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~SEPAK TAKRAW

-History-
The origins of sepak takraw remains a matter of intense debate in Southeast Asia, as several countries
proudly claim it as their own. There is, however, some agreement that the game was introduced to
Southeast Asia through commercial contact with China, where an ancient form of the game originated. It
is believed that many variations of the game evolved from an ancient Chinese military exercise, where
soldiers would try to keep a feathered shuttlecock airborne by kicking it back and forth between two or
more people. As the sport developed, the animal hide and chicken feathers were eventually replaced by
balls made of woven strips of rattan.

Sepak Takraw in Thailand.The first versions of sepak takraw were not so much of a competition, but
rather cooperative displays of skill designed to exercise the body, improve dexterity and loosen the
limbs after long periods of sitting, standing or working. The modern version of sepak takraw is fiercely
competitive and began taking shape in Thailand almost 200 years ago. In 1829, the Siam Sports
Association drafted the first rules for the game. Four years later, the association introduced the
volleyball-style net and held the first public contest. Within just a few years, sepak takraw was
introduced to the Physical Training curriculum in schools. In Bangkok, the murals at Wat Phra Kaew
(the Temple of the Emerald Buddha) depict the Hindu god Hanuman playing sepak takraw in a ring with
a troop of fellow monkeys. Other historical accounts also mention the game earlier during the reign of
King Naresuan of Ayutthaya. The game became such a cherished local custom that an exhibition of
volleyball-style sepak takraw was staged to celebrate the kingdom's first constitution in 1933, the year
after Thailand abolished absolute monarchy. Nowadays, sepak takraw is played on a modified
badminton doubles court, with the net standing five feet above the ground. Each team consists of three
players; left inside, right inside and back server.

Sepak Takraw originates in South-East Asia. The earliest historical evidence shows the game was
played in the 15th century's Malacca Sultanate, for it is mentioned in the Malay historical text, “Sejarah
Melayu” or “Malay Annals”.Recorded history of the game also exists in Wat Phra Kaeo. This sacred
Buddhist temple in Bangkok (Thailand), contains murals depicting he Hindu god, Hanuman, playing
takraw in a ring with a troop of monkeys : Other historical documents record the game being played
during the reign of King Naresuan (1590-1605).As with all history the true origin lies in debate, with
many countries claiming it as their own. Some believe the practice evolved from a similar game played
by the Chinese military, which is thought to have spread through trade with China.

-Skills-

Outside kick

Not very commonly used, the outside kick is a defensive kick that propels the ball upwards. To execute
an outside kick, the outside of your foot must make contact with the ball as your knee bends inwards.
The entire kicking leg should make a right angle at the knee, with the calf and foot pointing outwards.
Knee kick

The knee kick actually utilises the thigh - the ball is hit with the part of the thigh that is just above your
knee. The stance is reminiscent of marching, but your knees would have to be raised as high as possible.
This kick is usually done by players receiving a serve.

Header

Not unlike a football header, a header spike in sepak takraw involves the use of the forehead to make the
ball fly, especially when it’s too high in the air for your kick to reach it. This technique is used for both
serving and striking.

Horse kick serve

A horse kick serve is difficult to accomplish, and requires a high level of skill and flexibility. The horse
kick actually refers to a high kick; kick as high as you need the ball to go, and, using your foot, hit the
ball backwards over your shoulder or head.

Sunback spike

A sunback spike is similar to the horse kick, but done in a jump. To master this, take off on one leg and
and kick the other up (a scissor kick) while still in the air. Before finishing the jump-kick, hit the ball
over your shoulder or head with your other leg.

Roll spike

A simple roll spike refers to jumping on one leg and flipping in the direction that you want your ball to
move, all while remaining airborne. Using the other foot, kick the ball over your opposite shoulder. You
should perform the entire spike while still in the air, only landing after you have made contact with the
ball.

-Famous Athletes-
John-John Bobier, Rhemwil Catana, Emmanuel Escote, Ronsited Gabayeron, Joeart Jumawan, John
Carlo Lee, John Jeffrey Morcillos, Regie, Pabriga, and Alvin Pangan, Suebsak Phunsueb, Seiya Takano,
Pornchai Kaokaew.

-Rules-
Sepak takraw is played between two teams of three players; the left inside, right inside and back. The
court is about the same size as a badminton court (20 by 44 feet) and the net is 1.52 metres high.
Traditionally balls were hand-woven from bamboo or rattan, but most modern ones are synthetic.

Basic rules and scoring are similar to volleyball. Each team is allowed a maximum of three touches of
the ball to get it back over the net to the other side without letting it touch the ground. The first team to
score either 15 or 21 points, depending on the rules in play, wins the set. The team that prevails in two
sets wins the match.
Play starts when the server is tossed the grapefruit-sized ball by a teammate while keeping one foot in a
small 'serving circle'. He then must kick the ball over the net with the other foot. After that, volleyball
rules pretty much apply, except for the fact that the ball can't be touched by the hands or arms. Top
takraw players have to combine great foot-eye coordination with quickness, anticipation, power,
flexibility, and acrobatic skills.

~ARNIS

-History-
Arnis, also known as Kali or Eskrima, is the national sport and martial art of the Philippines. The three
are roughly interchangeable umbrella terms for the traditional martial arts of the Philippines ("Filipino
Martial Arts", or FMA), which emphasize weapon-based fighting with sticks, knives, bladed weapons,
and various improvised weapons, as well as "open hand" or techniques without weapons. It is also
known as Estoque (Spanish for rapier), Estocada (Spanish for thrust or stab) and Garrote (Spanish for
club). In Luzon it may go by the name of Arnis de Mano.

The indigenous martial art that the Spanish encountered in 1610 was not yet called "Eskrima" at that
time. During those times, this martial art was known as Paccalicali-t to the Ibanags, Didya (later
changed to Kabaroan) to the Ilokanos, Sitbatan or Kalirongan to Pangasinenses, Sinawali ("to weave")
to the Kapampangans, Calis or Pananandata ("use of weapons") to the Tagalogs, Pagaradman to the
Ilonggos and Kaliradman to the Cebuanos. Kuntaw and Silat are separate martial arts that are also
practised in the Philippine Archipelago.

There have been campaigns for arnis to be nominated in the UNESCO Intangible Cultural Heritage
Lists, along with other Philippine martial arts. As of 2018, UNESCO has inscribed 9 martial-arts–related
intangible heritage.

-Skills-
1. Doce Tero (twelve striking techniques)

2. Single Sinawali

3. Double Sinawali

4. Reverse Sinawali

5. Rendoda

6. Rompida

7. Ocho (figure of eight)

8. Reverse figure of eight

9. Up and Down

10. Banda y Banda (the slash)


12 striking techniques in Arnis:

#1 – Left side of the head attack.

#2 – Right side of the head attack.

#3 – Left side of the body or torso, to the left arm or elbow.

#4 – Right side of the body or torso, to the left arm or elbow.

#5 – Thrust to the stomach.

#6 – Left chest stab.

#7 – Right chest stab.

#8 – Left lower leg.

#9 – Right lower leg.

#10 – Left eye poke.

#11 – Right eye poke.

#12 – Strike to the crown/top of head.

-Famous Athletes-

1. GrandMaster Benjamin Lema - Lightning Scientific Arnis Int. (1937) (deceased - Jan., 2003)

2. Master Ronald Ramirez - Iron Viking Society (2002), the system he teaches is called the "Traditional
Lightning Arnis."

3. Master Jose Antonio O. Ogardo/Master Eugenio O. Ogardo, Jr. - Dagang Kidlat Martial Art Center
(2005), system - "Traditional Lightning Arnis."

4. Master Herminio Binas - Binas Dynamic Arnis

5. Master Nila Limpin - Balisong Master

6. GrandMaster Angel Cabales - Cabales Serrada Escrima (deceased)

7. Master Felicissimo Dizon - De Cuerdas Escrima (deceased)

8. Master Carlos Escorpizo - Arnis Escorpizo

9. Master Ramiro Estalilla - Rigonan-Estililla Kabaroan

10. GrandMaster Ray Galang - Hagibis

11. GrandMaster Meliton Geronimo - Sikaran

12. GrandMaster Leo M. Giron - Giron Escrima

13. GrandMaster Antonio Ilustrisimo - Kali Ilustrisimo (deceased)

14. Master Carlito Lanada - Kuntaw Lima-lima

15. GrandMaster Porferio Lanada - Arnis Lanada

16. GrandMaster Amante Marinas - Pananandata Marinas


-Rules-
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 at 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-point 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 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 rules for
fairness without compromising the primary objective – to showcase martial skill and reward those that
are better able to use their weapon. Fighters will be evaluated based on accumulation of points on all
matches combined. Gold, silver, and bronze medals will be awarded in each division to fighters
accumulating the highest scores. If two fighters accumulate equal scores, the following will apply:

• If the pair previously fought, precedence will be given to the fighter who achieved the higher point
total during their match.

• If the pair previously fought to a tie or never fought, then tie-breaker will be decided by best of three,
weapon only point fight. Judges will only count head shots.

RULES OF ENGAGEMENT

• Opponents will begin and end all matches with a salute or bow to each other and the judges.

• Referee will position fighters beyond 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…)

• 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.

• Checks may be used to create distance but may NOT be directed to the face. Checks are allowed below
the neck and above the waist free hand or two hands on weapon (AKA rifle checking).

• Trapping and parrying are allowed. Locking and holding are not.

• An instantaneous “Hold and Hit” with immediate release is allowed.

• In the event inaction or ineffective action in the clinch, referee will call time and break 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

Fighter is required to have at least one corner person with maximum of two. Coaching may only be done
during break in the action. Corner men are not to communicate with their fighter while action is in
progress. Do not remove any equipment, until the end of the match. 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 referee only. Judges may issue bonus points for exemplary technique. Referee will ID rule
infractions, issue warnings and mandatory point deductions. Scoring is based on: Quantity of strikes,
Effectiveness of Striking and Ring Generalship.

In 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 directors discretion.

In 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 un-
sportsmanlike conduct will not be tolerated by any fighters, coaches, or spectators. Fighters and coaches
will not discuss fights with the judges or referees while 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 to weapon and equipment will be inspection by referee and judges. The
required equipment is as follows:
• WEKAF armor (Headgear, armored gown)

• Protective full fingered gloves or WEKAF stick fighting gloves.

• Elbow pads, forearm pads, knee pads, protective cup and shoes are mandatory.

• T-shirts, pants (or shorts)

• Rattan sticks.

~ATHLETICS

-History-
Athletics is a collection of sporting events that involve competitive running, jumping, throwing, and
walking.[1] The most common types of athletics competitions are track and field, road running, cross
country running, and race walking.

The results of racing events are decided by finishing position (or time, where measured), while the
jumps and throws are won by the athlete that achieves the highest or furthest measurement from a series
of attempts. The simplicity of the competitions, and the lack of a need for expensive equipment, makes
athletics one of the most commonly competed sports in the world. Athletics is mostly an individual
sport, with the exception of relay races and competitions which combine athletes' performances for a
team score, such as cross country.

