PE 13 Modules Prelims Finals
PE 13 Modules Prelims Finals
INTRODUCTION:
This module is designed to help you understand, properly define and interpret Physical Education
so that it will receive a rightful emphasis in the educational program. This module will widen your
knowledge about the functions, objectives and phases of Physical Education
Many people participate in sports as amateurs for personal enjoyment, the love of competition, or
as a healthy form of exercise. It also provides entertainment for people throughout the world. It is for these
reasons that sports are imperative in the basic physical education curriculum.
The study of Physical Education 3 has two aspects: one, knowledge of basic skills; the other,
knowledge of the rules of different sports.
Objectives
Upon completion of this module, you should be able to:
1. define meaningfully Physical Education;
2. enumerate and explain the objectives of Physical Education;
3. appreciate and justify the existence of PE in school curriculum.
Teaching Methodologies:
- In the form of drills, exercises and other activities to discover, enhance and develop one’s
sports skills.
FOCUS:
1. Athletics
2. Badminton
3. Table tennis
4. Tennis
Why do people participate in sports?
- Personal enjoyment
- Profession – to earn money, endorsing athletic products and invitational events.
- Love of competition
- Improved training methods – helps athletes to perform well. (use of vaults that add higher
jump, synthetic tracks, fiber glass)
- Health conscious (sports as a form of exercise and maintaining physical fitness)
• These are the reasons why sports in imperative in Physical Education Program and curriculum.
Fundamental movement skills are basic movements such as throwing, kicking, running, jumping,
hopping and catching. Fundamental sport skills are these movement skills applied to a sport situation: for
example, kicking a soccer ball, running a sprint, jumping up for a basketball rebound, catching a baseball.
There are quite a few different ways to run tournaments, but there are about 7 formats that are far
more popular than the rest. If you read on, there is a brief description of each tournament type. By clicking
on the link to that particular format you will get a complete explanation along with printable brackets for
each format.
The single elimination format is by far the easiest to organize. The name says it all, if a team loses
one time they are out of the tournament. This type of tournament works best if you have a large number of
teams and a short time frame. Single elimination tournaments don't work well for "matches" that are very
short in time. For example, an Arm-Wrestling Tournament, where a match takes just a few seconds. If
participants are traveling to enter the tournament, they would like to be around for more than 3 seconds.
The double elimination tournament is my favorite format, and along with single elimination is the
most popular. To be eliminated from this type of tourney, a team or player must lose two times. There is a
winner's bracket and a loser's bracket, everyone starts in the winner's bracket. Upon defeat they will move
to the loser's bracket where they will battle their way to play in the championship match, which they must
defeat the winner's bracket champion twice.
Not as popular as the Single and the Double, the triple elimination format is good to add to you
arsenal if you are looking to add a few extra matches for the participants. Just as with the other two, Triple
Elimination simply means that a team or player needs to lose 3 times in order to be eliminated from the
tournament. When a team loses in the winner's bracket they will drop to loser's Bracket 1, when they lose
there they will drop to loser's bracket 2. If beaten in loser's bracket 2 they are eliminated from the
tournament.
The 3 Game Guarantee format is popular in the Softball world as it allows teams traveling from far
distances to be assured they are getting in enough games to make it worth their time and money. Each
team will play a minimum of 3 games, the format is similar to double elimination. There is a winner's bracket
and a loser's bracket, the main difference being teams that lose their first two games will get to play an
extra game in the loser's bracket in order to assure everyone gets to play at least 3 games.
Consolation Tournaments
Consolation tournaments are very popular in the wrestling world. There are quite a few variations
to the consolation brackets, but the basic idea behind them is the same. When a team wins in the first
round they move/stay in the winner's bracket for the duration of the tournament and will be playing for the
overall championship. When a team loses in the first round they will be moved to the Consolation Bracket
where they will have no chance of winning the tournament, but instead be competing for the consolation
championship. Some Consolation Brackets will also have the losers of later rounds of the winner's bracket
drop down to the consolation bracket to compete for the consolation championship.
