TEAM SPORTS FINAL EXAM STUDY GUIDE

TEAM SPORTS FINAL EXAM STUDY GUIDE Soccer Study Guide: Soccer Ball: The official size of the soccer ball used in physical education class was a siz...
2 downloads 2 Views 301KB Size
TEAM SPORTS FINAL EXAM STUDY GUIDE

Soccer Study Guide:

Soccer Ball:

The official size of the soccer ball used in physical education class was a size five (5).

Field:

The length of the soccer field is 100-120 yards. The width of the soccer field is 50-75 yards.

Goal:

Each goal is worth one point.

Dribbling:

To dribble a soccer ball correctly, a player should use the inside of their feet, alternating the ball from foot to foot. The ball shouldn’t be more than 3 feet in front of the player when dribbling.

Juggling:

Juggling is defined as trying to keep a soccer ball in the air continuously without letting the ball hit the ground, hands, or arms.

Hand ball:

Touching the ball with your hands or your arms extended away from your body is a hand ball. The only time players may touch the ball with their hands is when they are attempting a throw-in, or placing the ball for a corner kick or goal kick. * The goal keeper or the goalie is the only player that can touch the ball with their hands.

Throw in:

A throw in occurs when the entire ball goes out of bounds on the sideline of the soccer field. The ball must be held with both hands and must be released directly over the head. Both feet must be on the ground during a throw in and the player making the throw in must be completely out of the playing field.

Free kick:

A free kick is awarded after a player, other than the goal keeper, uses hands, pushes/trips another player or some other minor infraction has occurred.

Penalty Kick:

A penalty kick is awarded after a player, including the goalie, fouls an opposing player in the goalie area. PK is another way of saying penalty kick.

Midfield:

The ball is placed at midfield at the start of the game, after half time, and after every goal has been scored.

Yellow card:

A yellow card is awarded to a player who has been warned about breaking a rule.

Red card:

A red card is awarded to a player who has been kicked out of a game for bad sportsmanship or an intentional foul.

Hockey Study Guide Hockey Rules and Definitions:

1. High Stick:

Anytime that the blade of the stick is brought above the knee is a high stick.

2. Face-off:

The act of putting the puck in play by alternately touching the ground and an opponent’s stick three times before moving the puck.

3. Center:

Having a face-off in the center of the court after each score and at the beginning of a game.

4. Goal:

Is the term used when scoring on your opponent. This is done by shooting the puck into the opponent’s goal and is worth one point.

5. Goalie Interference: Anytime that a player enters or swings at a puck in the goalie box. 6. Off-sides:

When a defensive player crosses the offensive 3/4 line of play or offensive player crosses the defensive 3/4 line of play to hit the puck.

7. Players should hold onto their sticks at all times, unless handing it to a teammate, or putting it in the barrel at the end of class. Do not throw sticks to stop the puck or prevent an opponent from running. 8. Players should always throw the puck on the ground to put it in play if it goes out of bounds. Pucks thrown in the air can result in unintentional high sticks by other players. 9. After each time a team scores, there needs to be a face-off at center and teams should rotate their positions - especially goalie. 10. Tripping:

Putting your stick in front or between an opponents’s feet in order to slow them down.

Basketball Study Guide:

Double Dribble:

Dribbling the ball with both hands at the same time, or stopping the dribble and then dribbling again.

Up & Down:

Jumping off the ground with the basketball without passing or shooting the basketball. This is also a travel.

Traveling:

Taking more than two steps without dribbling the basketball, or moving your pivot foot.

Three seconds: Offensive players can be in the lane for only three seconds at any one time without the ball. If they stay in the lane for more than three seconds, they are call for a three second violation and the ball is given to the other team. Triple Threat: Position where a player can: (1) Pass, (2) Shoot, or (3) Dribble the basketball. Shooting Pocket:

Same position as triple threat, but refers to the shooting position.

U or C Position:

Refers to the shape of the arm in the shooting pocket.

Cookie Jar:

Finish position of a player after shooting the basketball.

Clear shot or Swish:

A shot that goes through the basket without the ball touching the rim.

Lay-up:

A shot used in basketball in which the player is very close to the basket and the ball is shot off the square of the backboard softly and goes through the basket.