Organized athletics are traced back to the Ancient Olympic Games from 776 BC. The rules and format
of the modern events in athletics were defined in Western Europe and North America in the 19th and
early 20th century, and were then spread to other parts of the world. Most modern top level meetings are
conducted by the International Association of Athletics Federations and its member federations.

The athletics meeting forms the backbone of the Summer Olympics. The foremost international athletics
meeting is the IAAF World Championships in Athletics, which incorporates track and field, marathon
running and race walking. Other top level competitions in athletics include the IAAF World Cross
Country Championships and the IAAF World Half Marathon Championships. Athletes with a physical
disability compete at the Summer Paralympics and the World Para Athletics Championships.

The word athletics is derived from the Ancient Greek ἀθλητής (athlētēs, "combatant in public games")
from ἆθλον (athlon, "prize") or ἆθλος (athlos, "competition").[2] Initially, the term was used to describe
athletic contests in general – i.e. sporting competition based primarily on human physical feats. In the
19th century, the term athletics acquired a more narrow definition in Europe and came to describe sports
involving competitive running, walking, jumping and throwing. This definition continues to be the most
prominent one in the United Kingdom and most of the areas of the former British Empire. Furthermore,
foreign words in many Germanic and Romance languages which are related to the term athletics also
have a similar meaning.
In much of North America, athletics is synonymous with sports in general, maintaining a more historical
usage of the term. The word "athletics" is rarely used to refer to the sport of athletics in this region.
Track and field is preferred, and is used in the United States and Canada to refer to most athletics events,
including racewalking and marathon running (although cross country running is typically considered as
a separate sport).

-Skills-

1. Strength

May be defined as: The ability to perform a task irrespective of time. You are strong if you can complete
the task, the time it takes to do so is not a factor.

Consisting of various types including:

Absolute Strength - The maximum amount of force you can produce irrespective of body weight.
Example: Football Lineman.

Relative Strength - The most force you can produce in relation to your body weight. Example: Gymnast.

Optimal Strength - The amount of strength needed for maximal performance, any additional strength
will not improve performance. Example: A ping pong player does not require as much strength as a
tennis player. To gain more will not improve performance.

Strength is first dependent on Mobility then Stability.

2. Power

May be defined as: The ability to perform a task respective of time. Power is strength with time factored
in - how quickly you can perform the same task.

Consisting of various types including:

Starting Strength/Power - The ability to generate maximum force at the beginning of a movement.
Example: The bottom position of a squat prior to jumping.

Reactive Strength/Power - The ability to generate maximum force between negative (eccentric) and
positive (concentric) movements. Example: The transition from landing and jumping again.

Optimal Power - The ability to maintain the appropriate amount of power from the prime mover muscles
in relation to the stabilizer muscles. Example: Having a correct proportion of stability and strength in the
glutes and hamstrings, compared to the ligaments of the knee. This imbalance is commonly seen when
athletes get “non-contact” injuries. This imbalance causes torque related issues for the connective tissue.

Power is first dependent on Mobility, then Stability, then Strength.

3. Endurance

May be defined as: The ability to perform a task respective of the duration required to complete the
entire task. Endurance may incorporate strength and power over an extended period of time.

Consisting of various types including:


Absolute Endurance - The ability to perform a task with added resistance or a fixed amount of resistance
for all competitors. Example: How many times an athlete can bench press 225, as in the NFL Combine.

Relative endurance - The ability to perform a task with only body weight or an amount of resistance
based upon the athlete’s body weight. Example: How many times an athlete can perform a pushup in a
predetermined amount of time, as in military physical fitness tests.

4. Speed

May be defined as: The ability to increase or decrease the rate of velocity at which a task is performed or
completed.

Consisting of three Neuromuscular types:

Acceleration - The ability to increase the velocity produced by a muscle(s) at any given time. Example:
Transitioning from a jog to a sprint.

Deceleration - The ability to decrease the velocity produced by a muscle(s) at any given time. Example:
Landing after a jump.

Maximal Speed - The maximal velocity reached at any given time. Example: 40 or 100 yard dash.

In some sports or positions, there are also three Cognitive types of speed consisting of:

Anticipation Speed - The ability to pre-calculate the speed needed at any given time. Example: a
baseball batter needing to anticipate whether the pitch will be a fast ball or change up. The batter needs
the ability to anticipate with some degree of accuracy, and has only a short time to do so.

Recognition Speed - The ability recognize cues given by the movement an opponent and/or equipment.
Example: A hockey goalie reacting to the movement of the opponent(s) on a power play.

Reaction Speed - The ability to decrease the time between recognizing a cue and appropriately reacting
to it. Example: A hockey goalie reacting to the puck when shot.

In some sports or positions, there are also three Situational types of speed consisting of:

Reaction vs Opponent Speed - The ability to use speed versus an opponent. Example: A football
defensive back in man coverage against an opposing wide receiver.

Reaction with Equipment Speed - The ability to use speed with a piece of athletic equipment used in a
game/competition. Example: A baseball batter swinging the bat at the pitch.

Reaction with Equipment vs Opponent - The ability to use both speed versus an opponent while using
athletic equipment. Example: A soccer player keeping the ball away from a defender while moving it up
field.

(Both Cognitive and Situational types of speed are best trained on the field of play and within the right
context of opponents and/or equipment - it is important to understand these two other types).

5. Coordination

May be defined as: The ability to transition between a series of smaller tasks involved in a larger task.
Coordination of muscle contractions are dependent upon 1) recruitment (activation and deactivation) of
individual motor units 2) rate coding (change in the firing of motor units) and 3) synchronization of
motor units (involving more or less synchronization).

Consisting of two types:


Intramuscular - The ability of muscles fibers in a single muscle to activate (communicate). Example:
The muscular activation required for an isolation exercise, such as drawing in the belly button
(Transverse Abdominis) while on your back.

Intermuscular - The ability of muscles fibers in many muscles to activate (communicate). Example: The
muscular activation required for a compound or sophisticated exercise, such as the Olympic Snatch
(first, second, and third pull).

(Elite athletes tend to show much greater Intramuscular and Intermuscular Coordination, when
compared to intermediate or novice athletes.)

6. Flexibility

May be defined as: The ability to move a muscle, connective tissue, and joint within its full
physiologically determined range of motion.

Consisting of these various types:

Active - The amount of flexibility that can be achieved without the use of assistance. Example: How
high an athlete can raise their straightened leg up, while on their back.

Passive - The amount of flexibility that can be achieved with assistance. Example: How high an athlete
can raise their straightened leg up, with the assistance of a coach pushing it back.

Dynamic - The amount of flexibility that can be achieved without assistance, and while in movement
and/or under load. Example: How high an athlete can kick their straightened leg up while
standing/moving.

(The amount of passive flexibility is usually greater than active flexibility, and active flexibility requires
less strength and coordination than dynamic flexibility. Overall, it is dynamic flexibility that has the
highest correlation to improved performance of any task).

Optimal Flexibility - The amount of flexibility needed to perform the various tasks of a sport or position.
Both Over and Under flexibility may lead to decreased performance and increased potential for injury.
More flexibility is not always desirable.

7. Agility

May be defined as: The ability to combine coordination, acceleration and deceleration in the
performance of a task or series of tasks.

Consisting of various types including:

Closed Chain Agility - The agility required while moving away from a fixed base of support. (the
ground is an example a the base of support that an athlete would move “away” from in this type of
agility). Example: The footwork needed by a boxer.

Open Chain Agility - The agility required while moving out from a fixed base of support. (the core
musculature is and example the base of support that an athlete would move “out” from in this type of
agility). Example: The head movement, defense and striking work needed by a boxer.

(In jujitsu, a grappler in the guard position will need both closed chain agility - moving away from and
around the mat as they change positions, and Open chain agility - moving out from their own base of
support as they elude strikes and submissions.)

Optional Skill Agility - The agility required in an unpredictable and constantly changing environment.
Example: The foot work needed of a soccer player.
Fixed Skill Agility - The agility required in a predictable and choreographed environment. Example:
The footwork needed of a figure skater.

(These descriptions of agility I have created to better explain and understand the sophistication of agility
needs by athletes - agility needs are not all the same).

8. Balance

May be defined as: The ability to control the proprioceptive, visual, and vestibular mechanisms of the
body in relationship to space, while performing a task. (proprioceptive = muscles, visual = eyesight,
vestibular = equilibrium/inner ear fluid).

Consisting of two types of balance reflexes:

Righting Reflex - used when the underlying surface is fixed or stable. Example: soccer.

Tilting Reflex - used when the underlying surface is moving or unstable. Example: surfing.

-Famous Athletes-

Jackie Joyner-Kersee.

Jim Thorpe.

Bruce Jenner.

Usain Bolt.

Wilma Rudolph.

Babe Didrickson Zaharias.

Alice Coachman.

Jessica Ennis-Hill. Ennis-

-Rules-

FIELD EVENTS

Standing Triple Jump

Athletes can start with their lead leg up to the line or may take a 1 step approach

Athletes use a one-step approach and take off with their toe up to, but not on the take-off line.
The order of jumps is hop, step and jump.

Measurement is made from the rearmost part of the body touching the ground.

Long Jump:

The athlete begins running from his or her starting position and jumps, landing in a sand pit. There is a
foul line, in the run-up area, that the athlete has to be aware of;

Jumping from beyond this line results in a 'foul jump'. Jumpers try to get as close to the foul line as
legally possible before initiating their jump.

No part of the athlete's foot should cross the front edge of the foul line. If, at the point of take-off, any
part of his foot crosses the front edge of the foul line, then the jump is termed to be illegal or a 'foul
jump', and does not count.

The long jumper has three attempts to register his or her best legal jump. A foul jump accounts for an
attempt. Only the farthest legal jump counts.

The distance or the 'jump' is measured from the front edge of the foul line to the first landing point of the
athlete, from the first point of contact.

High Jump

The height of the bar will start where all competitors are capable of jumping. The height the bar is raised
between each round will also be geared to the ability of the competitors. The competitors shall be
informed of this before the competition begins.

Competitors have a maximum of seven jumps.

Competitors may commence jumping at any of the heights above the minimum height and may jump at
their discretion at any subsequent height.

Elimination will be after 3 consecutive failures (although they do not have to be at the same height).

After the competitor has won the competition and still has jumps to take, the height to which the bar is
raised shall be decided after the judge of the competition has consulted the wishes of the competitor.

Ties for first place only shall be decided by counting back. In the event of a tie the winner will be
(reference the IAAF Handbook)

The athlete with lowest number of jumps at that height

The athlete with the fewest number of failures up to and including the last height cleared. If there is
subsequently still a tie for first place the jumpers move back to the last height which those included in
the tie jumped at one attempt

If more than one jumper involved in the tie is successful the bar goes up until there is a result.

