HCPS Physical Education Semester 2 Grade 7/8 Content Review (Focus Areas from Assessment Item Analysis)

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HCPS Physical Education Semester 2 Grade 7/8 Content Review 2014-2015 (Focus Areas from Assessment Item Analysis) Bowling Terminology: Frame - The box on the score sheet in which the scores are recorded, 10 frames constitute a game Spare - Knocking down all the pins with two balls in any one frame, the score for a spare is 10 plus the number of pins knocked down with the next ball. Strike - Knocking down all the pins with the 1 st ball rolled, the score for a strike is 10 (marked with an X in the small square) plus the count of the next two balls bowled. Stance - Stand with the body facing the pins, straight up or slightly crouched, about 15 feet from the foul line. One foot should be slightly in front of the other. The ball is held in the hand, waist high with the weight of the ball rested on the opposite hand. Basic Skills: Footwork - The most popular footwork is the 4 step approach. Feet should move parallel to each other remaining in a straight line throughout the approach with the last step taken on the opposite side of the ball. Approach -The approach includes: push-away, backward swing, forward swing, release of the ball and follow through. The push-away is when the bowler pushes the ball slightly down and away from the body so that it is extended outward between chest and waist height. The backward swing takes the ball back just above waist height. The forward swing should be easy allowing the ball to gain momentum as the arm is swung downward and forward. The release occurs before the foul line as the ball is released onto the lane. The bowler should follow through with weight on the front foot, the back foot behind for balance and the arm extended forward down the lane. Etiquette: Pinsetters, competitors and spectators should remain quiet and not distract the bowler once he/she has begun his approach. Do not start your approach if bowlers on either side of you have begun theirs. Scoring: Frame-by-Frame Scoring Walk-Through 1st Frame - Roll #1 Athlete knocks down 8 pins. Roll #2 Athlete misses the 2 pins left standing, for a score of 8 in the first frame. 2nd Frame - Roll #1 Athlete knocks down 5 pins. Roll #2 Athlete knocks down the 5 pins left standing for a spare. We won't write anything in the second frame until the next roll. 3rd Frame - Roll #1 Athlete knocks down 3 pins; now the score for the second frame goes in. How do you do this? Simply add the 8 from the first frame, plus 10 for the spare in the second frame plus the 3 pins that were knocked down on the first roll in the third frame: 8+10+3 = 21. Roll #2 Athlete knocks down 5 of the 7 pins that were left standing, so the total for the third frame is 29 (21+8 = 29). 1

Flag Football Players include: Quarterback - The offensive person who is in charge of advancing the ball down the field (either by hand-off or pass), in order to gain yardage, a first down, or to score a touchdown. The QB also initiates and calls the plays. Center - The offensive person who is in charge of snapping or hiking the football to the Quarterback. ( Hiking means to hand the ball between the legs) Receiver - The offensive person who runs a route down the field to catch a pass from the quarterback in order to gain yardage, a first down, or to score a touchdown Rules: Interception - When the defensive player catches a pass intended for an offensive receiver Sack - When the Quarterback has his flag pulled by the defense behind the line of scrimmage Fumble - When the ball is dropped after being in possession Line of Scrimmage - Each play starts on the line of scrimmage. The line of scrimmage is the imaginary line where the nose of the ball is placed to separate the offensive team from the defensive team. Downs - The offensive team then has 4 downs to advance the ball to the next 1 st down marker. Teams may advance the ball by passing or rushing. Fundamental cues for throwing in flag football: Grip - The top half of the ball with finger spread over the laces Step with the opposite foot to utilize your whole body in the throw and throw farther Keep your elbow position above your shoulder Release the ball with a high, extended arm and a wrist snap follow through to your opposite pocket Fundamental cues for catching: Fingers spread out with thumbs or pinkies together (depending on position of throw) Watch the ball all the way into your hands and reach forward for the ball with both hands Give/absorb the force of the ball (soft hands) Scoring: Touchdown (TD) - Entering the end zone with possession of the ball (6 points) Extra point - An additional play after scoring a TD (1 point = 5 steps from goal line, 2 points = 10 steps from goal line). Safety - When the defense tackles an offensive player in their own end zone (2 points and the defense receives a punt) Flag Safety - Teach flag safety at the beginning of the unit. No tying the flags, all flags are worn OVER their P.E. shirt (outside of all clothing), tuck shirts in and NO flag guarding (hitting defensive players hand away). Defensive Strategy: To defend a team that runs the ball a lot, put more defensive players on the line of scrimmage To defend a receivers who are successful catching passes use double coverage 2

