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Introduction to Sports

SPORTS
– are all forms of usually competitive physical activity or game which, through casual or organized
participation, aim to use, maintain or improve physical ability and skills while provid ing enjoyment
to participants and entertainment to spectators.
INDIVIDUAL SPORT
– a sport in which participants
compete as individuals TEAM SPORT
• Badminton – sport which involves three or more players
• Boxing working together towards a shared objective.
• Bowling A team sport is an activity in which individuals
• Cycling are organized into opposing teams which
• Running compete to win
• Table Tennis/Lawn Tennis • Basketball
• Volleyball
DUAL SPORT • Rugby
– sport that requires two players • Water polo
on each side. • Handball
• Badminton • Cricket
• Air badminton (outdoor) • Baseball
• Lawn Tennis • Football
• Table Tennis • Hockey/Field Hockey

INJURY
– caused by accidents or acts of violence, and may occur at home, work, or play.
– due to impact from blunt objects or from objects that penetrate the body
CAUSES OF INJURY
• Overuse
• Direct Impact STAGES OF INJURY
• Failure to warm up 1st Degree
• Overtraining – Mild, least severe, a couple
• Excessive loading on the body days to heal if treated properly
• Not taking safety precautions (overstretched)
• Inappropriate use of equipment
• Poor exercise technique 2nd Degree
• Reoccurring injury – Moderate but more severe,
• Genetic Factors like muscle weakness/imbalance physiotherapy may be needed
• Lack of flexibility (partial tear)
• Joint laxity
3rd Degree
SIGNS OF INJURY – Most severe, surgery,
• Swelling physiotherapy, up to 12 months to
• Heat recover (complete tear or rupture)
• Altered Function
• Redness
• Pain
CATEGORIES OF INJURY
1. Acute 2. Chronic
– is usually associated with a sudden, – is caused by repeated overuse of muscle
traumatic event such as clashing into group or joints. Poor technique and
another player during a game or falling structural abnormalities can also contribute
from a bike. to the development of chronic injuries

EXAMPLES OF INJURY
SPRAIN
– also known as torn ligament, is the stretching or tearing of ligaments within a joint
– damage to joints, and is also classed as soft tissue injuries. It can happen when an ankle or a
wrist is twisted suddenly, when a performer lands badly for example (ankle sprain)
STRAIN
– a soft tissue injury to a tendon (tissues that connect your muscles and bones) or muscle.
Strains can range from mild to extreme; and may mean your tendon or muscle has a partial
or complete tear.
– can happen when a muscle is twisted or wrenched
TORN CARTILAGE
– is a soft tissue injury that occurs when a join is twisted excessively, usually when changing
direction or pivoting at speed.
– can cause long-term issues if not properly treated when the injury occurs.
DISLOCATION
– hard tissue injury that occurs when a joint—a place where two or more bones come
together—is moved outside of its designed range. This temporarily deforms and immobilizes
your joint.
– can occur at all major joints from a forceful blow and will look deformed and be extremely
painful. The player will also have no control over movement in that area.
– common in high-impact sports such as rugby, skii ng, and football
FRACTURE
– hard tissue injuries that occur when an excessive impact or force is put on the bone.
– happens from a blow or a twist
• Closed/Simple Fracture – is when the break of the bone is under the skin.
• Compound/Open Fracture – is when the broken end of the bone comes through
the skin.
• Greenstick Fracture – is when pressure or impact buckles or bends a bone but only
partially breaks it.
• Stress Fracture – is an incomplete fracture of the bone. It is caused by unusual,
repeated stress.
WOUND
– an injury to living tissue caused by a cut, blow, or other impact, typically one in which the skin
is cut or broken.
• Wound Abrasion– is an injury caused by something that rubs or scrapes against the
skin
• Cut/Laceration – is a wound caused by a sharp object or instrument
• Bruise – is the rupture of small blood vessels and discoloration without a break in the
skin
HEAD I NJURY (CONCUSSION)
– is a mild brain injury from a blow to the head which may cause loss of consciousness.
– is the most dangerous sports injury that a young athlete can suffer.
– occur most often in contact sports like football, but even less physical sports like soccer,
volleyball, and basketball can leave an athlete with a concussion or traumatic brain injury
(TBI).

