33

KNOW & UNDERSTAND THE GAME KNOW WHAT TO LOOK AT ü Study and visualize the possible outcomes of various play situations ü Scout the players in order to be in correct position (right/left handed, shooter ) ü Know what to expect, identify the second motion to come ü Stay with play in your primary until the end of action (do not release the play too soon) 34

KNOW & UNDERSTAND THE GAME UNDERSTAND WHAT YOU SEE ü Know the game understand the impact of action ü Expect next movement, anticipate contact and identify a foul. Don t anticipate a foul. 35

THROW-IN 1. Designate a throw-in spot 2. Use preventative officiating eg. on the spot, stay or don t move 3. Maintain distance from the play 4. Put whistle in mouth while holding ball 5. Bounce ball to the player 6. Start visual count 7. Observe throw-in and action surrounding 8. This needs to be a automatic procedure (muscle memory action) 36

THROW-IN / WARNING WHISTLE Warning whistle When a throw-in is taken on the endline in the frontcourt, an active official will blow the whistle before placing the ball at the player s disposal for the throw-in. 37

THROW-IN / WARNING WHISTLE 1. 2. 3. 4. 5. Designate the throw-in spot Ensure thrower-in is at the right spot Blow the whistle before placing the ball at the player s disposal for the throw-in. Bounce/Handle the ball to the player for throw-in Valid only on the endline of the front court. 38

Making a call 1. Technique how to blow the whistle 2. Readiness to communicate verbally 3. Rhythm 4. Use both hands for direction of play to stay open to court 5. Same treatment in every play 6. Less is more 39

COURT PRESENCE & DECISION 40

REPORTINg TO THE TABLE 1. Use official and authorized FIBA signals 2. Rhythm (start & stop) 3. Strong, Sharp, Visible and Decisive 4. Use both hands for direction of play to stay open to court 5. Same treatment in every play 6. Reporting foul: RUN, stop, two feet on the floor, breathe (body balance) 7. Nature of the foul must be the same as what really happened in the play 41

Signals / stop clock for foul One clenched fist 42

Signals / charged time-out Form T, show index finger 43

Signals / media time-out Open arms with clenched fists 44

Signals / held ball jump ball situation Thumbs up followed by pointing in direction of alternating possession arrow 45

Signals / technical foul Form T, showing palms 46

Signals / player numbers No. 00 and 0 Both hands show 0 Right hand shows 0 47

Signals / player numbers No. 1-5 Right hand shows number 1 to 5 48

Signals / player numbers No. 6-10 Right hand shows number 5, left hand shows number 1 to 5 49

Signals / player numbers No. 11-15 Right hand shows clenched fist, left hand shows number 1 to 5 50

Signals / player numbers No. 16 First reverse hand shows number 1 for the decade digit, then open hands show number 6 for the units digit 51

Signals / player numbers No. 24 First reverse hand shows number 2 for the decade digit, then open hand shows number 4 for the units digit 52

Signals / player numbers No. 40 First reverse hand shows number 4 for the decade digit, then open hand shows number 0 for the units digit 53

Signals / player numbers No. 78 First reverse hands show number 7 for the decade digit, then open hands show number 8 for the units digit 54

Signals / hand checking Grab palm and forward motion 55

Signals / illegal use of hands Strike wrist NOTE: Normally used on contact at the waist level or below. 56

Signals / illegal contact to the hand Strike the side of the hand/fist towards the other forearm NOTE: Normally used when contact occurs on the arm during the act of shooting. 57

Signals / hit to the head Indicate the contact to the head 58

Signals / foul in the act of shooting Valid only when AOS play! One arm with clenched fist, followed by indication of the numbers of free throws 59

Signals / foul on the no act of shooting One arm with clenched fist, followed by pointing to the floor 60

JUMPBALL / TOSSING THE BALL ü Timing and Surprise element ü Jumpers are tensed why? ü Avoid to have any extra movements ü Style of tossing the ball ü One solid upward movement to toss the ball ü Level of the ball at the start. ü Speed & intensive toss ü In the direction of the midcourt line ü Surprise element how? 61

TIME-OUTS ü Leave the ball where the game will be resumed ü Excellent time to communicate (together) ü Learn how to communicate ü What & how, less is more ü EOP & EOG ü 20 close to the team benches ü 10 mark activate the process to bring them back 62

TIME / FOUL MANAGEMENT Control of Clocks o New team possession, pick up the game & shot clock o Eye contact on game clock on every start of possession o Use game clock for shot clock if necessary o Use math to solve it o Identify your important digits (personal) o Know your numbers (time & fouls) o Communicate with your partners 63

TIME MANAGEMENT / TWO DIGITS 64

TIME MANAGEMENT Most common play situations o Jump ball and first possession o Out of bound play o Throw-in o Rebound play (new possession) o Saving ball (out of bound play) 65

Eop & eog ü Communicate with your partners ü Less than 24 or 14 seconds on the game clock ü Last shot signal initiated by one and mirrored by all crew. 66

SUMMARY No worries! Next generation will be always better than previous one! 67

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