Last, but not least, is the Compass draw tournament, which is used widely in Tennis and Pickle
ball, but is actually a really nice format that can be used for any sport. There are various brackets on each
draw sheet that are marked by points on a compass (East, West, North, South, Northeast, Northwest,
Southeast, Southwest). When a team loses they are moved to a different bracket, winners always just
advance in their current bracket. This allows players to play in plenty of matches and as the tournament
progresses the bracket is designed to automatically pair them with others of their skill level.
MODULE 1: ATHLETICS
2. FIELD EVENTS
a. Jumping events
1. Vertical jump – high jump and pole vault
2. Horizontal jump – long jump and triple jump
b. Throwing events
1. Shot put
2. Discuss Throw
3. Javelin Throw
3.COMBINED EVENTS
• athletes compete in various events in a given time.
• Pentathlon, decathlon, steeplechase (hurdles and water jumps)
FIELD is an oval –shaped with straight sides and measure 400 m. The running area should be
7.32 m wide with white lines to form 8 lanes around the track. Most of the events take place inside the
track.
Athletes are not allowed to use stimulants, narcotic, analgesics or anabolic steroids. These agents
increase the activity of a person. It speeds the work of the nervous system, increases heart rate and blood
pressure that makes someone feel awake and active.
OFFICIALS:
1. STARTERS – giving of commands and firing of guns and blowing of whistle or clappers.
2. Finish Judges – getting/listing names of athletes at the finish line.
3. Timers – getting the time of each athlete for record breaking.
4. Umpires – watch for infractions (violation) of the rules or fouls
5. Recorder – collect results for announcement.
6. Others – marshals (field preparation and maintenance)
EVENTS
I. Running
1. “ON YOUR MARKS” – runner goes to a crouch position (popularized by BOBBY MADONALD
in Scotland). Bend low with one knee resting on the ground and the other knee is raised; the
knee should be 6 inches behind the starting line, fingers on the ground and should be slightly
apart.
2. “GET SET” – runners raise their body slowly upward and place weight on both feet, buttocks
raised and takes knees off the ground. Remain motionless in this position until the third
command is given.
3. “GO” – this call is accompanied by a whistle or a gun or a clapper. It signals the runners to
start running. Runners move forward with a kick of the feet and a powerful swing of the arm.
NOTE:
- If a runner moves/ runs too early, the starter will fire a recall shot and the race will be started again.
- Any runner charged with 2 false starts will be eliminated.
NCAA – National Collegiate Athletic Association
FIELD EVENTS
A. JUMPING
Jumping styles evolved in the 20th century with techniques called scissors, eastern cut-off, western
roll, and straddle preceding the Fosbury flop.
There is one basic rule for high jumping: the jumper must leave the ground from one foot, not two.
The object is to clear a thin bar perched atop two stands, and the jumper remains in the competition as long
as he does not have three consecutive misses.
Fundamental Skills
a. Approach
b. Take – off
c. Bar clearance
d. Landing
Techniques
1. western roll
2. fosberry flop
3. scissor
Rules
1. The competition must:
a. take – off with one foot
b. make three trials. A trials consist of
1. clearing the bar with all parts of thee body
2. knocking the bar off the uprights
3. passing under the bar.
4. leaving the ground in an attempt
c. commence jumping at any height above the minimum height and any jump at his discretion
at any subsequent height. Failure in the subsequent trials of three regardless of height
disqualifies a jumper for further jumping.
d. a jump not taken is marked (___), a clearance (O ), and a failure (x).
e. the ranks of the competitors depend on their best jumps.
Total of
1.78cm 1.82 cm 1.85 cm 1.88 cm 1.90 cm 1.92 cm 1.94 cm Position
Failures
A - X0 0 X0 - XX0 XXX 4 2=
B 0 0 0 X- X0 XX0 XXX 4 2=
C 0 0 X- 0 XX0 XX0 XXX 5 5
D 0 - - XX0 XX0 X0 XXX 5 1
Additional Rules
1. The starting height for each age group shall be decided by all coaches at the coaches meeting and
should reflect the lowest height recommended by any coach.
2. Each athlete has the option of choosing at which height they wish to start, as long as the height is
greater or equal to the designated starting height for that competition.
3. An athlete MUST jump off ONE foot.
4. The height being attempted should be pre-measured in the middle of the crossbar, from the top of the
crossbar to the ground.
