Curriculum Units and Resources
Archery is among the oldest sports in existence. In prehistoric times people used bows and arrows to hunt for food and for self-defense. It also played a major role in military history for thousands of years.
In approximately 2800 BC, the first composite bow was produced by the Egyptians.
During the Greek and Roman civilizations, armies used the skill of trained bowmen to win many battles. In Europe, the bow and arrow were displaced by firearms as a military weapon in the 16th century.
In the US, the National Archery Association (NAA) was founded in 1879. It still sponsors annual national archery competitions today.
Target Archery became an olympic sport in 1972. It continues to be a lifetime sport for people of both genders, ages, and body types.
In PE we will be using a recurve bow. Every bow has a different pound rating (how hard it is to draw back). The bow we use range between 15-45 pounds.
Archery Routines and Rules:
- Always remember that the bow and arrow can be a deadly weapon and conduct yourself accordingly at all times.
- Keep bows and/or arrows off of the ground. They can absorb moisture which may damage them.
- Check your equipment each day before you use it. Check for frayed strings or servings, loose fletching, nocks or points that are not secure, bent or splintered arrow shafts, and bow damage.
- Stay behind the shooting line while archers are on the line.
- Be alert at all times. The archery range is no place for excessive talking, day dreaming, or messing around.
- Call attention to the action of other archers which you know are dangerous. Good shooting requires concentration, as does safe shooting. We're all a team - help one another out.
- A quiet focused shooting line = a safer shooting line
- Avoid pins, buttons, jewelry, and loose fitting sleeves that could catch the string upon release.
- Before beginning to shoot, be sure there is no one at or behind the target, be alert for anything unexpected that may appear on the field.
- When you have finished shooting your arrows, step back from the shooting line and wait for the retrieve signal (3 whistles) before you move forward toward the target.
- Do not release an arrow after the instructor has sounded the signal to stop shooting (two whistles). Slowly bring down the string and remove the arrow from the string.
- Straddle the shooting line so that no archer is standing ahead or behind the other archers.
- Arrows should be nocked on the shooting line only. A nocked arrow should only be pointed at the target or the ground - no exceptions!
- Never use the index finger of the bow hand as an arrow rest.
An index finger used as an arrow rest = injury
- Never release a string without an arrow on it. Called “dry firing”,
this will damage the limbs of the bow and could hurt you.
- While in full draw, if an arrow falls off the arrow rest, do not attempt to replace it until the bow is brought down and the draw is repeated.
DO NOT try to replace the arrow on the arrow rest while in full draw.
- If an arrow is dropped in front of the shooting line, pull it back using the tip of the bow. If it cannot be retrieved in that manner, consider it as having been shot. If too far, leave it and wait for the retrieve signal (3 whistles).
- When removing arrows from the target, place one hand against the target face around the arrow, place the other hand on the arrow as close to the target face as possible. Pull the arrow from the target at the same angle that it entered. If the arrow is deeply embedded, twist it a few times to
loosen it, then pull it out. If any part of the fletching is embedded in the target itself, go to the back of the target and pull the arrow through, point first.
- Always help target mates and classmates find lost arrows. Do not return to the shooting
line without them. Report lost or damaged arrows to the instructor.
- Fan the arrows in your hand when carrying them on the range so that you will not damage the fletching.
- Always carry arrows with the points down.
Click below for links to videos and information about badminton.
Modified Badminton Rules:
In Class we play timed games so the team who is ahead at the whistle will move up and the team that is down in points will move down a court. This method of KING/Queen of the court is used in many of our activities to allow students to be challenged in their abilities.
You get a point by winning a rally.
You win a rally if the shuttle drops within the INSIDE boundaries of your opponent's side of the court.
Once you're awarded 1 point, you're deemed the winner of a badminton rally.
The winner of a rally will be awarded 1 point, and then starts the next rally by making a
Badminton Scoring and Serving Position for SINGLES
You should also know which area on the court you should be standing when making a service. It's very simple.
The player making a service serves diagonally to the opponent's side.
If both players are even at 20-20, counting of points will continue even after 21 points. A player will ONLY be announced as the winner if he/she leads by 2 points (eg. 22-20, 23-21, 24-22...)
for detailed information on the "in" or "out" boundaries for a badminton serve.
