Inter-Athletic Council of Officials. New Official s Basketball Class Module #4 Sequence of Events

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Inter-Athletic Council of Officials New Official s Basketball Class Module #4 Sequence of Events

Sequence of events Part #1 Pre-Game Activities Officials Ready to start the game Jump Ball Team Control Established Backcourt Status Front Court Status Pivot Foot Dribbling Try 10 Second Count Closely Guarded Points Ball at Disposal Throw-in Legal Guarding Position Airborne Shooter

PRE-GAME ACTIVITIES

Pre-Game Activities Key Terms Table Personnel Scorer Timer Referee Duties Umpire Duties 10 Minute Mark Captain s Meeting Blood Rule Injury Rule Rosters Substitutions

Referee Rule 2-4 (Pre-game duties) Administrative leader or crew chief of the contest Often assigned by Conference Assignor Inspect and approve all equipment including: Court Baskets Ball Backboard Timer and scorer signals Make decisions that are not discussed specifically at any point in the rules

Umpire During pre-game they assist the Referee in his/her duties During the contest all official share many of the same duties Putting the ball in play Determining a dead ball Administering penalties Grant timeouts Beckon substitutes Signaling 3 point shots Penalize unsporting behavior of players and coaches

Officials Authority No official has the authority to set aside or question the decisions made by the other official(s) within the limits of their respective outlined duties

Entering the Court 15 Minutes Jurisdiction starts when officials arrive on the floor Watch and observe players Entering the court together Uniforms Jewelry Dunking/Hanging on rim and net Counting players Table Personnel Referee Duties

Table Personnel 10 Minute Mark Verify the basketball Check Alternating Possession Arrow Scorer Timer Check the scorebook Verify the information Sign the book

Scorer Keeps roster records Names Numbers Starters Substitutes Time outs Fouls Alternating Possession Delay Warnings

Scorer Notify officials of rules infractions with the scorebook Recommended they keep team members in numerical order 2012-2013 New Rule: The official scorer is required to wear a black-andwhite vertically striped garment.

Timer Controls the clock and scoreboard Times the timeouts Sounds a warning horn for timeouts and intermissions Sounds warning horn for disqualified or injured players Read Rule 2-12

10 Minute Mark Information in the scorebook must be submitted by 10 minutes before the game One Technical Foul is given if (Rule 3-2) Designated starter is changed Adding a name to the team member list Changing team member s or player s name in scorebook Changing a number in the scorebook Requiring a player to change to a (jersey) number in the book Having identical numbers on team members and/or players

10 Minute Mark Do everything to prevent a scorebook technical foul Go to the table around 12 minutes on clock Immediately correct any obvious mistakes Do not nitpick scorer mistakes as team mistakes Do not go looking for trouble After one of these technical fouls are given, you allow any changes after the penalty

CAPTAIN S MEETING

Captain One player on each team (by rule) Teams usually have two or more captains May address official for interpretations and other essential information in a courteous manner Captain may request a defensive match up Three or more subs are involved Any player can request a timeout

Captains Meeting Takes place near the scorer s table With Captains With Head Coach

Captains Meeting What needs to be addressed? Head Coach Are your players properly Equip and ready to play Sportsmanship talk Court and ground rule issues If something unusual or needs to be addressed

Captain s Meeting Video

After the Captain s Meeting Referee deals with any table issues if necessary Official(s) continue to watch and observe players Prepare for team introductions Observe actions during introductions Go to positions right before Jump ball

OFFICIALS READY TO START THE GAME

Before Start of the Game Introductions Go to positions on the floor Get ready for the jump ball

Running to the Block (2 Person) Bench Table U1 R Bench

Running to the Block (3 Person) Bench Table U1 R U2 Bench

Umpire 1 Checking with Table (2 Person) Bench Table Bench U1 R

Umpire 1 Checking with Table Bench Table Bench U1 U2 R

Everyone is ready to go (3 Person) Bench Table U1 Bench U2 R

STARTING THE GAME

Jump Ball Ball becomes live when: The ball leaves the Referee s hand(s) Referee (tossing official) Must toss the ball upward between jumpers Toss must be thrown at a right angle plane to the sidelines Toss must be higher than both jumpers are able to jump (10 Feet is acceptable) Toss should drop between the jumpers

Jump Ball If toss requirements are not met, Umpire 1 should call it back Start the process all over again Umpire 1 makes that decision This does not happen very often, it probably should

JUMP BALL POSITIONING

Jump Ball Positions Bench Table U1 Bench R

Jump Ball Positions (3 Person) Bench Table Bench U1 R U2

Jump Ball When do you use a Jump Ball? Beginning of a game Beginning of Extra Period When you would not use a Jump Ball? Technical Foul is administered before ball can be jumped

JUMP BALL MECHANICS

Where do the officials go? After the Jump Ball Referee (or tossing official) Waits for players to clear the area Becomes the Trail Official Umpires 1 and 2 If the ball is going in their direction, that official becomes the New Lead The other official becomes the Center

Ball Goes Right (Two Person) Bench Table Bench U1 R

Ball Goes Right (Three Person) Bench Table Bench U1 R U2

Ball Goes Left (Two Person) Bench Table Bench U1 R

Trail Becomes Lead (Two Person) Bench Table Bench U1 R

Ball Goes Left (Three Person) Bench Table Bench U1 R U2

Jump Ball Mechanics

TEAM CONTROL

Team Control When is Team Control Established? When a player of the team is in control of the ball 2012-13 Editorial Change: Including a member of the throw-in team from the start of the throw-in until player control is obtained inbounds While a live ball is being passed among teammates During an interrupted dribble