Ultimate Frisbee Ultimate Frisbee is a non-contact field sport that combines elements of soccer, football and basketball. The object of the game is for a team to pass the disc from player to player until a pass is completed to a teammate in the end zone resulting in a score. Teams consist of 7 players. How the Game is Played: The game is played to 13 points or until a certain amount of time has passed. All players from both teams begin each point in their respective end zones. Play is initiated with a pull from the defensive team s end zone. The disc is passed from player to player down the field. Once the disc is caught the handler must not take steps with the disc. He/she may pivot but must maintain one planted foot at all times (even on the follow through). A point is scored when a receiver catches the disc in the end zone. Backhand throw: Is the most commonly learned and one of the most powerful throws. In the backhand grip the fingers are curled under the disc s rim, and the thumb is placed on the top of the disc to hold it in place. The index finger may either be on the edge of the disc (to help aim) or four fingers may be tucked underneath the rim (to aid power). Rules: The game of Ultimate Frisbee is self-officiated. There are no referees. Spirit of the Game - Ultimate Frisbee relies upon a spirit of sportsmanship that places the responsibility for fair play on the player. Stall - The person defending the thrower begins to count from 1 to 10 1 stall, 2 stall, 3 stall, 4 stall etc as soon as he/she starts to defend against the throw. If the marker gets to the T in ten of the count it is a turnover (called a stall). Disc Golf How the Game is played: Disc Golf, also known as Frisbee Golf, is a disc game in which individual players throw a flying disc into a basket or at a target. The object of the game is to complete the course with the fewest number of throws of the disc as possible, starting with a tee shot from the tee-off point and ending with the disc in the disc hole. Discs types - putters, (all purpose) mid-range discs, and drivers Rules: Players must throw from the tee area to begin a hole. Wherever the disc lands is called it s lie and this where the next throw is taken. Par - The standard score an expert is expected to make on a hole Birdie - One stroke under par Bogey - One stroke over par Putt A short shot close to the disc or golf hole Safety - Disc golf is usually played in a park or field area. Disc golfers must be very careful to avoid pedestrians and other golfers; it is the accepted rule that pedestrians and golfers on the next hole have the right of way. 3

SOCCER How the Game is Played: Soccer is a field game between two teams of up to 11 players. The purpose of the game is to make goals by dribbling, heading, or volleying the ball into the opponent s goal while defending the teams own goal from opponents. The ball is put into play at the beginning of the game when a player kicks the ball into the opponent s half of the field at a distance of at least the circumference of the ball. The kicking player may not kick the ball twice in a row. Once the ball is in play, each team tries to advance the ball toward the opponent s goal to score by dribbling and passing it down the field. Players are free to play the ball in any direction during play. In typical play, players attempt to create goal scoring opportunities through individual control of the ball, dribbling, passing and taking shots on goal. Basic Skills: Dribbling - Kicking the ball with the inside or outside of the foot using soft touches while keeping it under control. Trapping Controlling an incoming ball with your foot, thigh, chest or head. Corner kick - Kick taken by offensive team when defense kicks the ball out over the end line. Goal kick - Kick taken by defensive team when offensive team kicks ball out over end line. Throw in - Awarded when touch occurs. Ball must be thrown in with both hands over the head, feet together not leaving the ground. Free Kick - Taken by a member of opposing team when a foul is committed. All players must be 10 yards away. Terminology: End line/goal line - The boundary line extending from corner to corner along the field s width at each end Penalty Box or Area - The penalty area is the larger rectangle in front of the goal that includes the goal area. It marks both where the goalkeeper is allowed to touch the ball with his hands and the area where harsh fouls committed by the defending team result in penalty kicks. Touch or touchline - Ball passes out of the field of play at the sideline. Scoring - A goal is scored when a ball passes over the goal line in between the goal posts and under the crossbar. 1 point is awarded for each goal scored. Defensive Strategy: Good defenses in soccer will form walls between the ball and the goal they are protecting. The team should communicate to be sure that there is always at least one defender between the ball and the goal. Offensive Strategy: Whenever a player has the ball they need to either pass or dribble. The players should always be moving around the field and looking for an opening player or lane to which to pass. 4

Volleyball How the Game is Played: A game is played to 25 points. A team must win by 2 points and is called a set. A match is 3 out of 5 sets. The server must stand anywhere behind the end line on his/her side of the court prior to the serve. The ball may be served underhand or overhand. The player who serves is in the right back position. Each team may only hit the ball 3 times on its side before the ball must pass over the net. The teams will rotate clockwise each time they win the serve. A point is scored every time a ball is not returned properly into the opponent s court, this is called rally scoring. Thus, both serving and receiving teams can score points. If the ball hits the line it is considered, in bounds or good. Players/Positions: Setters player who sets the ball with an overhand pass for a teammate to hit, the setter normally runs the offense Hitter - the spiker or attacker Outside hitter - A left or right-front attacker normally taking an approach which starts from outside the court Libero - defensive specialists, designated for back row only, and wear a different colored jersey. The libero may serve for one player she is substituting for per game. Blocking - A defensive play by one or more players meant to deflect a spiked ball back into the hitter s court. To block, move your body in front of the hitter, keep arms in front, straight, palms facing the ball. Basic Skills: Overhead Pass (set) Position directly under the ball as it comes toward you, with knees and elbows bent and hands in front of your face. Spread fingers of both hands in a cupped position with thumbs and index fingers forming a triangle above your face. Contact the ball with the pads of your fingers and thumbs, relaxing your fingers so that you cushion the ball s impact with the cupped fingers, bent arms and legs. After contact, extend your arms (like a basketball chest pass elbows straighten.) Forearm Pass (bump) Stand in ready position. Place the knuckles of one hand into the palm of the other hand. Thumbs should be side by side with knuckles up, resting on top of the index fingers. Rotate your forearms forward so that the elbows almost touch. This will form a flat surface between the wrists and elbows. This is the intended contact spot. As the ball comes toward you, move to get under it by bending your knees. Watch the ball until contact. Keep the arms together and extended, with the elbows straight and locked Lift with the legs and follow through with your arms in the direction of the flight of the ball. Do NOT swing the arms up, but rather shrug the shoulders upward. 5