DOS AND DON’TS OF DEALING WITH SPORTS INJURIES


DOS: DON’TS:
• Know what your injury is • Create new injuries
• Stop if it hurts • Stretch a pulled or torn muscle
• Cold Compress within 24 hours
• Warm Compress after 24 hours

FIVE STEPS TO PREVENT INJURIES


1. Wear protective gear, such as helmets, protective pads, and other gear
2. Warm up and cool down
3. Know the rules of the game
4. Watch out for others
5. Don’t play when you’re injured

Introduction to Arnis
ARNIS
– is a Flipino martial art that can be performed individually or with a partner using a single stick
or a pair of sticks for striking and blocking; can also be used for self-defense
– is the Philippines’ National Martial Art and Sport after PGMA signed R.A 9850 in 2009.

HISTORY
ETYMOLOGY
• Luzon: ARNIS -> Spanish term “Arnes”
• Visayas: ESKRIMA -> Spanish term “Esgrima” which means Fencing
• Mindanao: KALI-> “Tjakalele” which is a tribal stick fight from Indonesia or Ka (kamot) and LI
(lihok) according to Guro Inosanto
REMIGIO “REMY” AMADOR PRESAS (December 19, 1936–August 28, 2001)
– the Father of Modern Arnis
– a martial artist and a teacher who moved to the United States where he taught his art via
seminars and camps
– in 1982, he was inducted into the Black Belt Hall of Fame as Instructor of the Year
ERNESTO PRESAS (May 20, 1945–November 1, 2010)
– the founder of the Filipino Martial arts system Kombatan
– Kombatan, which includes training with the sticks and with bladed weapons in addition to
empty-hand work, was developed from the Modern Arnis System.
MAIN EQUIPMENT
– the primary weapon is the rattan stick, called a cane or baston (baton), which varies in size, but
is usually about 28 inches (71 cm) in length.

BELT RANKS IN ADDITION TO RAN KS, LEVEL 1-5 PRACTITIONERS


INSTRUCTOR LAKAN
• White: Beginner
• Yellow: Intermediate 1 – first-degree black belt – a master of Kali based on skill
• Green: Intermediate 2 and leadership
• Blue: Advanced 1
• Brown: Advanced/Expert MANONG TOTOONG LAKAN
• Black: Master 1-9 – maintained active status – the highest level in the Filipino
• Grand Master Combat system
LAKAN GURO TUHON
– the rank is referred – 5th-degree black belter – has the knowledge, skills, and
to as Lakan for men culture of the warriors
(Tagalog for nobleman)
DAYANG
– the rank is referred to GOVERNING BODIES OF ARNIS
as Dayang for women • ARPI – Arnis Philippines
(Tagalog for lady) • PEKAF – Philippine Eskrima Kali-Arnis Federation
• DEAAP – Department of Education Arnis Association of the
Philippines
• WEKAF – World Eskrima Kali Arnis Federation

ARNIS COMPETITION RULES GENERAL FORMAT


The Arnis Martial Arts Competition is a continuous, full contact, live weapon, stick fighting venue.
• Competitors will fight each other with sticks—slender, cylindrically-shaped rattan weapons in
2-round matches 1 minute per round with 30 seconds of rest between rounds.
• This is an open-style competition. Competitors will compete in an open matted surface whose
inbound space ranges from 15’x15’ to 20’x20’.
• Single-stick fighting and double-stick fighting contests will be conducted in a round-robin
tournament format
• All matches will be scored by judges using a 10-points must system. Divisions of these contests
will be based on weight, age, gender, rank, and martial arts experience level.