Free Throw:

Is a shot given to a player when they have been fouled by the other team.

Paint:

The area inside the lane. It is usually painted.

High Post:

Sometimes referred to as the elbow. It is the corner where the free throw line and the lane line meet. High post can be either left or right depending on where a player is standing.

Low Post:

Is the area just out from the basket on the outside of the lane. It is generally marked by a block painted on the floor.

Players, positions, and responsibilities: Regulation basketball is played with five (5) players on a team.

Point guard:

Primary ball handler and is the General on the floor. He calls the plays. He should be very highly skilled in dribbling & passing. Usually small and fast and is the last line of defense if the ball is suddenly stolen and goes the other way.

Off-guard(s):

Depending on the offensive scheme, teams will have either one or two off-guards. Sometimes they are referred to as the wings and will play around the three-point line out to the sides of the free throw line. They are usually good outside shooters, but work to get themselves and/or teammates shots from inside and outside the lane.

Forwards:

Teams usually have two forwards. Generally they will play between the three point line and the basket. They are taller players that are responsible for getting rebounds, blocking shots, and keeping offensive players and the ball from getting too close to the basket on defense.

Center:

Usually only one on a team and is the tallest player. Responsible for everything that happens under or near the basket, both on offense and defense.

Plays:

Give and Go:

This is when one player passes the ball to a teammate (give) and slashes to the basket (go). If he/she is open they should receive a pass back for an easy basket.

Pick and Roll: Is when an offensive player stands in the way of the defensive player guarding the player with the ball (pick). The player with the ball should dribble very close to the teammate setting the pick so that the defensive player cannot follow them and runs into the pick. When the defensive player runs into the pick, the player setting the pick turns away from the ball, pivoting (roll), and makes a cut for the basket. If they are open, they should receive a pass from the ball handler. V-Cut:

In P.E. class, this was a motion where a player from the wing (off-guard) ran to a point in the paint just in front of the free-throw line. If they were open they received a pass. If not, they cut to the other wing position and set a pick on the defensive player at the wing. This motion of running from one wing position to the paint and then cutting back out to the other wing position should look like a “V”.

Volleyball Study Guide Rules and Definitions:

1. Regulation:

Volleyball is played with six (6) players on a side to a final score of twenty-five (25) points. The game is based on the rally scoring system where either team can score regardless of which team is serving. In physical education class, in order for a team to win they had to be serving AND they had to win by two (2) points. A team could not lose the game on their serve.

2. Rally scoring:

Is a rule that is meant to speed up the game. A team scores on what used to be side-outs and when they are serving the ball.

3. Side-out:

When one team wins the serve back. This is usually accomplished when the serving team makes a mistake by (1) hitting the ball into the net , (2) touching the net with any part of the body, (3) crossing over the mid-line with any part of the body, (4) lifting the ball with the hand or arms, (5) double hitting the ball with the hands or arms, (6) hitting the ball more than three times on one side and one of those hits is NOT a block, (7) hitting the ball out of bounds, (8) foot faulting, and (9) illegally shifting players before the serve.

4. Touching the net:

Players are not allowed to touch the net at any time during play in volleyball. Players may save the ball out of the net provided that it is not hit into the net on the serve, and they can get it over the net within three hits on their side.

5. Mid-line:

Is the line under the net. Players are not allowed to cross it and touch the floor on the opposing side with any part of their body.

6. Lift:

This is called when the ball rests too long in the arms or hands. It is also called when the ball is hit with an open hand in an upward motion.

7. Double hit:

This is called when a player hits the ball twice in succession. It is generally called anytime that a players hands are apart on a bump or forearm pass.

8. Four hits:

Each team is allowed three hits to get the ball back over the net. If they hit it more than three times, four hits are signaled and a point or side-out is awarded. The only exception to this is, if the first hit is an attempted block. If the ball comes off a block, the team is allowed three more hits to get the ball over the net.

9. Out of Bounds:

A ball that does not hit the line or does not cross the net between the antennas is ruled out of bounds.

10. Foot Fault:

Is when any part of the server’s foot touches the end line as they contact the ball. It results in an automatic side-out.