When the serving team has an EVEN number score (2,4,6,8...) the serve is performed by the player on the RIGHT hand side area of the court.
When the serving team has an ODD number score (1,3,5,7...) will serve is performed by the player on the LEFT hand side of the court.
Badminton Scoring and Serving Position for DOUBLES
Badminton players only switch areas when the party making the serve wins consecutive points.
Still don't get it? Don't worry! It's pretty simple. Here are examples of 2 possible scenarios...
One team will have 2 players (player A and Player B). The score is 0-0 and the team will start the game by making the first badminton service.
In the above picture, "player A" stands at the right hand side and their current point is 0, so "player A" will serve from the right side.
If the team WINS the rally, the point will be 1-0 and "player A" will have to move to the left hand side of the court. "Player B" moves to the right hand side (i.e. both of them switch places).
Now, "Player A" will make the service from the left side.
Let's go back to 0-0. Say "player A" starts the service. But this time, they LOSE a point to the opposing team. The score is 1-0. The opponent gets to serve now.
Then during the next rally, "player A's" team WINS THE POINT BACK and gets 1-1. This time, "player B" serves** instead of "player A" (They DO NOT need to switch areas).
**Since 1 is an odd number, the player standing at the left hand side of the court will make the service.
Modified Basketball Rules:
In order to get maximum involvement by all students, we play 3-on-3, half-court games.
All members of one’s team must touch the ball prior to shooting at the basket.
All scores = 1 point. Therefore, shots beyond the 3-point line are only worth 1 point, and thus are discouraged.
After a score, possession goes to the team who was just scored upon.
Upon a change of possession, the ball must be
cleared to the top of the 3-point line.
After a score,
check the ball at the top of the 3-point line before advancing toward the basket.
Only single coverage is allowed, particularly with respect to covering the ball handler.
Fouls do not result in free throws. Either a change of possession or an unguarded pass is the result of a foul.
Call your own fouls. With many games occurring simultaneously, we have to employ the honor system.
If your team has an extra player, rotate one player out to maintain an even match-up. If both teams have 4 players, play 4 on 4. Rotate a new player out during a dead ball or change of possession.
Students have up to a
5 alligator count to pass or shoot the ball, when holding it.
Before shooting, everyone on the team must touch the ball.
- Same person cannot score more than 2 times.
- Touchdown involving guys only = 7 points.
- Touchdown involving girl to guy (or vice-versa) = 14 points.
- Touchdown involving girl to girl = 21 points.
- First down awarded if offense advances to half-field line.
- The line of scrimmage divides defense and offense at the beginning of a play. It must be marked with a cone before each play.
- One defensive blitz (rush of the quarterback) per set of downs.
- One QB sneak per set of downs.
- Instead of a throw-off/kickoff, the ball will be placed at the start cones (= side of goalie box) at the beginning of the game, or after a score.
- Huddles should take 30 seconds or less. The defense may count (1 alligator, etc.). Delays beyond this can lead to loss of down.
- "Tackling" or stopping an offensive player with the ball is accomplished by pulling flag.
- No flag guarding, tying belts, nor concealing belts under shirts, pinnies or sweaters.
- No pulling the flag of a player without the ball.
- Blocking is non-contact: Keep your arms folded against chest, and just get in the way of defender's path player with ball.
- Fumbles lead to a dead ball, for safety purposes. The ball is spotted at the point of the fumble, and possession stays with the team that fumbled (unless on 4th down).
- Penalties can include loss of yards, or down, depending on the nature and severity of the foul.
Class Rules - Click to see our updated rules for Lacrosse in PE.
2009 NCAA Lacrosse Highlights
(For face-off, use the first 1:20.)
2006 E-Lacrosse's US Women's Team Try-outs
2005 Women's Lacrosse World Cup Grand Final highlights
Moon Ball is a modified baseball game, played with a rubber volleyball and no gloves. Most of the following are rules that distinguish this game from normal baseball or softball.
• The batting team pitches to itself. A volunteer must be selected. When it is the pitcher's turn to bat, another volunteer replaces them.
• The batter only gets 3 pitches to put the ball in play. Therefore, on the third pitch, a foul ball, wild pitch, hit bat-person, etc. all lead to the batter being out. Your own team is pitching to you, so three pitches should suffice!