5. An athlete is deemed to have made a legitimate attempt if ANY part of their body passes through the
vertical plane between the crossbar and the landing area, or touches the landing area.
6. An athlete may choose to pass at a given height or, after failing to clear the bar at a given height, may
"pass" on subsequent attempts at that height—as long as the athlete has not had three consecutive
failures.
7. An athlete fails a jump if, after the jump, the bar does not remain on the uprights BECAUSE of the
action of the athlete. (It is at the judge’s discretion if wind or the mats caused the bar to fall.) If the bar
is displaced by an extraneous force the following should occur:
a. if the athlete cleared the bar without touching the bar, it’s a successful attempt, or
b. if the displacement occurs under any other circumstances, a new trial is awarded.
8. Raise the bar 5 cms each height, until you get to the “Stage 2 height,” At Stage 2, raise the bar 3 cms
each height. Head official may use his or her discretion to decrease the raises to 2 cms, but will never
raise less than 2 cms unless there is only one athlete remaining.
9. With three or more athletes remaining, each athlete gets one minute to make an attempt. 2 athletes
remaining, each gets 1.5 minutes to make their attempt. When only one athlete remains, he or she gets
3 minutes to make each attempt.
10. An athlete is out of the competition after three consecutive failures, regardless of the heights of the bar.
These failures may be at more than one height, but must be consecutive.
11. If a tie occurs for first place, the athlete with the lowest number of attempts at the tied height is the
winner or shall receive the higher place. If a tie still remains, the person with the least number of
misses overall (up to the last height cleared) shall be awarded the higher placing. If the tie concerns
any other place, the athletes shall be awarded the same place and the points for that place are split.
12. If an athlete has both a track and field event happening concurrently, the track event has priority. The
athlete should be given enough time to recover when he/she gets back from the “Track event” and
attempts to clear his/her next height.
Long jumping formerly called as broad jumping, is at least complicated of the field events. It is the
ability of the athlete to project himself to a maximum horizontal distances in one jump. A legal jump requires
that no part of the forward foot extend beyond the board.
Rules
1. All rules in long jumping are applied
2. The competitor makes the hop – that is landing with the take off foot; makes the step and subsequently
jumps.
3. It is a failure if the competitor;
B. THROWING
The four standard throwing events – shot, discus, and javelin – all involve the use of implements of
various weights and shapes that hurried for distance.
1. The Shot Put
The putting action is best described as shoving the shot, because the rules require that the arm
may not extend behind shoulders during the putting action.
The spherical shot is made of metal. The men’s shot weighs 7.26 kg. (16 pounds) and is 110-130
mm. (4.3 - 5.1 inches) in diameter. Women put a 4 – kg (8.82 – pound) shot that is 95 – 110 mm. (3.7 – 4.3
inches) in diameter.
3. JAVELIN THROW
Javelin throwing involves a spear – like implement that is hurdled with an over – the –shoulder motion at
the end of an approach run. It is a direct descendant of spear – throwing contests, introduced in the
Olympics of 708 BC.
In 1985, throwers used a javelin that, at the same weight, was designed to reduce the length of the
throw by 9 to 12 meters. (30 to 40 meters). Te design of the women’s javelin was changed after successive
world records pushed close to 80 meters in the late 1980’s.
Men’s Javelin
• 800 grams (1.8 pounds)
• At least 260 cm. (8.5 feet) long
Women’s Javelin
• 600 grams (1.3 pounds)
• At least 220 cm. (7.2 feet) long
MODULE 2: BADMINTON
INTRODUCTION
Badminton is a tennis like game played with light strong rackets that re used to strike a shuttlecock
(a feather cork missile) back and forth, before it hits the ground across a high net within a rectangular court.
The game has an extremely varied repertory of strokes. This fact derives from the lightness of the
rackets, so that the wrist can be used much more than in most other tennis-type games; and even more
from the peculiarities in the flight of the shuttlecock, or bird that, because of its feathers and light cork base,
decelerates quickly after being struck. Badminton is not a good outdoor game because breezes affect the
shuttlecock. All organized tournaments are played indoors.