PAIRINGS AND FORMAT


The tournament format will be at the discretion of tournament officials. In adult divisions, we will
try as much as possible to form pairs that are within 8% of each other by weight. Directors will
combine divisions where competitors are scarce.
• In those cases, the directors are authorized to adjust for fairness without compromising the
primary object—to showcase martial skills and reward those that are better able to use their
weapon.
• Fighters will be evaluated based on the accumulation of points on all matches combined. Gold,
silver, and bronze medals will be awarded in each division to fighters accumulating the highest
scores.
RULES OF ENGAGEMENT
• Opponents will begin and end all matches with a salute or bow to each other and the judges.
• The referee will position fighters beyond the largo range at the start of every round.
• Only attacks with the stick and feet are allowed.
• Hits, slashes, and witticks are all legal. Punots, pokes, and stabs are all illegal.
• Target areas are 1) front and sides of the body, 2) arms and hands, 3) top, front, and sides of
the helmet.
• Kicks are allowed below the neck and above the waist only.
• In single stick competition, it is NOT legal to block a stick with your free hand. However, “arm
stopping” at quarto range or arm checking is allowed.
• Fighters are required to exhibit a realistic defense (movement, parrying, intelligent blocking,
etc.)
• No takedowns. No grappling, wrestling, or hooking.
• No pushing or striking with any part of your body.
• No foot sweeps or throws, thrusting or butt strikes, 2-handed strikes.
• No strikes or kicks below the waistline or direct strikes to the back.
• No kicks below the waist or above the neck.
• No knee strikes or elbow strikes.
• Trapping and parrying are allowed. Locking and hold ing are not.
• An instantaneous “Hold and Hit” with an immediate release is allowed.
• In the event of inaction or ineffective action in the clinch, the referee will call time and break
the clinch.
• Disarms must be immediate, or have an immediate release (1-2 rule applies)
• Joints may not be locked or twisted for a disarm.
• You may use the ring to control the action. You may not use it to avoid action.
• To signal surrender or stop action for an injury, equipment failure, etc., raise both hands and
back up. Do not turn away.

CORNER AND COACHING


The fighter is required to have at least one corner person with a maximum of two. Coaching
may only be done during a break in the action. Corner men are not to communicate with their
fighters while the action is in progress. Do not remove any equipment, until the end of the match.
The helmet may be removed between rounds.

JUDGING, SCORING, & OFFICIATING


All matches scored by 3 judges on the “10-Point Must” system prior to deductions. Deductions
will be issued by the referee only. Judges may issue bonus points for exemplary technique. The
referee will ID rule infractions, issue warnings, and mandatory point deductions. Scoring is based
on the number of strikes, the effectiveness of striking, and the ring generalship.
In a single-stick competition, disarms shall be scored as part of the match as a mandatory
point deduction. 3 disarms will result in a TKO. The 3-disarm rule may be waived at the
tournament director’s discretion.
In a double-stick competition, a fighter will not be deducted if disarmed—the fighter will
continue to fight with one weapon until the end of the round. A fighter who loses both weapons will
automatically lose the match.
PROFESSIONAL CONDUCT AND ETIQUETTE OF ATHLETES, COACHES, AND SPECTATORS
All participants are expected to exhibit professional behavior. Excessive foul language and
unsportsmanlike conduct will not be tolerated by any fighters, coaches, or spectators. Fighters
and coaches will not discuss fights with the judges or referees while the tournament is in progress.
EQUIPMENT
All participants must make provisions for the required weapons and equipment. Prior to the start
of all matches, fighters will submit their weapons and equipment that will be inspected by the
referee and judges. The required is as follows:
• WEKAF armor (Headgear and Armored Gown)
• Protective full-fingered gloves, or WEKAF stick-fighting gloves.
• Elbow pads, forearm pads, knee pads, protective cup, and shoes (mandatory).
• T-shirts and Pants (or shorts)
• Rattan Sticks

Stances, Striking Points,


& Blocking Techniques
BASIC SKILLS
GRIP: PROPER HOLD OF THE STICK
• Hold the stick one fist away from the punyo (butt) of the stick.
• Close the grip with the thumb.