If there is still a tie for first place jumper move back to the last height which those included in the tie
jumped at one attempt

The designated high jump judge will decide whether or not a jump is valid.
Shot Putt

The shot shall touch or be in close proximity to the chin and the hand shall not be dropped below this
position during the action of putting nor should the shot be brought behind the line of the shoulders.

Measurement is made from the point of landing closest to the circle from where the shot is ‘putt’

The shot will also not be recorded if it does not land in the designated throwing area

Turbo Javelin: 300g

A run up will be allowed with no restrictions. Competitors must not step on to or over the throwing line
or the attempt will be ruled as a no throw

The measurement will be taken from where the tip of the javelin first lands (within the allocated vector)
and back to the line.

If the javelin lands tail first, this throw will not be recorded. If it lands flat this throw will be counted

The javelin will also not be recorded if it does not land in the designated throwing area.

The javelin must be thrown with an overhead action.

PVC Discuss : 200g

All students will have three throws

Basic standing throw with no spin

Competitors must not step on to or over the throwing line or the attempt will be ruled as a no throw

Measurement taken from where the discus first lands

The discus will also not be recorded if it does not land in the designated throwing area.

TRACK EVENTS

1) In running events: 100m, 200m, 400m, 4x100m Relay, the athletes have the option of using or not
using blocks. In these events the commands of the starter shall be “on your marks”, “set”, and when all
competitors are steady, the gun shall be fired.
2) In all other running events, all walking events and all wheelchair races the commands shall be “on
your marks” and when all the competitors are steady, the gun shall be fired. A competitor shall not touch
the ground with his/her hand(s).

3) The starter may give the commands in English or his/her own language.

4) Starting races longer than 400 meters:

a) 800 meters distance: Runner will run in the lanes through the first turn as far as the nearer edge of the
breakline where athletes may leave their respective lanes.

b) 1500 meters and greater distances: A waterfall start shall be used.

6) The starter shall give each competitor a chance to do his/her best by: a) Giving the competitors
ample time to settle down after taking their marks; b) Starting the sequence over if any runner is off-
balance; and c) Not holding the runners too long after the set command.

7) False Starts – Only one false start per race shall be allowed without the disqualification of the athlete
responsible for the false start. Any athlete responsible for further false starts in the race shall be
disqualified.

Lane Violations

1) In all races run in lanes, each competitor shall keep within his/her allocated lane from start to finish.

2) If a competitor is pushed or forced by another person to run outside his/her lane, and if no material
advantage is gained, the competitor should not be disqualified.

3) If an athlete either runs outside his/her lane in the straight or runs outside the outer lane on the bend,
with no material advantage thereby being gained, and if no other runner is obstructed, then the
competitor shall not be disqualified.

Race Walking

1) Athlete must have one foot in touch with the ground at all times

2) In all race walking events, an athlete does not have to have a straight advancing leg while competing.

3) In race walking events, up to and including the 400 meters, the competitor shall be disqualified with
no prior warning when, in the opinion of two or more officials, a technical violation has been
committed that results in an advantage being gained.
General Rules for Wheelchair Events

Athletes entering wheelchair events may also enter other events in athletics competition.

1) It is acceptable to include wheelchair athlete in the regular divisions of the shot put, but the weight
of shot must be the same for all competitors.

Main Principles for Wheelchair Races

1) Athletes shall start with all wheels behind the start line.

2) Athlete is timed from the smoke of the starter’s gun to when all front wheels (two or one) of the
wheelchair reach the perpendicular plane of the nearer edge of the finish line.

3) Motorized wheelchairs shall not be allowed in regular wheelchair races.

4) Only athletes who ambulate by use of a wheelchair may participate in the events.

5) Athletes shall not be pushed, pulled or otherwise assisted during these events.

6) The lanes for the wheelchair events shall be made two track-lanes wide.

10 Meter/ 25 Meter Wheelchair Race

1) Each competitor must keep in his/her lane from start to finish and may not interfere, obstruct or
impede the progress of another competitor. Infractions, at the discretion of the judges, may result in
disqualification.

30 Meter Wheelchair Slalom

1) Beginning at the start line, place one cone in each lane at 5-meter intervals. Cones should be placed
in the middle of the lanes (see diagram on page 8).

2) Athlete maneuvers his/her chair through the course, going to the right of the first obstacle and across
the finish line without impeding another athlete on the course.

3) Knocking down a marker constitutes a violation, and a three-second penalty will be assessed.
General Rules for Motorized Wheelchair Events

Main Principles

1. These events are restricted to motorized wheelchairs only.

2. The first two wheels on each competitor’s wheelchair will be regarded as the starting and finishing
points of all races.

3. If a competitor varies from a sequence of obstacles, he/she must, without notice from any official,
resume progress at the point prior to the incorrectly passed obstacle before entering the next obstacle and
complete the course in its entirety, or be disqualified. In essence, failure to complete the course as
designed will result in disqualification.

4. A competitor will be disqualified if that individual’s coach (or assistants) enters the course boundaries
during the running of the obstacle course. Coaches may instruct from outside the marked boundaries of
the course. Judges and officials will not give directional cues.

5. When submitting entry times for motorized wheelchair events, the entry form should state whether the
time was achieved with a “high-speed” or a “low-speed” setting.

6. Athlete is timed from the smoke of the starter’s gun to when the front wheels of the wheelchair reach
the perpendicular plane of the nearer edge of the finish line.

Motorized Wheelchair Slalom

1) Each athlete will use two lanes as his/her lane, sufficiently wide enough to allow for wheelchairs.

2) Place the cones on the start and finish lines 2.44 meters apart (two track-lanes width) to create four
start and four finish gates and four lanes.

3) Beginning at the start line, place one traffic cone (slalom flagpoles minimum of 1.22 meter) in each
lane at 5-meter intervals. Cones should be placed in the middle of the lanes.

4) Athlete maneuvers his/her chair through the course, going to the right of the first obstacle and across
the finish line without impeding another athlete on the course. Knocking down a cone constitutes a
violation, and a three-second penalty will be assessed.

5) No penalty will be incurred as a result of touching/ moving a cone.

25 Meter Motorized Wheelchair Obstacle Course

1) Mark one box 2 meters from the start line and one box 2 meters from the finish line. Each box should
be 3 meters x 3 meters.

2) Place four cones between the boxes, each 3 meters apart.

3) Rules:
a) Athlete starts facing the course. b) The athlete completes a 360 degree circle between the starting line
and the first cone. Upon completion, the athlete weaves in and out of four cones set 3 meters apart, then
completes a second 360 degree circle between the fourth cone and the finish line. c) The box (3 meters
x 3 meters) is used only as an indicator for the athlete to complete the 360-degree circle. No points
and/or time shall be deducted for touching or going over the lines. The box can be outlined with tape. d)
Knocking down a marker constitutes a violation, and a three-second penalty will be assessed.
Competitors who do not make an obvious attempt to go between each pair of markers are subject to
disqualification at the discretion of the referee. e) No more than three athletes, on a track at one time,
per race.

General Rules for Assisted Walk

Athletes must provide their own assisted devices. Assisted devices may consist of canes, crutches or
walker.

Set-Up:

1) Each athlete will use two lanes as his/her lane, sufficiently wide enough to allow for assistive
devices.

2) Place cones on the start and finish lines, 2.44 meters apart (two track-lanes width) to create four start
and four finish gates and four lanes.

3) Beginning at the start line, place one cone on each lane line at 5-meter intervals. Cones should be
placed in the middle of the lane line.

Rules:

1) Athlete starts behind the start line with a walking aid.

2) Athlete walks using a walking aid.

3) Athlete stays in his/her designated lane.

4) Athlete may not receive physical assistance from coaches, officials, etc.

5) Athlete is timed from the smoke of the starter’s gun to when his/her torso reaches the perpendicular
plane of the nearer edge of the finish line.

General Rules for Blind and Deaf Athletes

A rope or sighted guide runner may be provided to assist athletes who are visually impaired.

1) A sighted guide runner may not be ahead of the athlete in any manner. At no time may the guide
runner pull the athlete or propel the athlete forward by pushing.
2) A tap start will be used for an athlete who is both deaf and blind.

d. Guide runners must wear a bright orange running vest so that they are clearly distinguished from
competitors.

~BADMINTON

-History-
Games employing shuttlecocks have been played for centuries across Eurasia,[but the modern game of
badminton developed in the mid-19th century among the British as a variant of the earlier game of
battledore and shuttlecock. ("Battledore" was an older term for "racquet".) Its exact origin remains
obscure. The name derives from the Duke of Beaufort's Badminton House in Gloucestershire, but why
or when remains unclear. As early as 1860, a London toy dealer named Isaac Spratt published a booklet
entitled Badminton Battledore – A New Game, but no copy is known to have survived.An 1863 article
in The Cornhill Magazine describes badminton as "battledore and shuttlecock played with sides, across a
string suspended some five feet from the ground".

The game may have originally developed among expatriate officers in British India,[8] where it was
very popular by the 1870s.Ball badminton, a form of the game played with a wool ball instead of a
shuttlecock, was being played in Thanjavur as early as the 1850s and was at first played interchangeably
with badminton by the British, the woollen ball being preferred in windy or wet weather.

Early on, the game was also known as Poona or Poonah after the garrison town of Poona, where it was
particularly popular and where the first rules for the game were drawn up in 1873. By 1875, officers
returning home had started a badminton club in Folkestone. Initially, the sport was played with sides
ranging from 1 to 4 players, but it was quickly established that games between two or four competitors
worked the best.The shuttlecocks were coated with India rubber and, in outdoor play, sometimes
weighted with lead. Although the depth of the net was of no consequence, it was preferred that it should
reach the ground.

The sport was played under the Pune rules until 1887, when J. H. E. Hart of the Bath Badminton Club
drew up revised regulations. In 1890, Hart and Bagnel Wild again revised the rules. The Badminton
Association of England (BAE) published these rules in 1893 and officially launched the sport at a house
called "Dunbar" in Portsmouth on 13 September.The BAE started the first badminton competition, the
All England Open Badminton Championships for gentlemen's doubles, ladies' doubles, and mixed
doubles, in 1899. Singles competitions were added in 1900 and an England–Ireland championship match
appeared in 1904.

England, Scotland, Wales, Canada, Denmark, France, Ireland, the Netherlands, and New Zealand were
the founding members of the International Badminton Federation in 1934, now known as the Badminton
World Federation. India joined as an affiliate in 1936. The BWF now governs international badminton.
Although initiated in England, competitive men's badminton has traditionally been dominated in Europe
by Denmark. Worldwide, Asian nations have become dominant in international competition. China,
Denmark, India, Indonesia, Malaysia, and South Korea are the nations which have consistently produced
world-class players in the past few decades, with China being the greatest force in men's and women's
competition recently.The game has also become a popular backyard sport in the United States.
-Skills-
Badminton is a beginner-friendly sport as anyone can start out and try to play the game. Usually,
beginners are only focused on trying to make sure that whenever they hit the shuttle, it goes over the net
and within the bounds of the court. But even for beginners, learning these basic badminton skills can
help increase both competitiveness and also the fun in playing.