11. Let:

This is when the ball hits the net but still falls over to the other side. During play this is legal and it is legal on the serve. If the server executes a let serve, and the receiving team doesn’t play it, it results in a point for the serving team.

12. Illegal rotation:

This is when players from either team switch positions before the ball is contacted on the serve. It results in a point or side-out.

13. Bump:

Also called a forearm pass. This technique is used to receive the serve and pass to the setter to start the offense. It is done by placing the hands together. Players should either place their thumbs next to each other and cup the fingers of one hand or lightly hold the thumb of one hand in the palm of the other. The forearms should face away from the body with the elbows hyper-extended. Feet are slightly wider than shoulder width and body positioned in good athletic stance.

14. Set:

Also called an overhead pass. This technique is used to set up a hitter for a spike. It is done by catching the outside of the ball, just above the eyes with the elbows out. Feet are slightly staggered and about shoulder width apart.

15. Spike:

This is the exclamation mark of volleyball. Like the home run in baseball, this is what the offense in volleyball strives to achieve. Hitters should take a position just behind the three meter mark in an athletic stance bent at the waste. Arms should hang down in front of them. As the ball is set, and the four step approach is taken, the arms will come forward on the first step (which is the smallest of the steps), and then the arms will start to come back on the second step (which is bigger than the second). As the third step is taken (it is the biggest step), the arms will start to come forward again as the fourth step is taken. The fourth step is parallel with the third step, knees are bent and momentum is built to jump off the ground. As the hitter comes up from the ground, the arms are pulled upward, with the non-hitting hand sighting in the ball and the hitting hand cocked behind the head. The hitter should hit slightly behind the ball and on top of the ball with an open hand driving it down to the floor on the opponent’s side of the court. The arm on the follow-thru should pass by the hip on the same side as the hitting shoulder. Timing your approach to hit the ball is critical to a well-executed spike.

16. Generally, the correct sequence for an offensive play in volleyball is:

Bump, Set, and Spike.

17. The setter should always get the second hit. If they cannot get to the bump/forearm pass, they should call for help from a teammate that is in a better position to set the ball.

Frisbee Study Guide:

Frisbee Terms:

Delay:

Spinning the Frisbee on your fingernail.

Z’s:

Spin on the Frisbee. The faster the Frisbee spins, the more Z’s it has.

Ultimate Frisbee Rules and Definitions: 1. Touch Down:

Scores one point for a team. This is earned when a member of the team catches the Frisbee in their end zone.

2. Kickoff:

This occurs after each touchdown. The team that scores a touchdown stays at the end where the touchdown was scored. The team that was scored against goes to the other end. Usually the person that caught or threw the touchdown pass executes the kickoff.

A. The person that executes the kickoff asks if the opposing team is ready. When they are, they throw the Frisbee from his/her ten yard line. The kickoff team must be behind the thrower at the time of the kickoff. B. If the receiving team touches the Frisbee on the kickoff and does not catch it, the Frisbee is given to the kickoff team at that spot on the field. If the Frisbee is caught by the receiving team or they let the Frisbee fall to the ground without touching it, they may take possession of the Frisbee where it was caught or hit the ground. 3. Change of possession: Anytime that the Frisbee is dropped, intercepted, attempted to be intercepted and dropped, knocked down, goes out of bounds, goes out of the end zone, or otherwise hits the ground without being caught by the offensive team, it is the other team’s Frisbee. 4. Pivot Foot:

Once a player catches or receives possession of the Frisbee they must establish a pivot foot. This is the foot that cannot move except to pivot (similar to basketball). If the player lifts the foot without releasing the Frisbee it is considered traveling and the defensive player receive the Frisbee at that spot.

A. There are two instances when it is legal to travel with the Frisbee: (1) During the execution of the kickoff, and (2) when there is a change of possession in the end zone. If there is a change of possession in the end zone the thrower is permitted to run up to and along the end zone line to throw to a teammate in the field of play. 5. Momentum Steps:

If a player is running so fast that they cannot stop after catching the Frisbee, they are permitted two momentum steps. If more than two steps are taken then the player must back up to the point where two steps would have been taken. If momentum steps carry a player into the end zone; they must step back into the field of play and throw the Frisbee to a teammate in the end zone in order to score a touchdown.