BASIC STANCES
READY STANCE
• Stand with your feet apart parallel to the shoulder with both toes pointing forward.
• The knees should be straight, the waist and the body facing forward.
• Hands are on waist level and the hands should hold the sticks on both sides.
• The ready stance is commonly used when standing at ease during training or tournaments.
ATTENTION STANCE
• Stand with your feet forming a 45 degrees angle.
• Heels should be close to each other, knees should be straight, the waist and body facing
forward.
• Shoulders are dropped to the side and both hands are at waist level.
• The Attention Stance is commonly used in preparation for courtesy or “bowing” at
commencement of sparring.
SALUTATION OR SALUDO
Both fighters, as a courtesy and a sign of a true gentleman, give salutation.
• Hold the stick down open, open leg facing each other
• Close the leg by moving the left leg close to the right 45 degree angle.
• Lift the stick to the chest wherein the butt is resting on the chest. The top of the stick is
pointing up.
• Take a bow together with the opponents or sparring mate, then go back to the orig inal
position
STRADDLE STANCE
• Starting with the ready stance, move one foot about two feet (2’) to the left or the right
direction until both lower legs are almost perpendicular to the ground.
• Both toes are pointing in front, the waist and the body is facing forward.
• The body should not be too low or extended otherwise it will be hard to maneuver.
• Distribute the weight or center of gravity to both legs. Straddle stance are also called
Horseback Rid ing Stance since it mimics position when rid ing on a horse back.
• Straddle stances are commonly used for blocking the strikes to the side of the body.
FORWARD STANCE
• Starting with the ready stance, move one foot forward until the knee and the toe are in line
to each other.
• Both toes are pointing in front, the waist and the body is facing forward.
• The body should not be too low or the lead foot too extended otherwise it will be hard to
maneuver.
• Distribute the weight or center of gravity to both legs.
• Forward stances can be right foot lead, which is the Right Foot Forward Stance or it can be
left foot lead which is Left Foot Forward Stance.
• Forward Stance are commonly used with frontal striking or blocking techniques.
BACK STANCE
• Starting with the ready stance, move one foot backward 45 degrees away from the body.
• The heels of the foot should form an imaginary “L” shape while the legs are in a straddle
position.
• The body should not be too low or extended otherwise it will be hard to maneuver.
• Distribute the weight or center of gravity to both legs.
• Back stances can be right foot lead, which is the Right Foot Back Stance or it can be left
foot lead which is Left Foot Back Stance.
• Back stances are used for blocking and backward evasion techniques.
OBLIQUE STANCE
• Starting with the ready stance, move one foot forward 45 degrees away from the body until
the knee and the toe are in line to each other.
• Move on the same direction as the lead foot (e.g. for right foot lead, move 45 degrees
forward to the right).
• Both toes are pointing in front, the waist and the body is facing forward.
• The body should not be too low or the lead foot too extended otherwise it will be hard to
maneuver.
• Distribute the weight or center of gravity to both legs.
• Oblique stances can be right foot lead, which is the Right Foot Oblique Stance or it can be
left foot lead which is Left Foot Oblique Stance.
• Oblique Stances are commonly used for forward blocking and evasion techniques.
SIDE STANCE
• Starting with the ready stance, move one foot about two feet (2’) to the left or right
direction.
• Moving foot will be perpendicular to the ground while the other leg is extended thereby
creating a position like that of a side kick.
• Both toes are pointing in front, the waist and the body is facing forward.
• The body should not be too low or extended otherwise it will be hard to maneuver.
• Distribute the weight or center of gravity to both legs. If the left foot moves to the side it
becomes Left Foot Side Stance, if the right foot moves to the side it becomes Right Foot Side
Stance.
• Sid e Stances are commonly used for strike deflection and evasion techniques.
STRIKING POINTS
The parts of the body indicated below are
BLOCKING TECHNIQUES
The parts of the body indicated below are
parts of the body of your opponent your parts of the body you need to protect
1/Isa – strike the left temple 1/Isa – block your left temple
2/Dalawa – strike the right temple 2/Dalawa – block your right temple
3/Tatlo – strike the left elbow 3/Tatlo – block your left elbow
4/Apat – strike the right elbow 4/Apat – block your right elbow
5/Lima – thrust the navel 5/Lima – block your navel
6/Anim – thrust the left chest 6/Anim – block your left chest
7/Pito – thrust the right chest 7/Pito – block your right chest
8/Walo – strike the right knee 8/Walo – block your right knee
9/Siyam – strike the left knee 9/Siyam – block your left knee
10/Sampu – thrust the left eye 10/Sampu – block your left eye
11/Labing Isa – thrust the right eye 11/Labing Isa – block your right eye
12/Labing Dalawa – strike the crown 12/Labing Dalawa – block your crown

SINAWALI
– the double-cane method of fighting in arnis.
– came from the Tagalog word “sawali,” a woven split bamboo mats used as walls of nipa huts
– the crisscrossing movements of sinawali weapons fighting mimic the pattern of these mats.
– punong lakan Garitony Nicolas dubbed as “The Father of Modern Sinawali”