1. The Ready Stance

Always having the right stance when playing makes it a lot easier to minimize the movements you need
to make to hit a shot. The ready stance done by putting your non-racquet leg a step forward and about
shoulder width away from your racquet leg. Slightly bend both knees with your weight balanced
between both legs. Slightly bend forward from the hip, keeping your back straight, and lift your racquet
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.

2. Forehand and Backhand Grip

Having the right grip is crucial in helping new players control their shots better and protects from
possible injury from putting too much pressure on the wrist. The simplest way to grip your badminton
racquet is by imitating a handshake. Your thumb should press against the handle while the rest of your
hand and four fingers wrap around the racquet. This handshake should be a friendly one. Don’t grip too
tightly because you need to retain flexibility in your wrist. It is recommended that you opt to put a wrap
around your grip to make it more comfortable and less slippery.

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.

3. Footwork

Footwork is basic badminton skill that a lot of new players often overlook. But having the right
footwork makes the game so much easier as it allows you to cover more ground around the court while
using less time and energy. Lateral steps are the best way to move around the badminton court as it
allows you to cover a lot of ground and change direction fast, while putting less strain on your knees. By
practicing the right footwork, you’ll feel that it is easier to recover to hit shuttles that are flying towards
the other side of the court. Some basic drills to improve your lateral movement can be very effective in
helping train yourself to move around the court better.

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:
Overhead Forehand – this is the most common stroke and most beginners are very more comfortable
using this especially for stronger strokes. Make sure to have a forehand grip, lift your racket arm up with
the racket slightly above your head, and tilt your body to the side of your racket arm with your racket
arm behind you. Widen your chest and use your non-racket hand to point at the shuttlecock to aim.
Straighten out your racket arm then swing it towards the shuttle in a downward motion while slightly
rotating your waist towards the front. Swing the racket until it’s pointing slightly downwards.

Overhead Backhand- the overhead backhand is slightly more difficult for beginners as you’ll have to
face your body backward to use this effectively. This is a slightly advanced shot that is hard to master at
first but doing so will set good foundations to how you play badminton. To start, turn your body to the
back in the direction of your non-racket arm, with your racket arm raised in front of you and pointing
towards the back. Keep your racket-arm close to your body, bent such that your elbow is pointing down.
As the shuttle approaches above your head level, slightly tilt your arm downward to gain momentum
then swing up and flick your wrist upward until the racket is pointing up and your arm is straightened
out. Remember to immediately go back to your ready stance once you’ve hit the shot.

Underarm Forehand– the underarm forehand allows you to hit low shots with a lot of strength, but it is
quite challenging to aim at first. To do this, from your ready stance, lunge forward with your racket-leg
and keep your racket arm slightly bent with the top of the racket’s head slightly below shoulder level.
Straighten your arm out to make the racket tilt backwards then flick your wrist, followed by your arm, to
swing forward when hitting the shuttle. Bend your body forward slightly to keep your balance.

Underarm Backhand– the underarm backhand is actually easier to do than the overhead counterpart
since you won’t need to turn backwards. Lunging towards your backhand area, Bend your racket arm
downward with the racket handle parallel to the floor and the racket head parallel to your body. Flick
your wrist upward, followed by your arm until your arm is extended straight and aligned with your
shoulder.

5. Underarm Backhand Serve

The underarm backhand serve is the most basic badminton serve that you can practice as a beginner
because it gives you easier control in terms of how strong you’ll hit the shuttle and where you will make
the shuttle go in terms of height or placement on the court. By learning how to utilize this serve, you can
already start to strategize where you place your serve depending on your opponent. To start, have a
ready stance with your backhand leg slightly forward with both feet pointing forward. Lift your racket
up to so it is parallel to the floor, with the head parallel to the net and aligned with your shoulder. Using
your non-racket hand, hold the shuttle cock by the feather about 5-6 inches in front of the center of the
racket’s face. Bend the wrist of your racket hand downward to generate momentum and flick upwards
with varying strength depending on how far or how high you want the shuttle cock to travel. Try to play
around with how strong you hit the shuttle and how high you follow through. Try to aim for different
spots in the court with this serve and you’ll immediately have the upper hand against your opponents.
-Famous Athletes-
1 Lee Chong Wei

2 Chen Long

3 Lin Dan

4 Viktor Axelsen

5 Jan O Jorgensen

6 Carolina Marin

7 Wang Yihan

8 Li Xuerui

9 Ratchanok Intanon

10 Tai Tzu-Ying

-Rules-
-A game can take place with either two (singles) or four (doubles) players.

-An official match has to be played indoors on the proper court dimensions. The dimensions are 6.1m by
13.4m, The net is situated through the middle of the court and is set at 1.55m.

-To score a point the shuttlecock must hit within the parameters of the opponents court.

-If the shuttlecock hits the net or lands out then a point is awarded to your opponent.

-Players must serve diagonally across the net to their opponent. As points are won then serving stations
move from one side to the other. There are no second serves so if your first serve goes out then your
opponent wins the point.

-A serve must be hit underarm and below the servers waist. No overarm serves are allowed.

-Each game will start with a toss to determine which player will serve first and which side of the court
the opponent would like to start from.

-Once the shuttlecock is ‘live’ then a player may move around the court as they wish. They are
permitted to hit the shuttlecock from out of the playing area.

-If a player touches the net with any part of their body or racket then it is deemed a fault and their
opponent receives the point.

-A fault is also called if a player deliberately distracts their opponent, the shuttlecock is caught in the
racket then flung, the shuttlecock is hit twice or if the player continues to infract with the laws of
badminton.

-Each game is umpired by a referee on a high chair who overlooks the game. There are also line judges
who monitor if the shuttlecock lands in or not. The referee has overriding calls on infringements and
faults.
-Let may be called by the referee if an unforeseen or accidental circumstance arose. These may include
the shuttlecock getting stuck in the bet, server serving out of turn, one player was not ready or a decision
which is too close to call.

-he game has only two rest periods coming the form of a 90 second rest after the first game and a 5
minute rest period after the second game.

-If the laws are continuously broken by a player then the referee holds the power to dock that player of
points with persisting fouls receiving a forfeit of the set or even the match.

~FOOTBALL

-History-
The contemporary history of the world's favourite game spans more than 100 years. It all began in 1863
in England, when rugby football and association football branched off on their different courses and the
Football Association in England was formed - becoming the sport's first governing body.

Both codes stemmed from a common root and both have a long and intricately branched ancestral tree.
A search down the centuries reveals at least half a dozen different games, varying to different degrees,
and to which the historical development of football has been traced back. Whether this can be justified
in some instances is disputable. Nevertheless, the fact remains that people have enjoyed kicking a ball
about for thousands of years and there is absolutely no reason to consider it an aberration of the more
'natural' form of playing a ball with the hands.

On the contrary, apart from the need to employ the legs and feet in tough tussles for the ball, often
without any laws for protection, it was recognised right at the outset that the art of controlling the ball
with the feet was not easy and, as such, required no small measure of skill. The very earliest form of the
game for which there is scientific evidence was an exercise from a military manual dating back to the
second and third centuries BC in China.

This Han Dynasty forebear of football was called Tsu' Chu and it consisted of kicking a leather ball
filled with feathers and hair through an opening, measuring only 30-40cm in width, into a small net
fixed onto long bamboo canes. According to one variation of this exercise, the player was not permitted
to aim at his target unimpeded, but had to use his feet, chest, back and shoulders while trying to
withstand the attacks of his opponents. Use of the hands was not permitted.

Another form of the game, also originating from the Far East, was the Japanese Kemari, which began
some 500-600 years later and is still played today. This is a sport lacking the competitive element of
Tsu' Chu with no struggle for possession involved. Standing in a circle, the players had to pass the ball
to each other, in a relatively small space, trying not to let it touch the ground.

The Greek 'Episkyros' - of which few concrete details survive - was much livelier, as was the Roman
'Harpastum'. The latter was played out with a smaller ball by two teams on a rectangular field marked by
boundary lines and a centre line. The objective was to get the ball over the opposition's boundary lines
and as players passed it between themselves, trickery was the order of the day. The game remained
popular for 700-800 years, but, although the Romans took it to Britain with them, the use of feet was so
small as to scarcely be of consequence.
-Skills-

Passing

Passing is one of the most fundamental skills in soccer, as it is how you move the ball from yourself to
another teammate. For a short basic pass, you will turn your foot 90 degrees to the outside and swing
your leg so that the inside of your leg makes contact. If you want to send the ball farther, you will swing
your leg with more power and aim for the lower half of the ball, to pop it into the air and use the inside
of your toes.

Receiving a Pass

Whether you are receiving a pass that is on the ground or traveling through the air, you will want to
square your shoulders to the direction the ball is coming from. If it is on the ground, turn your foot
toward the outside as if you were passing, and with your knees bent, cushion the ball so it stops right at
your feet. For a ball traveling through the air, you will most likely want to receive the ball with your
chest. Stand with your back arched slightly backwards so when the ball hits your chest, it will pop gently
into the air and then land at your feet, rather than bounce off out of your control.

Shooting

There are a number of unconventional ways to score a goal, but the fundamental way to try to score is
by taking a shot. When shooting, your plant foot, follow through and where you contact the ball are all
important. You will want to place your non-shooting foot just outside the ball, with your toe pointing at
the direction you are aiming to shoot. Swing your leg through the ball, aiming higher on the ball if you
want to keep it low or lower on the ball if you want to send it through the air. Follow through with your
shooting leg, in a hopping motion that brings your plant foot off the ground, and land on the foot you
shot with for the most power.

Dribbling

Outside of passing, dribbling is the primary method of moving the ball up the field. This works best
when you have open field in front of you without pressing defenders. Most players find success using
the top of their foot to push the ball along the ground when passing, and the more advanced you get the
more parts of your foot you will be able to use when dribbling. The goal of dribbling is to move the ball
quickly while keeping the ball close to your body, so that you can make a quick decision to pass, shoot
or change direction whenever needed.

Goalkeeping

The goalkeeper is the last line of defense, in charge of doing whatever possible to keep the ball out of
the net. As goalie, you can use your entire body, including your hands and arms, to stop the ball. The
best way for a goalie to catch the ball is to form a "W" with your thumbs and index fingers, with your
hands open and palms facing away from you. This will help you catch a ball traveling at a high speed
without it going through your hands. The other fundamental skill for goalies is punting, which is how
you distribute the ball upfield after making a save. Hold the ball over your dominant foot, and then drop

the ball as you swing your foot, making contact and sending the ball through the air. Land on your
"shooting" foot on your follow through like you are taking a shot.
-Famous Athletes-
Cristiano Ronaldo

Lionel Messi

Russell Wilson

Diego Maradona

Wayne Rooney

David Beckham

-Rules-
-A match consists of two 45 minutes halves with a 15 minute rest period in between.

-Each team can have a minimum off 11 players (including 1 goalkeeper who is the only player allowed
to handle the ball within the 18 yard box) and a minimum of 7 players are needed to constitute a match.