6. Guarding:

Defensive players must be two yards away from the thrower, so that they may throw the Frisbee. If the defensive player touches the offensive player, it constitutes a foul and the offensive player get a free throw from that point on the field.

Football Study Guide

Football Terms and Definitions:

Line of scrimmage:

A line the width of the field on the defensive side of the ball.

Neutral zone:

An area the length of the football for the width of the field. The only player who can be in the neutral zone is the Center.

Off-sides:

When players on offense or defense cross the line of scrimmage before the snap of the ball. In Physical Education, players had to wait four seconds before rushing the quarterback after the snap of the ball or they were off-sides.

Holding:

Is when a player on either side of the ball grabs another player to keep them from getting by them.

Interference:

Is when either an offensive or defensive player interferes with the others opportunity to catch the ball by bumping them or holding them when the ball is in the air.

Illegal Procedure:

When an offensive player moves illegally before the snap of the ball.

Blocking:

During Physical Education it was illegal for offensive players to block defensive players from getting to the ball carrier.

Illegal Guarding:

During Physical Education it was illegal for the ball carrier to use their hands to keep defensive players from grabbing their flags.

Illegal Running:

It was illegal for the offense to run with the ball more than one time every four plays. The other three plays had to be passes.

1/2 Rule:

Teams had six plays to score a touchdown. However, at least once every two plays a girl had to run, throw, or catch the football. If the defensive team recognized that the offense had not had a girl run, throw, or catch the football – then the defense got the ball at that point on the field.

Mountain Vista Football Team’s passing tree shown below: (Receivers are to the RIGHT of the quarterback)

1) Pass pattern #1: Fade 2) Pass pattern #2: Slant 3) Pass pattern #3: Down and Out 4) Pass pattern #4: Butt and Hook 5) Pass pattern #5: Flag 6) Pass pattern # 6: Post 7) Pass pattern #9: Fly 8) Pass pattern #8: Down and In

Running the Patterns: 1. On # 4, the Butt and Hook pass pattern, the receiver should run as fast as they can to make the defender think they are going on a fly pattern before they butt their head forward at the end of the pattern, turn quickly and come back to the quarterback with their hands in a good position to catch the ball. 2. The Post pattern and the Flag pattern start off the same way, but as the receiver gets to 10 to 12 yards downfield they make a cut, slanting to either the flag at the corner of the end zone or the goal posts. This is where they get their names. 3. The Down and Out or Down and In pass patterns simply mean that the receiver goes down the field and either goes out towards the side of the field or goes in towards the center. 4. All patterns require a bit of trickery in order to fool the defender. If the receiver doesn’t do a good job of selling a fake pattern, the defender will anticipate what the real pattern is and intercepts the ball. An example of fooling a defender might be to slow down on a fly pattern to make them think that you are running a butt and hook and as they hesitate, you run by them down the field and are open for a long pass. Diagram of sample offense layout:

1) Player #1: Halfback (H) 2) Player #2: Fullback (F) 3) Player #3: Slot back (Z) 4) Player #4: Quarterback 5) Player #5: Wide Receiver (X) 6) Player #6: Right Tackle 7) Player #7: Right Guard 8) Player #8: Center 9) Player #9: Left Guard 10) Player #10: Left Tackle (the most important lineman for a right-handed passer). 11) Player #11: Left End (Y) (can switch sides, but the receiver on that side must step back from the neutral zone. Receivers cannot cover up the end. 12) There must be 7 (seven) players on the line, before ball is snapped.

Diagram of sample defense layout: 1) Player #1: Left Tackle 2) Player #2: Nose Guard 3) Player #3: Right Tackle 4) Player #4: Left Cornerback 5) Player #5: Left Outside Linebacker 6) Player #6: Left Inside Linebacker 7) Player #7: Right Inside Linebacker 8) Player #8: Right Outside Linebacker 9) Player #9: Right Cornerback 10) Player #10: Left Safety 11) Player #11: Right Safety

Cornerbacks are responsible for turning the ball carriers to the inside of the field and are not to let them get to the outside of them. Safeties are the LAST line of defense. Linebackers are responsible for making tackles and knocking down passes in the middle of the field. Weak side and Strong side are determined by where the Offensive Tight End lines up. Whichever side he lines up on is the Strong side.