SINGLE SINAWALi STRIKING POINTS


BILANG ISA/COUNT ONE
• Right Hand: Strikes the left temple of the opponent or sparring partner.
• Left Hand: Placed across the body with stick pointing at the back.
BILANG DALAWA/COUNT TWO
• Right Hand: Strikes the right knee of the opponent or sparring partner.
• Left Hand: Extended at the back hold ing the cane pointing upwards.
BILANG TATLO/COUNT THREE
• Left Hand: Strikes the right temple of the opponent or sparring partner.
• Right Hand: Placed across the body with stick pointing at the back.
BILANG APAT/COUNT FOUR
• Left Hand: Strikes the left knee of the opponent or sparring partner.
• Right Hand: Extended at the back hold ing the cane pointing upwards.

DOUBLE SINAWALi STRIKING POINTS


BILANG ISA/COUNT ONE
• Right Hand: Strikes the left temple of the opponent or sparring partner.
• Left Hand: Placed across the body with stick pointing at the back.
BILANG DALAWA/COUNT TWO
• Right Hand: Holds the cane across the neck. Stick pointing upwards.
• Left Hand: Strikes the left knee of the opponent or sparring partner.
BILANG TATLO/COUNT THREE
• Right Hand: Strikes the right temple of the opponent or sparring mate.
• Left Hand: Extended at the back hold ing the cane pointing upwards.
BILANG APAT/COUNT FOUR
• Right Hand: Placed across the body with stick pointing at the back.
• Left Hand: Strikes the right temple of the opponent or sparring partner.
BILANG LIMA/COUNT FIVE
• Right Hand: Strikes the right knee of the opponent or sparring partner.
• Left Hand: Holds the cane across the neck. Stick pointing upwards.
BILANG ANIM/COUNT SIX
• Right Hand: Extended at the back hold ing the cane pointing upwards.
• Left Hand: Strikes the left temple of the opponent or sparring partner.

Basketball
BASKETBALL
– is a team sport in which two teams, most commonly of five players each, opposing one another
on a rectangular court, compete with the primary objective of shooting a basketball through
the defender’s hoop while preventing the opposing team from shooting through their own hoop

HISTORY
DR. JAMES NAISMITH
– founder of basketball
– a physical education professor and instructor at the International Young Men’s Christian
Association Training School (YMCA)—Springfield College, today
SPRINGFIELD, MASSACHUSETTS
– where basketball orig inated
DECEMBER 1891
– basketball was first played
SOCCERBALL AND PEACH BASKET
– first pieces of equipment used
RULES AND PLAYERS
• The first published list of rules contained 13 rules and the game required 9 players
JANUARY 20, 1892
– the first official game of basketball at YMCA Gymnasium in Albany, New York
SENDA BERENSON
– founder of women’s basketball
PIECES OF EQUIPMENT
PLAYING COURT
– the playing court shall have a flat, hard surface free from obstructions with dimensions of
28cm in length by 15 m in width measured from the inner edge of the boundary line
BASKETBALL
– a spherical ball used in basketball games
– has a traditional eight-panel ball
– For amateurs:
• Grade School & High School: 27 inches (169 cm)
• Collegiate: 30 inches (76 cm) National Collegiate Athletic Associaton MEN
29 inches (74 cm) NCAA WOMEN
– For Professionals:
• 29.5 inches (75 cm) in circumference for NBA
• 29 inches (74 cm) in circumference for Women’s NBA
BACKBOARD & RIM
• Backboards are raised vertical boards with an attached basket consisting of a net
suspended from a hoop. The top of the hoop is 10 feet (3.05 m or 305 cm) above the ground
• Regulation backboards are 6 feet (1.83 m or 183 cm) wide by 3.6 feer (1.1 m or 110 cm) tall
• Basketball rims (hoops) are 18 inches (46 cm) in diameter
• The inner rectangle on the backboard is 24 inches (61 cm) wide by 18 inches (46 cm) tall
SCOREBOARD & GAME CLOCK
– shows the score for each team—the official time, quarter/period, possession arrow, team
fouls, and timeouts
SHOTCLOCK OR 24-SECOND SHOT CLOCK
– a countdown timer used in basketball that provides a set amount of time (24-14 seconds) that
a team may possess the ball before attempting to score a field goal