-The field must be made of either artificial or natural grass. The size of pitches is allowed to vary but
must be within 100-130 yards long and 50-100 yards wide. The pitch must also be marked with a
rectangular shape around the outside showing out of bounds, two six yard boxes, two 18 yard boxes and
a centre circle. A spot for a penalty placed 12 yards out of both goals and centre circle must also be
visible.

-The ball must have a circumference of 58-61cm and be of a circular shape.

-Each team can name up to 7 substitute players. Substitutions can be made at any time of the match with
each team being able to make a maximum of 3 substitutions per side. In the event of all three substitutes
being made and a player having to leave the field for injury the team will be forced to play without a
replacement for that player.

-Each game must include one referee and two assistant referee’s (linesmen). It’s the job of the referee to
act as time keeper and make any decisions which may need to be made such as fouls, free kicks, throw
ins, penalties and added on time at the end of each half. The referee may consult the assistant referees at
any time in the match regarding a decision. It’s the assistant referee’s job to spot offside’s in the match
(see below), throw ins for either team and also assist the referee in all decision making processes where
appropriate.

-If the game needs to head to extra time as a result of both teams being level in a match then 30 minutes
will be added in the form of two 15 minute halves after the allotted 90 minutes.

-If teams are still level after extra time then a penalty shootout must take place.

-The whole ball must cross the goal line for it to constitute as a goal.

-For fouls committed a player could receive either a yellow or red card depending on the severity of the
foul; this comes down to the referee’s discretion. The yellow is a warning and a red card is a dismissal
of that player. Two yellow cards will equal one red. Once a player is sent off then they cannot be
replaced.
-If a ball goes out of play off an opponent in either of the side lines then it is given as a throw in. If it
goes out of play off an attacking player on the base line then it is a goal kick. If it comes off a defending
player it is a corner kick.

~TAEKWONDO

-History-
The name Taekwondo is derived from the Korean word "Tae" meaning foot, "Kwon" meaning fist and
"Do" meaning way of. So, literally Taekwondo means "the way of the foot and fist". The name
Taekwondo, however, has only been used since 1955 while the arts' roots began 2,300 years ago in
Korea. Known as a martial art and way of life, the evolution of Taekwondo was a direct result of the
happenings in Korea long ago, and knowledge of the history is an important step in understanding
Taekwondo.

Early Korea:

Korean history began when in 2333 B.C. the legendary national founder, Tangun, founded "Old Korea"
at Asadal. As in the histories of other nations, communal life was gradually transformed into tribal
communities, and then tribal leagues and finally took the form of a state. Although no written history of
the fighting systems of this time remains it is known that the people of this time were hunters and had
some means of protection as well as livelihood.

The Three Kingdoms:

During the 6th century A.D. what we now call the Korean peninsula was divided into three kingdoms;
Koguryo, Paekje and Silla.

Koguryo (37 B.C.- 668 A.D.)- Koguryo was the largest kingdom. It occupied the southern section of
Manchuria and the northern section of the Korean peninsula. Paekje (18 B.C. - 600 A.D.)- Paekje was
situated along the Han River and in southwestern Korea. Silla (57 B.C.- 936 A.D.)- Silla was the last,
and smallest of the kingdoms and located on the southeastern tip of the Korean peninsula. Archeological
findings during these times such as the mural paintings on the royal tombs during the Koguryo period,
stone sculptures at pagodas during the Silla period and documents written in the Paekje period, show
techniques and fighting stances that were probably the first forms of Taekwondo.

The three kingdoms were at war with each other and constantly fought for new ground on the peninsula.
Silla, being the smallest and weakest militarily began to have a difficult time protecting itself against the
other kingdoms and so took an action which would turn out to be a key point in Korean history.

HwaRang:

The 24th king of Silla, Chin Heung, formed a group of warriors, which were called the HwaRang. The
HwaRang were trained in weapons such as the sword, spear and bow. They devoted their lives to these
martial skills in the hopes that they could save Silla. The HwaRang also studied an unarmed form of
combat called SooBak. SooBak was a primitive form of foot fighting, using some hand, but mostly foot
techniques. The HwaRang took SooBak and added things to it to create a more fighting art. The
techniques of SooBak were created to be used in fighting along with the other weapons of the HwaRang
to make the warriors able to defeat their enemies. But, Chin Heung needed something more than just
competent soldiers; he needed something to unify the HwaRang and create the mental conditioning to
lead the kingdom to victory. So, he asked Won Kang, a Buddhist monk and scholar, to take charge of
the HwaRang training. Won Kang did so and not only created fine warriors, but actually a way of
thought for the HwaRang. Won Kang came up with a code of ethics that the HwaRang warriors
followed. They were:

1. Be loyal to your king

2. Be obedient to your parents

3. Have honor and faith among friends

4. Have perseverance in battle

5. Justice never to take a life without cause

With a the code of ethics and with their skills in fighting the HwaRang became the HwaRangDo, which
meant "way of the flower of manhood." The HwaRangDo became known for their bravery and fighting
skill and soon supplied the leadership to defeat both the Paekje and Koguryo kingdoms and unify Korea
in to one country known then as Koryo.

Koryo Dynasty: (918 A.D. to 1392)

The Koryo Dynasty was a time for growth and development in the martial arts. During this time
unarmed combat gained its greatest popularity. It was believed that SooBak was introduced to China and
became known there as KwonPup. SooBak also changed its name to SooBakGi because of the new
techniques and the mental discipline added to the style. SooBakGi became a popular sport by both the
military and the general public. Martial arts were on an upswing and even new styles began to appear.
One such style was Tae Kyon. Tae Kyon involved many more and new kicking techniques and was
designed as more of a fighting sport than a discipline. Tae Kyon and SooBakGi contests were held at
annual festivals given by the king. The winners of this contest were given high court offices and also
taught the styles to the military, which now made these unarmed arts mandatory. Since the soldiers
learned and practiced these arts, during their travels though out the kingdom they also spread the study
of martial arts.

Yi Dynasty (1392 A.D. to 1910):

During the Yi Dynasty, Korea (Yi-shi-Choson) underwent a dramatic change from Buddhism, the
predominate religion, to Confucianism. This change brought a Chinese influence over the government
and the people of the time. Military leaders began to lose their power to civilian statesmen who believed
in the cultural development of their civilization. The people as a whole began to lose interest in the study
of martial arts. The study of martial arts, including weapons, was banned to all but the military. The
HwaRangDo, which were rooted in the Buddhist teachings, gradually lost its importance among young
people. Martial arts began a great downfall. There was, however, an important contribution to the
martial arts when King Jong Jo ordered a manual of military arts to be written, including weapons, Tae
Kyon and SooBakGi. The manual, written by Lee Duk Mu, included detailed sections on unarmed
combat thus preserving in writing the techniques of these fighting arts. During the Yi Dynasty several
invasions by the Japanese were fought off. However, due to the eventual decline of military power, the
Yi Dynasty ended with the Japanese takeover on August 2, 1910.

Japanese Control:

Now that Japan had great influence in Korea (Choson) many things were changed. All competitive
sports and martial arts were outlawed. Only the military, now under Japanese control, could practice
martial arts. SooBakGi was practiced in secret and soon changed its name again to SooBakDo. Japanese
combat arts were introduced to Korea at this time. The people of Korea received them with great
interest. Due to peace treaties between the Japanese and Koreans, Japanese educational curricula were
taught in all Korean schools and also such Japanese arts as Kendo ("way of the sword"), Judo, Karate,
and Aikido. Once again martial arts began to flourish with each side, Japan and Korea, trading
techniques and styles of martial arts. On August 15, 1945 Korea was liberated from Japan and Korean
arts could once again develop.

Unifying of Taekwondo:

Within Korea there were five major martial art academies or Kwans. They were called Mooduk Kwan,
Jido Kwan, Changmu Kwan, Chungdo Kwan, and Songmu Kwan. Within these schools lie a variety of
styles such as KongSooDo, Tae Kyon, SooBakDo, TangSooDo, KwonPup, etc. The way of teaching and
employing many of the techniques varied as much as the schools and in 1946 an attempt was made to
unify Dojangs (training halls) and standardize instructional methods. Some of the leaders wanted to
uphold the martial art character of the schools while others wished to create a combat sport. These
meetings met with no success.

In 1955 a board of instructors, historians and prominent society members sat down to coordinate all the
schools and select a name for the hopefully unified art. In April 1955 a new name was from a group of
names by the board, it was Taekwondo.

In 1962 the Korean Amateur Sports Association recognized the Korean Taekwondo Union, which later
became known as the Korean Taekwondo Association (K.T.A.).

On May 28, 1973 the World Taekwondo Federation was officially established at the Kukkiwon
(headquarters) by Dr. Un Yon Kim. Located in Seoul, Korea the World Taekwondo Federation is the
governing body which preserves Taekwondo's roots and development, controls testing and testing
requirements, and promotes the study of Taekwondo all over the world. In this way the WTF hopes to
continue the unification of their native art.

Taekwondo Today:

Taekwondo today is just as exciting as ever. Taekwondo, under the leadership of the World Taekwondo
Federation has grown into an international art and sport practiced in over 190 counties worldwide.

In 1975 the U.S. Amateur Athletes Union (AAU) accepted Taekwondo as an official sport. Taekwondo
was also admitted to the General Association of International Sports Federations (GAISF) and the
International Council of Military Sports (CISM) in 1976. In 1980 the WTF became an International
Olympic Committee (IOC) recognized sports federation, making Taekwondo a demonstration sport for
the 1988 and 1992 Olympic Games. Taekwondo is now an official event for the 2000 Olympiad to be
held in Australia.
-Skills-
Straight Punch. The fist starts from a chamber on the hip, and is then thrust straight forward. Impact is
made on the two big knuckles. According to the 14 basics, it should be performed from the horse stance
and front stance. (All of these punch combinations make up 3 of the original 14 movements.)

Low block. This is the first block you learn in Taekwondo. Put your fist to your opposite shoulder, then
sweep it downward in front of the pelvis, stopping on or just bast the same-side leg of the blocking arm.

Front Kick. The front kick is the foundation of every kick in Taekwondo. Just about every kick begins
with the front kick chamber. All the major kicking principles are learned here. (Also, don’t discount it as
an effective self-defense tool!)

Knife Hand Strike. Yep, this is the karate chop. It can be down towards the outside, with the palm facing
down. Or it can be done towards the inside, with the palm facing up. You make impact on the “meat” or
“knife” of the hand. Usually targets the trachea, side of the neck, or temple.

Back Fist Strike. Bruce Lee loved it. It’s quick and it works. It can be an outward movement to the head,
or flipping movement to the philtrum beneath the nose.

Inside block. An inward sweeping motion to protect the body by hitting attacks off to the side.

Side Kick. The staple of Taekwondo. People will judge your overall ability in Taekwondo based on this
ONE kick. Performed off the back leg, as a “simple” forward kick, the side kick requires you to bring
the leg all the way to your side, then to thrust it straight forward. (While most of the other moves are
easy, this one can be a challenge!)