• When in line to bat, the batting team must be behind the batters box line. If a team member is not behind the line, an out can be called.
• The batting order must alternate genders until you've run out of one.
• The inning is over when a team has batted through its entire lineup, OR when 3 outs occur, whichever comes first.
• Throwing the bat leads to an automatic out.
• No stealing or sliding.
• If a batted ball hits the pitcher, the batter is out.
• No bunts are allowed: the batter must take a full swing.
• A batted ball must go past the pitcher. Otherwise it is considered foul.
• Pitches must be underhand.
• No "pegging" the runner. Tag outs must be made with the ball in one's hands, not by throwing at the runner.
• This is a non-contact sport. Any purposeful physical contact in not allowed.
We use the same new rules for scoring in Badminton that we use for for Pickle Ball so students do not get caught up in the difference in scoring and are able to focus on the skill of the game. We also use the double bounce rule and non-volley zone.
The serve must be hit underhand and each team must play their first shot off the bounce. After the ball has bounced once on each side, then both teams can either volley the ball in the air or play it off the bounce. This is called the "double bounce rule" because the ball must hit twice (once on each side) before it can be volleyed. This eliminates the serve and volley advantage and prolongs the rallies. To volley a ball means to hit it in the air without first letting it bounce.
The non-volley zone is the 7-foot zone on both sides of the net. No volleying is permitted within the non-volley zone. This rule prevents players from executing smashes from a position within the zone. When volleying the ball, the player may not step on or over the line. It is a fault if the player's momentum causes the player or anything the player is wearing or carrying to touch the non-volley zone. It is a fault even if the ball is declared dead before the player touches the zone. A player may be in the non-volley zone at any other time. The non-volley zone is sometimes referred to as the kitchen.
Rallies are lost by failing to return the ball in bounds to the opponent's court before the second bounce, stepping into the non-volley zone and volleying the ball, or by violating the double-bounce rule. The hand is considered an extension of the paddle. The player loses the rally if the ball hits any other part of his body or clothing.
The server must keep both feet behind the baseline during the serve with at least one foot on the court surface at the time the ball is struck.. The serve is made underhand. The paddle must contact the ball below the waist. The serve is made diagonally cross court and must clear the non-volley zone. The non-volley line is a short line for the serve (the serve is a fault if it hits the line). All other lines are good at all times. Only one serve attempt is allowed, except in the event of a let (the ball touches the net on the serve, and lands on the proper service court). Let serves are replayed.
When the serving team wins a point, the server moves to the other side of the serving team's court. Note that if the serve rotation is done properly, the serving team's score will always be even when the player that started the game on the right side is on the right side and odd when that player is on the left side.
Singles Play: The server serves from the right side when his score is even and from the left side when his score is odd.
In order to get maximum involvement by all students, we play 6-on-6 games across the track and warehouse fields.
In order to get maximum involvement by all students, we play 6-on-6 games across the track and warehouse fields.
There will be no goalie, but instead there will be a crease in front of each goal. No player can be inside the crease.
No throw-ins: Balls kicked out of bounds on the sidelines will be in play, unless kicked a far ways away. In this case, a free unguarded kick will take place from the point where it went out of bounds. Out of bounds at the goal lines results in goal kicks or corner kicks.
At least 3 teammates must touch the ball prior to a shot being fired at the goal.
Anyone who scores 2 goals in a single game may not shoot any additional goals for that game. Share the ball.
Avoid physical contact. Pushing, elbowing, slide tackling (etc.) will result in a penalty or if repeated, ejection.
Penalties result in change of possession or an unguarded pass. No penalty goal kicks will take place.
Follow the action. Although it's a good idea to have positions, students who are far away from the ball or just standing around will lose playing privileges, points, and/or given an alternative activity.
No stealing, leading off, or sliding.
Pitchers must wear a glove and pitch from BEHIND the designated pitching line.
Catchers must be several feet behind the batter.
Players in line to bat must be in the painted batters box.
Batting order must alternate genders until you run out of one.
Continue batting in an inning until 3 outs or until everyone has batted, whichever comes first.
PItchers come from the batting team.
Only 3 pitches allowed to get the ball in play. A foul on the third pitch is an out.
If a ball hits the pitcher, the batter is out.