BASIC SKILLS
Players advance the ball by bouncing it while walking or running (dribbling) or by passing it to
a teammate, both of which require considerable skill. On offense, players may use a variety of
shots—the lay-up, the jump shot, or a dunk
Everybody has to learn how to dribble, pass, defend, rebound, and hustle if the team is to play
well and succeed.
SHOOTING
– the object of the game is to win by scoring the most points. Therefore, improving the team’s
shooting is important to win a game. There are several ways to score in the game:
• Jump Shot • Alley Oop • Lay-up
• Dunk • Freethrow • Hook Shot
Mechanics
• Square your shoulders to the basket
• Place your fingers of your shooting hand under the ball
• Tuck your elbow close to your body and balance the ball lightly with your non-shooting hand
• Extend your shooting arm toward the hoop and flick your wrist to release the shot
• Shoot with your fingers and generate most of the power with your wrist, not your arm
• Follow through directly toward the target with your shooting hand. You’ll typically aim for
a spot above the middle of the rim.
Proper Holding of the Ball

Diagram A demonstrating Diagram B demonstrating


correct hand position correct hand position Diagram C demonstrating
• Ball centered in middle • Ball centered in middle of correct elbow & hand
of hand hand position
• Index finger pointing at • Line from thumb to pinkie • Elbow L-shape
the valve and basket finger shown • Wrist with wrinkle
• Line from thumb to • Triangle towards the appearing
pinkie finger shown target established • Ball sitting on upper
• Triangle towards the • Fingers spread as wide as part of palm and pads of
target established possible fingers
• Fingers spread as wide • Ball sitting on upper part • Index finger pointing
as possible of palm and pads of fingers straight at the target
PASSING
– a good offensive attack that needs precision and accurate target of moving the ball from
one side to the other without even dribbling. This helps find an open man, to find a good
shooter or to get away from a defender
Chest Pass
• This pass orig inates from the chest
• It is thrown by gripping the ball on the sides with the thumbs directly behind the ball
• When the pass is thrown, the fingers are notated behind the ball and the thumbs are
turned down
Bounce Pass
• This pass is thrown with the same motion, however, it is aimed at the floor
• It should be thrown far enough out that the ball bounces waist high to the receiver
• Some say try to throw it 3/4 of the way to the receiver
Overhead Pass
• This pass is often used as an outlet pass
• Bring the ball directly above your forehead with both hands on the side of the ball and
follow through
Baseball Pass
• This pass is a one-handed pass that uses that same motion as a baseball throw
• This is often used to make long passes
DRIBBLING
– a player in possession with the ball can only move while dribbling, that involves player
movement and control in handling the ball. Therefore, it is essential for you to master the
basic techniques
• Crossover • Positioning yourself properly
• Behind the Back • Controlling the ball
• Between the legs • Dribbling Low
REBOUNDING
– referred to as a board, is a statistic awarded to a player who retrieves the ball after a
missed field goal or free throw
– rebounds are also given to a player who tips in a missed shot on his team’s offensive end. A
rebound can be grabbed by either an offensive player or a defensive player
Offensive Rebounds Defensive Rebounds
• The ball is recovered by the • The defending team gains
offensive side and does not possession
change possession

STANCES
OFFENSE
– is the only chance that the team has a shot at the basket and scoring. Playing offense
requires coordination among players and individual skill to execute well plays
Triple Threat
• A stance occurs when an offensive player squares up a defender. They must be in
an athletic position, meaning their body is ready to move, and the ball must be held on
their right or left hip
• The player can now decide what to do including 3 options: Pass, Dribble, & Shoot
DEFENSE
– to be able to get a chance to score and gain possession, the team should play good defense
and try to stop their opponent from scoring. As said, “A good defense is a good offense.”
Footwork
• Both feet should be slightly wider than shoulder width apart
• With the entire foot on the ground, focus on shifting weight onto the front balls of
each foot
Lower Body Position
• Knees are bent and legs are flexed
Upper Body Position
• Upper body will be slightly forward and the back remains straight
• Shoulders remain square to the offensive player
Head and Eyes Position
• Head is up, centered in the stance and slightly over the feet
• Eyes are focused on the midsection or chest of the offensive player with the ball
Arm Position
• Arms are fully extended out to the side
Hand Position
• Hand remain up and out
PLAYER POSITIONS AND FUNCTIONS