Hand-blade / Double Forearm Block. An iceberg of a technique, and quite often misunderstood. One
hand blocks while the other is ready — actually, in transition — for a follow-up strike. It can be used as
a fighting guard as well as a block.

Face Block. Shoot your arm up at and angle, stopping it just over your brow. It should look like a roof or
a church steeple. This makes strikes glance off and protects your head. Good for weapon defense.

Round Kick. Arguably the most popular kick of all martial arts. Very quick and super useful in sparring.
Taekwondo has a unique method of executing the round kick.

Boiled Down:

Learning and mastering Taekwondo is way simpler than you might think. Emphasize these 14 moves
while you practice, and you’ll reach your black belt in no time. Even better, you’ll get good at
Taekwondo FAST. To review, these are the moves you need to focus on:

Straight Punch

Low Block

Front Kick

Knife Hand Strikes

Back Fists

Inside Block

Side Kick

Double Forearm Block

Face Block
-Famous Athletes-
Steven Lopez

Hadi Saei

Hwang Kyung-Seon

Servet Tazegul

Joel Gonzalez

Chu Mu-yen

Carlo Molfetta

Moon Dae-sung

Cha Dong-min

Sebastian Crismanich

-Rules-
-Taekwondo matches should be contested by competitors of the same sex and in the same classified
weight category.

-The competition area is a mat that measures 8 metres squared.

-Taekwondo matches are contested over 3 x 2 minute rounds with a rest of 1 minute between rounds.

-Each fighter attempts to knockout their opponent or score points by landing blows on their opponent’s
torso or head. Kicks are allowed to both to the torso and head, whilst punches are only allowed to the
body. Below the waist is not a permitted target.

-If a fighter and their coach think that a point has been missed or that a mistake has been made, they can
make a protest. A video replay is then looked at by judges and a decision is made.

-Fighters can lose points by the way of penalties. These can be incurred by actions such as:

-Punching to the face

-Attacking with the knee

-Attacking below the waist

-Stepping out of the ring with both feet

-Turning your back on your opponent

-Pushing, holding or grabbing your opponent

-Feigning injury

-The match is won by the fighter who knocks their opponent out or who has the greater number of points
at the end of the three rounds.

-If the match is a draw, a golden point round is fought, with the fighter landing the first scoring point
being declared the winner.
~BASEBALL
-History-
The origins of Baseball are uncertain. Traces of a game played with a bat and a ball date back to ancient
Egypt and a ball used over 2000 years ago is on display in the British Museum in London.

Games that may recall Baseball were played in Walacchia, nowadays a part of Romania, (Oina: 2
Federations, in Moldova and Romania, still play the game in Europe) and Russia (Lapta) in the 14th
century. A game played with a bat and a ball was very popular amongst French Monks in the 1330’s. In
the same period, a poem by William Pagula mentioned a game named Stoolball, originally played by
milkmaids, who used milking stools as wickets. Germans enjoyed a game named Schlagball (teams were
made by 12 players), that is still played in the Kiel area, that hosts a couple of tournaments a year.

There is little evidence that Baseball derives from Rounders. Actually, a game that is an evolution of
Rounders (in which you use posts and not bases and can happen that a hitter runs without hitting the ball
first) was played in America in the 19th century and was called Town Ball. In any case, the first
reference in history to Rounders (that “A little pretty pocket book”. is still played in the British Islands
and his sanctioned by the Gaelic Athletic Association together with Gaelic football and Hurling) is from
1744 and appeared in a book for children printed by British publisher John Newbery and named “A little
pretty pocket book”. The book also contains a very popular rhyme in which the terms Baseball and
Rounders are confused.

It seems more likely that Baseball and Rounders share the same origin with Cricket, a game that was
imported by Flemish shepherds (krick in their language means club or stick) to England in the 14th
century but became an organized sport only in the 17th century.

On the other hand, there is clear evidence that in the 18th century a game called Baseball was played in
England. In “Northanger Abbey” (a book that was published posthumous in 1818, but was written in the
1790’s), British author Jane Austen describes Catherine Morlan as a woman who prefers cricket,
baseball riding on horseback and running about the country to books. German author Johann Gutsmuth
wrote in 1796 a book on popular pastimes in which he mentions a game called English Baseball.

This is not enough to conclude that the game we know today as Baseball is a British game. Actually,
there is a game named British Baseball. It is still played in Wales and features two teams of 11 players
and there is no pitcher, but a bowler as in Cricket. Each team plays 2 innings and an inning is complete
when all 11 players have had a chance at bat. A run is scored every time a player gets to a base.

-Skills-
Catching

Catching correctly not only keeps you from being hurt, it also makes it easier for you to get ready to
throw the ball. Catching and throwing are the 2 fundamental defensive Baseball skills. In a game your
ability to catch and throw quickly helps you throw out a base runner attempting to advance to the next
base.

Throwing

Throwing is the most important basic skill required of a good defensive player. The ability to throw
accurately and quickly will make it hard for the opposition to score and advance runners. Having the
correct throwing technique will allow you to hit your targets with greater consistency.
Fielding

Good team fielding makes it difficult for the opposition to score runs and gives the pitcher and catcher
extra confidence. It is important to practice the basic fundamentals of fielding a ball hit along the ground
and in the air, as well as knowing where to throw the ball. A good fielder will rehearse specific plays so
they know exactly where to throw the ball if it is hit to them.

Hitting

Hitting is the most enjoyable part of the game. It is hard to hit a round ball with a round bat into a
specified area, especially if you only have a split second to react. A good hitter needs excellent hand-eye
coordination, a fast reaction time, good technique and confidence.

Base running

Sharp aggressive base running can put a lot of pressure on the defensive team. Good base running is
about being fast and smart. It is just as important to know and understand the current game situation at
all times (including the number of outs and the defensive team's fielding placements) as it is to move
around the bases quickly.

-Famous Athletes-
Lou Gerhig.

Jackie Robinson..

Dave Winfield.

Nomar Garciaparra. "

Alex Rodriguez

Derek Jeter

David Ortiz

Albert Pujols

Bryce Harper

-Rules-
-Baseball has two teams of 9 players.

-The fielding team’s positions are made up of a pitcher, catcher, first baseman, second baseman,
shortstop, third baseman, and three outfielders at left field, centre field and right field.

-Games last for 9 innings of which both teams get to bat once. If the game is a tie after 9 innings then an
extra inning will be added until a winner is found. If the team batting second in the bottom of the 9th
inning are already ahead in points, then they do not need to complete their batting innings.

-Once a batting order is picked, then it cannot be changed throughout the game. Substitutes are
permitted, however, they must bat in the order of the previous player whom they replaced.

-If the batter manages to hit the ball from the pitcher, they must make an effort to at least get to first
base. They can then run to as many bases as they wish before being tagged out. Each base must be
touched with some part of the batters body when running past.
-A batter gets up to three strikes before getting out. A strike is deemed when a batter swings for a ball
and misses it. The batter can leave the ball but, if it’s within a certain area (called the 'strike zone'), then
a strike will also be given. If four balls miss the strike zone and the batter does not swing their bat, they
can walk to first base.

-When on base, the batter can run to the next base at any point.

-Players can be dismissed by either a 'strike out' (referring to a batsman missing the ball three times),
'force out' (when a player fails to make the base before the defensive player), 'fly out' (when the ball is
hit in the air and caught without it bouncing), and 'tag outs' (where a defensive player with the ball tags
the batsman with the ball all whilst they are running).

~SWIMMING

-History-
Evidence of recreational swimming in prehistoric times has been found, with the earliest evidence dating
to Stone Age paintings from around 10,000 years ago. Written references date from 2000 BC, with some
of the earliest references to swimming including the Iliad, the Odyssey, the Bible, Beowulf, the Quran
and others. In 1538, Nikolaus Wynmann, a Swiss–German professor of languages, wrote the earliest
known complete book about swimming, Colymbetes, sive de arte natandi dialogus et festivus et
iucundus lectu (The Swimmer, or A Dialogue on the Art of Swimming and Joyful and Pleasant to Read).

Swimming emerged as a competitive recreational activity in the 1830s in England. In 1828, the first
indoor swimming pool, St George's Baths was opened to the public.[6] By 1837, the National
Swimming Society was holding regular swimming competitions in six artificial swimming pools, built
around London. The recreational activity grew in popularity and by 1880, when the first national
governing body, the Amateur Swimming Association was formed, there were already over 300 regional
clubs in operation across the country.

In 1844 two Native American participants at a swimming competition in London introduced the front
crawl to a European audience. Sir John Arthur Trudgen picked up the hand-over stroke from some South
American natives and successfully debuted the new stroke in 1873, winning a local competition in
England. His stroke is still regarded as the most powerful to use today.

Captain Matthew Webb was the first man to swim the English Channel (between England and France),
in 1875. Using the breaststroke technique, he swam the channel 21.26 miles (34.21 km) in 21 hours and
45 minutes. His feat was not replicated or surpassed for the next 36 years, until T.W. Burgess made the
crossing in 1911.

Other European countries also established swimming federations; Germany in 1882, France in 1890 and
Hungary in 1896. The first European amateur swimming competitions were in 1889 in Vienna. The
world's first women's swimming championship was held in Scotland in 1892.[9]

Men's swimming became part of the first modern Olympic Games in 1896 in Athens. In 1902, the
Australian Richmond Cavill introduced freestyle to the Western world. In 1908, the world swimming
association, Fédération Internationale de Natation (FINA), was formed. Women's swimming was
introduced into the Olympics in 1912; the first international swim meet for women outside the Olympics
was the 1922 Women's Olympiad. Butterfly was developed in the 1930s and was at first a variant of
breaststroke, until it was accepted as a separate style in 1952.
-Skills-
Water Comfort

The most basic and essential swimming skill is simply becoming comfortable in the water. Although
humans are born with innate water skills, many people develop a fear of the water. When unintentional
submersion occurs, panicking gets in the way of logical thinking and increases the likelihood of
drowning. To become more comfortable in the water, spend time in a shallow pool or wading in the
ocean. Never enter the water alone, especially if you are not a strong swimmer.

Breath Control

Breathing is often difficult for novice swimmers. With water all around, having some water enter the
nose and mouth is a common occurrence. Some novice swimmers panic at the feeling of water in their
noses, while others have trouble holding their breath while submerged. Learning to control your
breathing is a key component in learning to swim.

Breath control begins with simple exercises such as drawing a breath, submerging, blowing bubbles and
then resurfacing for another breath. As your swimming skills improve, you will learn specific breathing
techniques for different strokes. Work with a swimming coach or a friend or relative who is a strong
swimmer.

Floating

Floating, or keeping your body in a horizontal position in the water, is a basic water skill. If you
accidentally fall in the water, you may be able to float until you are rescued, even if you are not strong
enough to swim to safety. Humans are naturally buoyant, and floating is not difficult. Like any other
skill, however, floating does require a bit of technique. Get lessons from a coach or a competent friend
or relative.