HISTORY
The game of badminton originated in Siam, China over 2,000 years ago. It was brought to
England in 1870 and was played somewhat like tennis. After being played in Canada, badminton
arrived in America and has been popular since 1929. Since 1992, badminton has been an Olympic
sport, with bird speeds reaching 100 m.p.h.
Badminton is played as a singles or doubles game with one or two players on a side. The object of
the game is to hit the shuttlecock or “bird” back and forth with a racket across a net five feet high at its
center. The bird should be hit with such speed and accuracy that the opponent is unable to return the shot
successfully. The game can either be fast or slow paced, depending on the skill level of the players.
up with your racquet-hand in front of you slightly above your shoulder and the head of the racquet to be
right above your forehead. Raise your non-racquet arm to help improve your balance.
This grip applies to both forehand and backhand grips used for both forehand and backhand shots. The
variations lie in that for the forehand grip, it’s better to fold your thumb a bit and let your index finger control
the racquet on the stroke, while for the backhand grip, the thumb pressing against the racquet will control
the stroke. Having a loose grip and being able to quickly switch between grips is an advanced skill that
allows pros to shift from forehand to backhand easily.
Forehand-grip
- This grip is used to hit shots that are on the
forehand side of your body and around the
headshots.
- Hold the racket head with your non-playing
hand so that the handle points towards you.
- Can try shortening your grip and place it nearer to the shaft to increase control and accuracy when
serving and hitting from the forecourt and midcourt.
Backhand Grip
Possessing a correct Badminton Grip is like having a good head start in a race. Don't lose out and
make every effort to improve your game
3. Footwork
movement can be very effective in helping train yourself to move around the court better. Your footwork can
bring more success to your game if you learn the basics of moving on the court and practice them. Your
ready position should include standing in the center of the court if you are playing singles and bending your
knees with your body relaxed and waiting for play. Move your feet by shuffling them or gliding from left to
right and stepping or lunging forward. To move backward, go fast enough that you get behind the shuttle to
hit it hard enough.
4. Strokes
There are 4 basic strokes that every beginner needs to learn. By knowing these, beginners can create good
badminton stroke habits, which they can use in the future for more advanced shots like drops, smashes
and drives. These are:
1. Rackets are fragile. Avoid striking the floor, wall, net, posts, or your partner. Also avoid
flipping, throwing, or twirling rackets. It can be up to 68 centimeters long and it usually
weighs about 100 grams.
2. Shuttlecocks should be handled by the tips only. Birds caught in the net should be removed
carefully.it is made from 14-16 goose feathers that are placed in a leather-covered cork
head, made of either plastic or nylon.
5. Court – For singles → 44 feet long and 17 feet wide, For doubles →44 feet long and 20 feet
wide.
1. Alley – an extension of the width of the court on both sides to be used in doubles play.
2. Backhand – any stroke made on the side of the body opposite the racket side.
3. Baseline – back boundary line.
4. Bird – the object that flies over the net, officially known as a shuttlecock.
5. Block – placing the racket in front of the bird and letting it rebound into the
opponent’s court.
6. Carry – momentarily holding the bird on the racket during the execution of a stroke.
7. Clear – a high shot that falls close to the baseline.
8. Double hit – contacting the bird twice in succession on the same stroke.
9. Doubles – a game of four players, two on each team.
10. Drive – a hard stroke that just clears the net on a horizontal plane.
11. Drop – a shot made that barely clears the net with little speed.
12. Fault – any violation of the rules whose penalty is loss of serve or the point.
13. Forehand – any stroke made on the racket side of the body.
14. Hairpin (net) stroke – shot made from below and very close to the net with the bird just
clearing the net and dropping sharply downward.
15. Home position – the ideal spot for awaiting the opponent’s return.
16. Let – a play allowed to be replayed.
17. Match – best two out of three games.
18. Odd and even courts – in singles, the right half of the court is “even” and the left half of the
court is the “odd.” When the even player is serving from the right the score is even, and odd
when serving from the left.