Team Control When does Team Control end? When the ball is in flight during a try or tap for goal An opponent secures the control of the ball The ball becomes dead

BACKCOURT AND FRONT COURT STATUS

Back court and front court Front Court: Part of the court between the end lines and nearest edge of the division line including the basket Back Court Consists of the division line and everything else including the basket Front Court Back Court

PLAYER LOCATION

Player Location Location of a player is determined by the player is touching the floor as far as being: Inbounds Out of Bounds Frontcourt Backcourt Outside the 3 point line Inside the 3 point line Airborne player is located where they last touched

PIVOT FOOT

Pivot Foot Rule 4-33 A Pivot takes place when a player who is holding the ball steps once or more than once in any direction with the same foot while the other foot, called the pivot foot is kept at its point of contact on the floor.

Example: Pivot Foot

Example: Pivot Foot

TRAVELING

Traveling Running with the ball Player who catches the ball with both feet on the floor may, Use either foot as pivot foot First foot lifted is not pivot foot Catching the ball while moving or dribbling, player may stop and establish a pivot foot

Traveling Player has ball and both feet off the floor then player lands, simultaneously on both feet Either foot may be the pivot foot Player has ball and both feet off the floor then player lands, on foot followed by the other foot First foot to touch is pivot foot Pivot Foot Once established, this cannot be lifted and put back down to the floor Cannot be lifted to start a dribble

Traveling Jump Stop (player in the air or stopping a dribble) Land on one foot and jump off that foot and land simultaneously land on both feet Bottom line Know which is the pivot foot

DRIBBLE

Dribble Definition: Intentionally striking the ball with the hand(s) Or pushes the ball to the floor once or several times Dribble starts by. to the floor before the pivot foot is lifted Pushing Throwing Batting

Dribble Dribble ends: Ball comes to rest in one or both hands Dribbler palms/carries the ball allowing it to come to rest Simultaneously touches the ball with both hands Ball touches or is touched by an opponent and causes the dribbler to lose control Ball becomes dead

Not a double dribble

INTERRUPTED DRIBBLE

Interrupted Dribble Interrupted Dribble When the ball is loose after deflecting off of the dribbler Momentarily gets away from a dribbler No player control of ball

Interrupted Dribble During an interrupted Dribble: No closely guarded Player control foul cannot take place Time out shall not be granted Out of bounds violation on player involved in the interrupted dribbler

SHOOTING, TRY, TAP

Shooting, Try, Tap Act of Shooting Begins simultaneously with the start of the try or tap Ends when the ball is clearly in flight Try For a Field Goal is an attempt to score two or three points by throwing the ball at a team s own basket Officials use their judgment to determine when this starts

Shooting, Try, Tap Habitual Motion: Try starts with this motion and precedes the release of the ball Guideline: Once the dribble is picked up the habitual motion begins

Habitual Motion Example

AIRBORNE SHOOTER

Airborne Shooter Definition Player that has released the ball on a try for goal Player that has tapped the ball Airborne shooter is considered in the act of shooting Considered a shooter until player has returned to the floor

Airborne shooter example

REBOUNDING

Rebounding Attempt to secure possession of the ball following a try or tap In a rebounding situation no one can establish team or player control until ball is secured

Rebounding Every player has a right to a spot on the playing court provided that they got there first without illegally contacting an opponent. We will also cover Rebounding in Module #12

TEN SECONDS

Ten Seconds A player nor team shall be in continuous control of the ball in his or her backcourt for 10 seconds Team Control is the main factor Trail should always have a visual count

Example: Visual Count

Point of Emphasis 2012-1013 CLOSELY GUARDED

Closely Guarded A ball handler that is in the front court is considered closely guarded if an opponent is within 6 feet of the ball handler, holding or dribbling the ball Measurement of the 6 feet applies to the forward foot/feet of the defender to the forward foot/feet of the ball handler Closely guarded is terminated when: Ball handler gets his/her head and shoulders past the defender

Closely Guarded Ball handler must be in front court 5 Seconds to Hold the ball Dribble the ball Hold the ball Interrupted Dribble Cannot start during Cannot continue during

Example: Closely Guarded

Six Feet Court Markings 6 Feet 6 Feet 6 Feet

Example: Not Closely Guarded

THROW-IN

Throw-In Two Types of Throw-ins: After a made basket Designated Spot After a violation, foul or interruption of play (e.g. timeout)

Throw-In Thrower has: Once the ball is at the disposal of the thrower Five Seconds to release the ball and throw it directly onto the court Throw-ins will be covered in Module #11

Throw-In Team retains this privilege until: Team commits a violation Team commits a Common Foul Before throw-in ends Before Bonus is in effect When ensuing throw-in spot would have been the end line

LEGAL GUARDING POSITION

Legal Guarding Position Rule 4-23 Guarding is an act to place the body in the path of an offensive opponent. Obtaining LGP Player must have both feet on the floor Front of the player s torso must be facing the opponent

Legal Guarding Position Defender may move to maintain a Legal Guarding Position in many ways Will cover in detail in Module #12

Review What does it take to establish LGP? What does the Trail do on a 10 second count? When does an airborne shooter begin and end? When does the ball become live on a jump ball?

Module 4 Questions? New Officials Basketball Class Module 4 Sequence of Events