Kicking

Kicking provides propulsion through the water. Once you are comfortable with floating, kicking is the
logical next step. Kicking is also used in treading water, which is the process of remaining in one place
while keeping your head above the water line. Many coaches use kickboards, or flat flotation devices
made of foam or plastic, to support the swimmer’s body. A kickboard allows you to focus solely on your
kicking technique without worrying about staying afloat.

Strokes

Strokes are the arm movements used to pull the body through the water. The front crawl, sidestroke,
breast stroke, backstroke and butterfly are the five most common swimming strokes. Each stoke uses
different body positioning, breathing techniques and arm movements. Training with a qualified
swimming coach is the best way to learn the various strokes.

-Famous Athletes-
Michael Phelps.

Mark Spitz.

Natalie Coughlin

.Ryan Lochte

Missy Franklin.
-Rules-
4 STROKES - FINA Rules apply in terms of the nature of the strokes.

Rules of the strokes and start/turn/finish of the strokes of FINA

FINA Rules apply to below explanations of the strokes:

FREESTYLE:

The swimmer may swim any style, except that in individual medley or medley relay events, freestyle
means any style other than backstroke, breaststroke or butterfly.

Some part of the swimmer must touch the wall upon completion of each length and at the finish.

Some part of the swimmer must break the surface of the water throughout the race, except it shall be
permissible for the swimmer to be completely submerged during the turn and for a distance of not more
than 15metres after the start and each turn.

BACKSTROKE:

At the signal for starting and after turning the swimmer shall push off and swim upon his/her back
throughout the race except when executing a turn. The normal position on the back can include a roll
movement of the body up to, but not including 90 degrees from horizontal.

Some part of the swimmer must break the surface of the water throughout the race. It is permissible for
the swimmer to be completely submerged during the turn, at the finish and for a distance of not more
than 15 metres after the start and each turn. However, recent developments and trends, swimmers and
coaches have developed a “Fish Action” (Fly kick on a swimmers side!) same distance applies and
passing through 90°! (This would be deemed as swimming on their front and thus not backstroke)

Upon the finish of the race the swimmer must touch the wall while on the back.

BREASTSTROKE:

From the beginning of the first arm stroke after the start and after each turn, the body shall be kept on
the breast. It is not permitted to roll onto the back at any time.

All movements of the arms shall be simultaneous and in the same horizontal plane without alternating
movement.

After the start and after each turn, the swimmer may take one arm stroke completely back to the legs.
The head must break the surface of the water before the hands turn inward at the widest part of the
second stroke. A single downward dolphin kick followed by a breaststroke kick is permitted while
wholly submerged.

The feet must be turned outwards during the propulsive part of the kick. A scissors, flutter or downward
kick is not permitted except breaking the surface of the water with the feet is allowed unless followed by
a downward dolphin kick.

At each turn and at the finish of the race, the touch shall be made with both hands simultaneously at,
above, or below the water level.
BUTTERFLY:

From the beginning of the first arm stroke after the start and each turn, the body shall be kept on the
breast.

Under water kicking on the side is allowed. It is not permitted to roll onto the back at any time. Both
arms shall be brought forward together over the water and brought backward simultaneously throughout
the race.

All up and down movements of the legs must be simultaneous. The legs or the feet need to be on the
same level, but they shall not alternate in relation to each other.

A breaststroke kicking is not permitted. At the start and turns, a swimmer is permitted one or more leg
kicks and one arm pull under the water, which must bring him/her to the surface.

It shall be permissible for a swimmer to be completely submerged for a distance of not more than 15
metres after the start and each turn.

MEDLEY SWIMMING:

In Individual Medley events, the swimmer covers the four swimming styles in the following order:
Butterfly, Backstroke, Breaststroke and Freestyle.In Medley Relay events, swimmers will cover the four
swimming styles in the following order: Backstroke, Breaststroke, Butterfly and Freestyle.

STARTS

ALL FRONT/ PRONE STROKES

Swimmers are to start from the side of the pool (starting block, side of the pool or in the water).

The same apples to relay events e.g. Freestyle.

BACKSTROKE STARTS

Swimmers have to start in the water.

Toes under the surface.

15 meters maximum under water before surfacing.

One false start rule.

RELAY STARTS

Starts apply according to entering the water as stated before.

Freestyle relays (forward dive)

Medley Relays will start in the water with the backstroke leg first and backstroke start rules applying!

TAKEOVERS

Relay swimmers must not dive (feet leave starting block) before the incoming swimmer (on their team)
in the water has touched the end of the pool in their lane.
FINISHES

Butterfly and Breaststroke finishes must be with both hands touching at the same time and level.

Backstroke finishes must be on the back and can be with one hand

Freestyle finishes (depending on the chosen stroke) tend to be one handed and on the swimmer front

THE RACE:

A swimmer swimming over the course alone shall cover the whole distance to qualify.

A swimmer must finish the race in the same lane in which he/she started.

In all events, a swimmer when turning shall make physical contact with the end of the pool or course.
The turn must be made from the wall, and it is not permitted to take a stride or step from the bottom of
the pool (If the host pool has a shallow end)

Pulling on the lane rope is not allowed.

Obstructing another swimmer by swimming across another lane or otherwise interfering shall disqualify
the offender.

There shall be four swimmers on each relay team.

In relay events, the team of a swimmer whose feet lose touch with the starting platform before the
preceding team-mate touches the wall shall be disqualified.

Any relay team shall be disqualified from a race if a team member, other than the swimmer designated
to swim that length, enters the water when the race is being conducted, before all swimmers of all teams
have finished the race.

The members of a relay team and their order of competing must be nominated before the race. Any relay
team member may compete in a race only once.

Any swimmer having finished his/her race, or his/her distance in a relay event, must leave the pool as
soon as possible without obstructing and other swimmer who has not yet finished his/her race.

All turns require contact as this indicates successful completion of each lap.

Failure to execute turns properly will result in a DQ (disqualification)Turn judges have to properly
notify the start judge of the violation then to warrant if it is a ‘DQ’able violation of the rules.

Swimmer and coach need to be notified immediately after the race so that swimmers and coaches are not
left in the dark with unexplained DQ.’s

FOBISIA INTERPRETATION – STROKES

Meet officials will use discretion when disqualifying swimmers.

FINA Rules apply to medal winning swimmers.

If a swimmer is NO T in medal position and is NOT gaining from improper stroke technique the judges
should be told of the improper stroke technique.

Examples :

“Screw” leg kick on breaststroke,

Arms not clearing the water level on butterfly.


FOBISIA INTERPRETATION

If a swimmer is in a medal winning position then FINA rules apply.

Or if the swimmer gains a medal winning position from incorrect turns then the FINA rules apply.

If the swimmer is not winning a medal and makes an improper turn, the position will stand No DQ!

NB it is vital to appreciate that the FOBISIA Games are a multi discipline competition and as such some
swimmers will NOT be well versed in competitive swimming rules. The host school needs to
communicate this to officials and stroke judges and ensure that DQs are not the norm.

A Group Format

FOBISIA Swimming 2016 Max 5, Min 2 (including tyre)

NB should a school only field one competitor, then that athlete shall be considered the ‘A’ swimmer

Host schools have appointed a Meet Director to co-ordinate the event. This is a member of staff also
coaching a team. The Meet Directors’ decision concerning inconsistencies between placing, times and
the stroke judges’ decisions shall be final.

Scoring System for events

6 Schools

A Events: 1st 18pts, 2nd 17pts, 3rd 16pts, 4th 15 pts, 5th 14pts, 6th 13pts

B Events: 1st 12pts, 2nd 11pts, 3rd 10pts, 4th 9pts, 5th 8pts, 6th 7pts

C Events: 1st 6pts, 2nd 5pts, 3rd 4pts, 4th 3 pts, 5th 2pts; 6th 1pt

All Relays are double points, just normal A and B race points awarded.

All events will take place under international rules with the following exceptions:

All races will take place in a 25m pool.

Backstroke flags are placed 5m from each end wall of the pool

Electronic, we do not have we will have time keepers

Two timers will time each lane.

Place judges will decide finishing positions for 1st, 2nd, 3rd and 4th places rather than using times. The
times will be used for personal records only. Times will decide all other finishing positions.

Lanes have been allocated well before the event.

Starting signal is a hooter.

In the event of a false start, a continuous siren will be activated.

There may be NO false start rope.

Sitting in the Tyre Relay (Car tyre size inner tubes)

10 x 23m sitting in the tyre relay will consist of all 12 members of the team, 6 girls starting at the start
line with 6 boys opposite them.
The tyre starts on the side of the pool. The swimmer has to place the tyre on their bottom; they lower
themselves into the water and paddle using their arms and kicking their legs in order to get to the other
side.

Once the swimmer in the tyre has reached the side of the pool the swimmer can get out and the next
person can then get onto the tyre and go until the race is over.

The finish will be judged when the first tyre with swimmer on it on the last leg touches the side of the
pool.

If a swimmer for any reason falls out they must not use the lane ropes to pull themselves in order to gain
an advantage but climb back into the tyre and continue the race.

~ARCHERY
-History-
Archery is one of the oldest arts still practised. This history will not only take you through a journey on
the evolution of archery, but also through the history of mankind. Evidence of ancient archery has been
found throughout the world.

The earliest evidence of archery dates to the late Paleolithic period, around 10,000 BC, when the
Egyptian and neighbouring Nubian cultures used bows and arrows archery for the purposes of hunting
and warfare.

In China, archery dates back to the Shang dynasty (1766-1027 BC). A war chariot of that time carried a
three-man team: driver, lancer and archer. During the ensuing Zhou (Chou) dynasty (1027-256 BC),
nobles at court attended sport archery tournaments that were accompanied by music and interspersed
with elegant salutations.

DEVELOPMENT IN ASIA

When the Chinese introduced archery to Japan in the sixth century, it had an overriding influence on
later etiquette and techniques. One of Japan’s martial arts was originally known as kyujutsu (the art of
the bow), now known as kyudo (way of the bow).

Modern Kyudo is practiced primarily as a method of physical, moral, and spiritual development. After
certain ritual movements, the archer moves to the shooting line and shoots from a distance of 28 meters
at a target 36 cm in diameter set in a bank of sand that is roofed over. The bow used is 2.21 metres long
and made of laminated strips of bamboo and wood.

In the Greco-Roman period, the bow was more used for personal exploits or hunting, rather than
warfare.

Archers are frequently seen on pottery at that time. The Parthians were horsemen who developed the
skill of swivelling around in the saddle and could shoot backwards at full gallop.

Middle Eastern superiority in archery equipment and technique continued for centuries. With bows like
those of the Assyrians and Parthians, Attila the Hun and his Mongols conquered much of Europe and
Asia, and Turkish archers threw back the Crusaders. The Asian and Turkish bows were highly efficient
and the record shot with a composite Turkish flight bow was close to 900 yards, far beyond the
capability of an English yew bow.