20 | PE 13 Hussel Jan Ildefonso Pacipas
ALDERSGATE COLLEGE FUNDAMENTALS OF GAMES AND SPORTS
COLLEGE OF ARTS, SCIENCES AND EDUCATION
Table tennis, an indoor adaptation of the game of lawn tennis, played on the table sized-court, with
a small, very light, hallow celluloid and small wooden rackets or paddles. It is also called “ping-pong.”
Table tennis like any other sport, is an educational process demanding psychological and
physiological attributes. It is still a question as to who first invented table tennis as it is played today; neither
is it known which is its country of origin.
Table tennis is now one of the most popular sports, possibly because players of all ages can
participate in a game which can be played all the year round in almost any room which is large enough to
take a table tennis table.
HISTORY
The origin of table tennis has never been exactly pinpointed, even though it’s a relatively young
sport. The sport is younger than lawn tennis and not much older than basketball. The earliest known form
of the sport, called indoor tennis, was played in the early 1880s by British army officers in India and South
Africa. They played the game by using lids from cigar boxes as paddles and rounded corks from wine
bottles as balls. They set up a row of books across the middle of a table to establish the net.
James Gibb, an Englishman who visited the United States in 1900, brought some hollow celluloid
balls home and began playing indoor tennis with friends using the new balls. Gibb apparently came up with
the name “ping pong,” representing the sounds of the ball hitting the paddle and then the table.
Table
Net
The net divides the playing surface into two
courts of equal size. The net should be 15.25
cm. (6 in.) high, with the post being at most
15.25 cm. (6 in.) outside the side lines. The
bottom of the net should be as close as
possible to the playing surface.
Ball
The ball should have a diameter of 40 mm.,
weigh 2.7 gm. and be made of celluloid or
similar plastic material. It can be white or
orange.
Paddle
The paddle or racquet may be of any size, shape or
weight but the blade shall be flat and rigid. A side of
the blade used for striking the ball shall be covered
with either pimpled rubber or sandwich rubber
having a total thickness including adhesive of not
more than 4 mm. The surface should be flat and
pimples distributed evenly to avoid unusual re-turns.
BASIC RULES
I’ve summarized the official (and very long) rules of the ITTF in these basic table tennis rules.
SERVICE RULES
1. The service must start with the ball in an open palm. This stops you from throwing it up with
spin.
2. The ball must be thrown vertically, at least 16 cm. This stops you from serving straight out of
your hand and surprising your opponent.
3. The ball must be above and behind the table throughout the serve. This stops you getting any
silly angles and gives your opponent a fair chance at returning.
4. After throwing the ball, the server must get their free arm and hand out of the way. This is to
allow the receiver to see the ball.
DOUBLES RULE
1. The service must go diagonally, from the server’s right-hand side to the receiver’s right-hand
side. This stops you from getting the opposing pair tangled up before they’ve even hit a ball.
2. A doubles pair must strike the ball alternately. This makes doubles challenging. None of that
front court/back court tennis nonsense.
3. At the change of service, the previous receiver becomes the new server and the partner of the
previous server becomes the receiver. This makes sure everybody does everything. After eight
points you’re back to the start of the cycle.
1. You have two serves before it is your opponent’s turn to serve twice. This used to be five serves
each but since changing to 11 it’s now just two.
2. At 10-10 it’s deuce. You get one serve each and must win by two clear points. This is sudden
death or table tennis’ equivalent of a tie break.
3. If you are playing a best of 3, 5 or 7 (as opposed to just one set) you have to change ends after
each game. This makes sure both players experience conditions on both sides of the table. You
also change ends when the first player reaches five points in the final game of a match.
1. An otherwise good serve touches the net. This ensures your opponent has a chance at making
a return.
2. The receiver isn’t ready (and doesn’t try to hit the ball). This is just common sense really!
3. If play is disturbed by something outside of the players’ control. This allows you to replay the
point if your cat jumps onto the table, etc.
1. Here are a few table tennis rules and regulations that surprised me.
2. You are allowed to accidentally ‘double hit’ the ball!
3. You are allowed a maximum of two advertisements on the back of your shirt, in international
competitions.
4. The playing surface of the table can be made of any material.
• All it has to do is give a uniform bounce of about 23cm when a ball is dropped from 30cm.
5. The racket can be any size, shape or weight.