Physical Fitness Teenagers need 60 minutes of physical activity daily. There are many benefits of physical activity physical, mental, emotional, and social. Others include: reduce high blood pressure (hypertension) lower resting heart rate help control weight and appetite outlet to relieve stress being physically fit can help one be more competitive in sports being fit can help prevent injury Principles of Training FITT - Frequency, Intensity, Time and Type Frequency (F) - How often you exercise Intensity (I) - How hard you exercise Time (T) - How long you exercise Type (T) - Specific exercise(s) that you do Overload - Increasing one or more of the FITT variables Progression - Gradually adding to the FITT variables Specificity - Exercising specific muscles for a certain task (ex: squats to increase leg strength for an activity) Terminology Aerobic Exercise - (with oxygen) continuous exercise at moderate to high levels of intensity for extended periods of time. Examples: running long distance, singles tennis, swimming laps Anaerobic Exercise - (without oxygen) consists of brief strength-based activities Examples: sprinting and weight training Heart Rate - Refers to how fast your heart beats Resting Heart Rate - Heart rate level when the body is at rest Target Heart Rate - Heart rate level at which the body is receiving the greatest benefits of cardiovascular activity Maximum Heart Rate - Is the highest heart rate an individual can safely achieve through exercise stress and depends on age Nutrition: Important Concepts and Terminology MyPlate - MyPlate s food groups are fruits, vegetables, grains, protein and dairy. MyPlate encourages you to build a healthy plate by: making half your plate fruits and vegetables; switching to skim or 1% milk; make at least half your grains whole; and varying your protein food choices. It also suggests cutting back on foods high in solid fats, added sugars, and salt and eating the right amount of calories for you and being physically active your way. Health-Related Components of Physical Fitness Cardiorespiratory Fitness/Endurance - The ability of the heart and lungs to supply oxygen to the body. Assessment = Fitnessgram PACER Muscular Endurance- The ability to use the same muscles for a long period of time. Assessment = Fitnessgram Push-ups and Curl-ups 6

Muscular Strength - The force that a muscle can exert during a single contraction. Flexibility - The ability to move joints and muscles through a full range of motion. Assessment = Fitnessgram Sit and Reach Types of stretching: dynamic: stretching using movements ballistic: bouncy movements, the most dangerous static stretching: slow stretching without pain (hold 10-30 seconds) Body Composition - The percentage of muscle, fat and bone and other tissues in the body. Assessed with BMI (Body Mass Index) - The ratio of height and weight Purpose of Assessment is to determine levels of fitness, strengths and weaknesses in order to develop goals and create a personal fitness plan. Skill-Related Components of Physical Fitness Agility - The ability maintain control while changing direction. Balance - Ability to keep the body in a steady position while standing or moving. Coordination - The skillful and balanced movements of body parts at the same time. Power - The ability to perform with strength at a rapid pace. Reaction Time - The amount of time it takes to start a movement once your senses signal the need to move. Speed - The ability to perform a movement in a short period of time. Exercising Safely Discuss the importance of proper warm up and cool down activities. Static and dynamic stretching for safety, refrain from bouncing or ballistic stretching; only stretch muscles that are warmed up. Proper Attire (clothes and shoes) - color and type of clothing to be worn during exercise in different climates Proper Hydration - drink water before, during and after exercise especially during hot weather Heat-Related Illnesses Heat Cramps - Painful, brief muscle cramps that occur during exercise in a hot environment, and are caused by dehydration. Heat Exhaustion - A heat illness caused by the body overheating. Symptoms include: heavy sweating, dizziness, weakness and rapid pulse. Heat Stroke - A heat illness caused by the body inability to regulate its temperature. Symptoms include: hot, dry skin, elevated body temp, lack of sweat and hallucinations. Dehydration - Excessive loss of body fluid. Responsible Behaviors Recognizing that peer pressure can be positive and negative. Identify situations that could negatively impact one s own behavior choices. Act independently of peer pressure in and out of school. Demonstrate acceptance and respect for people with diverse backgrounds and abilities during fitness activities. Develop strategies for including everyone. Demonstrate responsible behaviors during fitness activities. Examples of responsible behaviors are controlling emotions, resolving conflicts, respecting opponents and officials, and accepting both victory and defeat. Demonstrate appropriate etiquette, care of equipment, respect for facilities, and safe behaviors during fitness. 7