A
B
E
D
C

A. POINT GUARD
– shortest players or the best ball handlers
– organizes the team’s offense by controlling the ball and making sure that it gets to the right
player at the right time
– their aim is to get the ball into the other team’s half and run the offense
B. SHOOTING GUARD
– creates a high volume of shots on offense; guards the opponent’s best perimeter player on
defense
– the role of this player is to shoot from long distances and also to get to the other half
sometimes and play within the key
C. SMALL FORWARD
– often primarily responsible for scoring points via cuts to the basket and dribble penetration;
on defense seeks rebounds and steals, but sometimes plays more actively
– a versatile player that is a bit taller than the PG and SG
– take long shots and break into the key
– can also position themselves close to the basket
D. POWER FORWARD
– plays offensively often with his back to the basket; on defense, plays under the basket (in a
zone defense) or against the opposing power forward (in man-to-man defense)
E. CENTER
– uses size, either to score (on offense) or to protect the basket closely (on defense)
– the tallest player on the team
– rebound
BASIC RULES
• Basketball is played on a rectangular court 22-28 m long and 13-15 m wide
• At each end of the court there is a 45 cm wide loop fixed on the panel, suspended 3.05 m
above the ground
• Two teams of 5 players competing of 4 quarters with 10 mins each
• 15 mins halftime takes place between 2nd and 3rd quarter
• The objective of both teams is to shoot the ball into the opponent’s hoop and score as many
as possible
• A scored shot is called a “field goal” and is worth 2 points
• Outside the 3-point arc is worth 3 points
• Free throws are shot from the land place near the edge of the key and worth 1 point
• The key is also called a free throw lane (rectangular area down beneath the hoop)
• The team with the highest score at the end of the game wins
• In the event of a tie, the team plays a 5-minute round in overtime until one team wins
• To get the ball across the court, players can only move while dribbling
• To pass the ball, players are only allowed to use their hands
• In offense, players can be sanctioned by violations, which leads to a turnover behind the
opponent’s baseline
• In case of illegal contact, players can be sanctioned by fouls. Fouls can be sanctioned by
turnover or free shot for the opponent
• At each timeout, the coach may take substitutions. There is no limit of the number of
players that can be substituted.

VIOLATIONS
– a violation is the most minor class of illegal action
– most are committed by the team with possession of the ball, when a player mishandles the ball
or makes an illegal move
– the typical penalty for a violation is loss of the ball to the other team
BALL-HANDLING TIME
• Walking/traveling • 24-second violation
• Carrying/Palming • Three in the key (3-sec violation
• Double Dribble • Eight-secong violation
• Backcourt Violation • Five-second throw-in violation
SHOOTING OTHER VIOLATIONS
• Goaltending • Stepping out of bounds and
• Basket interference throwing the ball out of bounds

FOULS
– a foul is an infraction of the rules more serious than violation
– most occur as a result of illegal personal contact with an opponent and/or unsportsmanlike
behavior
– the team whose player committed the foul loses possession of the ball to the other team
TECHNICAL FOUL
• A penalty for a violation of conduct, such as abusive language or fighting.
• Each technical foul awards a free throw to the opposing team.
• Two technical fouls in one game mean an automatic ejection for the offending player or
coach
FLAGRANT FOUL
• A personal foul that involves excessive or violent contact that could injure the fouled
player.
• A flagrant foul may be unintentional or purposeful, the latter type is also called an
“intentional foul” in the NBA
• However, most intentional fouls are not considered flagrant and fouling intentionally is an
accepted tactic to regain possession of the ball with minimal time off the game clock
PERSONAL FOUL
• A breach of the rules that concerns illegal personal contact with an opponent.
• Most personal fouls are called against a defensive player
• A personal foul that is committed by a player of the team in possession of the ball is called
an offensive foul
OFFENSIVE FOUL
• When the player with the ball charges (a violation in which an offensive player runs into the
stationary opponent).
DEFENSIVE FOUL
• Any unnecessary or illegal contact either on the ball or away from the ball
> Blocking > Hand Check
> Pushing > Tripping
> Shooting Foul > Over-the-back
TEAM FOUL
• Number of personal fouls committed within a specified quarter or period that do not
exceed the allowable limit after which the opposing team begins to receive bonus free
throws
Allowed: 4 fouls
Penalty: 5 fouls & above

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