No bunts: If the ball doesn't pass the pitcher, it's a foul ball.
(A Badminton Adaptation)
Play anywhere (3 minutes):
1. THE OBJECT OF THE GAME: Shoot the puck into the other team's net. Not as simple as is sounds. Street hockey requires stamina, stick handling skill, and pinpoint passing between teammates.
THE PLAYING SURFACE: We generally play games on the outside basketball courts. The goals are placed in the basketball circles within the keys, and these circles make up the crease. Players can work behind the goals / crease. Out of bounds is determined by the boundaries of the basketball court.
Since the court is small, no shots allowed from the opposite half of court: Possession goes to the defensive team if a goal from the opposite half of the court occurs.
3. FACE OFF / RE-START:
Three-tap face off: Opposing centers face each other, sticks on the ground, the puck in between them. Tap the ground and then your opponent's stick three times (ground-stick, ground-stick, ground-stick), then go for the puck, because its HOCKEY TIME!
Face off at the beginning of each game, optionally after each goal. (Or the new defense can advance the ball from the crease after a goal.)
3. TEAM SIZE AND POSITIONS: Size of teams can vary. If 6 players, use 2 defensive, 2 mid, and 2 offensive players. Change these numbers at each position depending on total teammates present. If there is a 2 player differential between teams, give the 2nd extra to the opposing team. Ranges of position are the same as scoops, such that a team should never have all players on one half of the court.
4. POSITION ROTATIONS:
Like in scoops, after each goal and each field rotation, defense rotates to mid, mid to offense, and offense to defense.
ball on the court when rotating.
5. POSITION RANGES:
Defense is limited to their goal line to the middle line. Mid has the entire court. Forwards have from the middle line to the opponent's goal line.
6. NO GOALIE - A cone and crease will be used as "goalie." The crease is defined by the circle on basketball court divided by the free throw line. Nobody is allowed in the crease during play. If a player steps in, possession goes to the other team via unguarded in-bounds pass..
7. OUT OF BOUNDS - Free unguarded pass from the team that didn't touch it last. You cannot score a goal on the unguarded pass.
8. SAME PLAYER CAN'T SCORE MORE THAN 2 GOALS. After 2 goals, that player can only pass/assist.
9. SAFETY -
High sticking is of primary concern. Keep your blades low at all times (knees or below), even during rotations. High sticking will lead to penalty or ejection if repeated.
10. PENALTY BOX - A player who commits a foul is to go "into the box" (timeout) and count to 100 before returning.
11. GAME DURATION - 4 to 5 minutes.
Best Handball teamwork EVER (1 minute)
Events in Physical Education at Fisher:
Tips and techniques for events and video clips.
Ultimate in 10 Simple Rules
The Field: A rectangular shape with end zones at each end. A regulation field is 70 yards by 40 yards, with end zones 25 yards deep.
Initiate Play: Each point begins with both teams lining up on the front of their respective end zone line. The defense throws ("pulls") the disc to the offense. A regulation game has seven players per team.
Scoring: Each time the offense completes a pass in the defense's end zone, the offense scores a point. Play is initiated after each score.
Movement of the Disc: The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc. The person with the disc ("thrower") has ten seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count.
Change of Possession: When a pass is not completed (e.g. out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense.
Substitutions: Players not in the game may replace players in the game after a score and during an injury timeout.
Non-contact: No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.
Fouls: When a player initiates contact on another player a foul occurs. When a foul disrupts possession, the play resumes as if the possession was retained. If the player committing the foul disagrees with the foul call, the play is redone.
Self-Officiating: Players are responsible for their own foul and line calls. Players resolve their own disputes.
Spirit of the Game: Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of respect between players, adherence to the rules, and the basic joy of play.
Thanks to Steve Courlang and Neal Dambra, 1991, for the development of "Ultimate in Ten Simple Rules".
Spirit of the Game:"
Ultimate relies upon a spirit of sportsmanship that places the responsibility for fair play on the player. Highly competitive play is encouraged, but never at the expense of mutual respect among competitors, adherence to the agreed upon rules, or the basic joy of play. Protection of these vital elements serves to eliminate unsportsmanlike conduct from the Ultimate field. Such actions as taunting opposing players, dangerous aggression, belligerent intimidation, intentional infractions, or other 'win-at-all-costs' behavior are contrary to the Spirit of the Game and must be avoided by all players."
Spirit of the Game sets Ultimate apart from other competitive team sports. For over 30 years, Ultimate has flourished, reaching a highly competitive level, without the use of referees. In Ultimate, the honor system works. Sure, human nature rears its ugly head from time to time - just as in any sport, just as in life. Yet, one of the many beauties of Ultimate is how, even amid the most difficult of situations, utmost graciousness is allowed to meet that challenge head on. Through this balance, Ultimate players are free to demonstrate the most honorable and the most joyous sides of human nature in sport.
Most Ultimate players care deeply about Spirit of the Game. The organizational challenge for USA Ultimate is to foster an environment where the challenge does not become,"to see what I can get away with". Rather than dictate what Spirit of the Game is or should be, it is up to each player to do so for him or herself within the context of the teams he or she plays with and against.
Ten Things You Should Know About Spirit of the Game™
1. The golden rule: Treat others as you would want to be treated.
Spirited games result from mutual respect among opponents. Assume the best of your opponent. Give him or her the benefit of a doubt. You would want the same for yourself. But if you are thick-skinned, do not assume that your opponent is. Maybe you should think of this rule as, "treat others as you would have them treat your mother."
2. Control: SOTG takes real effort.
SOTG is not just some abstract principle that everyone adopts and then games run smoothly without effort. Close calls are made in tight games. Hard fouls are committed. SOTG is about how you handle yourself under pressure: how you contain your emotionality, tame your temper, and modulate your voice. If you initiate or contribute to the unraveling of spirit, the concept falls apart quickly. If you act to mend things (or at least not exacerbate the situation) by following (1) above, the game heals itself.
3. Heckling and taunting are different.
Ultimate has a long tradition of good-natured heckling. Heckles are friendly barbs, typically from non-playing spectators. Heckling can be fun, but taunting is unspirited and wrong. Harassing remarks after an opponent's foul call or close play are NOT heckling: they are abusive taunts which create unpleasant playing conditions and often escalate to acrimonious disputes.
4. SOTG is compatible with championship play.
It is a fallacy to argue that the stakes are so important that some aspect of SOTG can be cast aside. Time and again, great teams and star players have shown that you can bring all your competitive and athletic zeal to a game without sacrificing fair play or respect for your opponent.
5. Don't "give as you got."
There is no "eye for an eye." If you are wronged, you have no right to wrong someone in return. In the extreme case where you were severely mistreated, you may bring the issue up with a captain, tournament director, or even lodge a complaint with the governing body. If you retaliate in kind, however, a complaint may be filed against you. We recall point (1): treat others as you would have them treat you, not as they have treated you. In the end, you are responsible for you.
After a hard foul, close call, or disputed play, take a step back, pause, and take a deep breath. In the heat of competition, emotions run high. By giving yourself just a bit of time and space, you will gain enough perspective to compose yourself and concentrate on the facts involved in the dispute (was she in or out; did you hit his hand or the disc; did that pick affect the play). Your restraint will induce a more restrained response from your opponent. Conflagration averted, you may resume business as usual.
7. When you do the right thing, people notice.
When you turn the other cheek, you know you've done the right thing. You may not hear praise, there may be no standing ovation, but people do notice. Eventually, their respect for you and their appreciation of the game will grow.
8. Be generous with praise.
Compliment an opponent on her good catch. Remark to a teammate that you admire his honesty in calling himself out of bounds. Look players in the eye and congratulate them when you shake their hands after a game. These small acts boost spirit greatly, a large payoff for little time and effort.
Not only does the realization that your actions will be remembered for a long time serve to curb poor behavior, it can also inspire better conduct. Many old-timers enjoy the experience of meeting an elite player who remembers their first rendezvous on the field and recalls the event in detail. A good first encounter with an impressionable young player can have considerable long term positive impact.
10. Have fun.
All other things being equal, games are far more fun without the antipathy. Go hard. Play fair. Have fun.
Special thanks to Eric Zaslow and members of the 2005 Conduct Committee (Jeff Dunbar, Kate Bergeron, Eric Zaslow, Will Deaver) for the development of this document. Adopted by UPA Executive Committee, March 29, 2005.
College volleyball trying out for AVP 3:35
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