MYTHOLOGY

The popularity of archery is reflected in the many ballads and folklore, such as for instance Robin Hood,
to name the most famous one.

References to archery are also frequently made in Greek mythology, in which the story told of Odysseus
in Book 21 of the Odyssey is a well-known example. Odysseus is mentioned as being eminently skilled
in the art of archery.

Penelope, thinking that her husband will never come back after 20 years of absence, forms a resolution
to determine which of her suitors shall receive her hand by shooting with Odysseus’ bow. Odysseus,
back from the Trojan war and disguised as a shepherd, is the only one able to draw his own bow and
shoot an arrow through twelve rings. This way he can prove to his wife who he is and defeat all of those
who had taken advantage of his long absence.

English literature also honours the longbow for famous victories in the battles of Crecy, Agincourt and
Poitiers.

The first known organised competition in archery was held at Finsbury, England in 1583 and had 3000
participants. By the time of the 30 Years War (1618-1648) it was clear that, due to the introduction of
gunpowder, the bow as a weapon belonged in the past.

Since then, archery has developed as a recreational and competitive sport.

-Skills-
Proper stance

Line up, so your feet are in a line towards the middle of the target. Your feet should be shoulder width
apart, and your toes should be pointing at a 90-degree angle from the target. In other words, if you drew
an imaginary line from the center of the target, it would hit the side of your foot.

Put the arrow in the bow

Put the arrow on the arrow rest, which is part of the bow. Place the bowstring into the nock, which is the
slotted portion on the back of an arrow. Usually, the fletching, or the feather or plastic stabilizing portion
of the bow, will have one that is odd colored, as you can see in the image below. Point the odd-colored
fletch outward.

Note the red colored tip, which is the nock. Also, note that the fletching are different colors. Point the
odd-colored fletch out.

Grip the string

Typically, three fingers are used to hold the string. The pointer finger is held above the arrow, and the
middle and ring finger are below the arrow. The grip should be loose.
Draw the bow

Raise the bow and draw, or pull the string back. Your bow arm, or the arm that is not drawing the string,
should be pointed toward the target. Next, draw the string toward an anchor point. This varies depending
on whether or not you're using a sight. Anchor points are typically the chin, corner of the mouth, or ear.

Aim

Some people aim with a sight, others do not.

Release

Let go of the string by relaxing your fingers. Don't jerk or move the bow after you have released the
arrow. Stay in the stance until the arrow hits the target as to not move while the arrow is being released.

-Famous Athletes-
Park Kyung-Me

Lee Sung Jin

Ki Bo Bae

Michele Frangilli

Kim Soo Nyung

-Rules-
-Archers must adhere to all official rules in terms of the equipment they use in the performance of their
sport, with the main emphasis being on them using no equipment or accessories that would give an
unfair advantage over an opponent.

-The maximum time permitted to shoot an end of three arrows is two minutes, and four minutes for an
end of six arrows.

-Athletes may not raise the bow arm until the signal to start is given and penalties can be given – in the
form of points forfeits – if the bow is drawn after the official practice has been closed.

-An arrow cannot be re-shot under any circumstances. The arrow may be considered not to have been
shot if it falls from the bow or misfires, or if the target blows or falls over. Extra time would be given in
such circumstances.

-An arrow that rebounds or hangs from the target will still score based on the mark it makes on the target
face. Arrows that stick – Robin Hood-style – in the nock of another shall score the same as the arrow in
which they are embedded.

-Athletes can be disqualified, have points deducted or be banned from competition for various breaches
of rules, based on the severity of the offence.

-If equipment is damaged, appeals can be made to the judge for such equipment to be replaced or fixed,
and any time allowances will be at the judge’s discretion.
~Dance Sports
-History-
At the European level, the first ball-room dance contest was organized in 1901 in Paris (France). In the
years after the First World War, ballroom dances were largely performed in all the big cities from
Europe. New pro-grams included waltz, tango etc., as well as Latino American dances – practiced by
different clubs, societies and ensembles. The activities were organized, especially, for couples.

The dance clubs began to form in the 60’s – ‘70’s. They were receiving support particularly in France,
Italy, Germany and England.For the first time, on the soviet ter-ritory, a ballroom dance contest was
organized only in 1957, at the (Students and youth Int. Fest.).

The ‘60’s and ‘70’s brought to Moldova the scent of an as­piration to everything that was new and fresh,
but also to the reconstitution of the authentic cultural traditions. The older gen-erations – personalities
who for a long period didn’t have the possibility to express themselves – were sending their experi-ences
to the youth, who were eager to get involved in certain domains of culture and artistic expression. New
theaters were built and new creative collectives were formed in the country. Courses were taught and
discussions regarding the possibility to diversify the national cultural and artistic landscape were
ini-tiated in educational institutions. The youth were involved active-ly, with passion and abnegation in
these activities – people felt maybe, at the subconscious level, that they had to work hard in order to
create a base for their growth as personalities, to participate in the formation of a healthy cultural and
intellectual climate in Moldova.

An appropriate example was the mentioned above ensem-ble, Tinere\ea, which activated within the
Politehnic Institute from Chișinău. The leader of the dance ensemble was Viktor Rijikov (a
distinguished artist and a former dancer of the ensemble Joc and at the Opera and Ballet Theater from
Odessa). The direc-tor of the folk orchestra was the eminent musician, Isidor Burdin. These two great art
masters managed to gather around them dozens of students, many of whom later engaged in
profession-al orchestras. Others, after achieving spiritual growth, became music and dance amateurs, in
the good meaning of this word: one cannot understand properly the efforts of the great artists if they
don’t try to do the same thing and don’t know the essence of their favorite art. This ensemble, in which
Petru Gozun acti-vated, was as a prototype for the current club Codreanca.

At those times, the specific of the supposed ballroom or fes-tive dance practiced in USSR was closer to
that of the musical dance, both in its aspect and composition. One of the reasons is that the soviet
ideology did not admit it as an integrated part of the art in general, and qualified it with cynicism as a
bour-geois dance, therefore prohibiting its promotion. The ballroom dance was practiced informally by
its admires as a competition of principle with themselves. Still, there existed, officially, sever-al couples
which trained individually. Also, there existed some small clubs which activated in Moldova, Belarus,
Ukraine, Rus-sia and, a few, more advanced, in the Baltic Republics. The leaders of those clubs
launched shy initiatives to organize larger competitions and festivals, at which, eventually, students and
the youth could participate. However, their initiatives were blocked by the leadership structures.

-Skills-
Triple step - Triple steps are popular in swing dancing. The Triple Step is a three step sequence taken on
two beats of music. If the first step of the triple step is taken on count 1, the second step is taken on the
half beat between counts 1&2, and the third step is taken on count 2. The step timing is often called out
as 1&2. Usually the triple step is two quick steps and one slow, called out as "quick-quick-slow", or,
using numbers, as "one-and-two.”

Rock Step - Here we see a sequence of two steps called a rock step. The step timing is usually slow-
slow.

Basic of East Coast Swing - The combination of two triple steps and a rock step form the basic step of
triple timing swing or the East Coast Swing. The step timing is usually called out as 1&2, 3&4, 5,6.

Ball-Change - Here we see a sequence of two steps called a ball-change. Weight on the ball of the foot is
changed to the other foot.

Kick Ball Change - A popular swing dance step is the kick-ball-change step, which can be used to
replace the rock step. The timing is usually 1&2.

The Basic Step of the Carolina Shag - The combination of two triple steps and a kick ball change can be
used in triple timing swing dances such as the Carolina shag.

Coaster Step - The coaster step is usually a back-together-forward triple step danced to the timing of
1&2 or quick, quick, slow.

Sailor Step - The sailor step has a side to side look. It is also a triple step danced to the timing of 1&2.
The step is accomplished by leaning in the opposite direction of the crossing foot.

Anchor Step - The anchor step is a stationary triple step danced in third foot position to the timing of
1&2. It is popular in the west coast swing.

Grapevine - The grapevine is a continuous traveling step pattern to the side usually with alternating
crosses behind and in front of the supporting foot.

Lock Step – The lock step is usually danced to triple step timing. During the step, the lower part of the
legs cross such that the back leg becomes locked behind the leading leg until the leading leg moves
forward. The lock step is often used in the triple step of the cha cha cha

-Famous Athletes-
Peter Eggleton

William Pino

Richard Gleave

Kym Johnson

Fred Astaire

-Rules-
a.Amateur: One who participates in competitive DanceSport without monetary gain. Refer to Bylaw 24.

b.Dance: One of the five dances in each of the Standard or Latin disciplines for international style
DanceSport competition. The five Standard dances are: Waltz, Tango, Viennese Waltz, Slow Foxtrot,
and Quickstep. The five Latin dances are: Samba, Cha-Cha, Rumba, Paso Doble, and Jive.
c.Event: A contest between amateur DanceSport competitor couples to discover the best couple in the
dance or dances specified for that event.

d.Couple: A male and a female.

e.Competition: The aggregate of a series of individual events (i.e. a ball).

f.Open Event: Standard, Latin or combined event, open to all amateur competitors.

g.Closed Event: Standard, Latin or combined event, open only to amateur DanceSport competitors
residing within a specified geographical area.

h.Club Event: Standard, Latin or combined event open only to members of a specified club.

i.Combined Event: Events with equal number of Standard and Latin dances.

j.Special Event: An event which must comply only with Sections 3 and 4 of these Rules.

k.Win: For the purpose of classifying competitors, a “win” refers to placing first in an event with a
minimum of three couples.

l.Invitational Event: An event that is open only to amateur DanceSport competitor couples who have
been officially invited to attend by the organizers or their representative.

m.Novice:A non-ranking competitive skill category that may be added to any competition at the
discretion of the organizer.

2.Jurisdiction of Rules

These Rules shall apply to all competitions sanctioned by DanceSport BC, except those events run
according to the rules of CDS or WDSF.

3.Registration of Amateur Competitors

a.All amateur competitors must be registered with an association recognized by DanceSport BC, except
as provided for in paragraph (e) below.

b.Residents of British Columbia must be registered with DanceSport BC, which will affirm that they are
amateurs as defined by DanceSport BC, and will abide by rules governing competitions laid down by
DanceSport BC, Canada DanceSport and the World DanceSport Federation.

c.Proof of membership in a recognized DanceSport association for non-DSBC members must be made
available for inspection before the competition.

d.Acceptability of registration shall be determined by the DanceSport BC Board.

e.Amateurs who are residents of British Columbia and are competing for the first time in British
Columbia shall not be required to make application for registration prior to their first competition, but
must be registered prior to dancing in a second competition.

4.Classification of Competitors by Age Group and by Competition Level

a.All amateurs will be classified by competition level into one of the following categories:

Newcomer Gold

Pre-Bronze Pre-Championship

Bronze Championship

Silver

i.Competition level will be applied separately to Standard and Latin events.


ii. In the case of combined events, the higher competition level will govern for entrance eligibility.

iii. Placings in combined or special events do not affect competition level.

iv. Newcomer, Pre-Bronze, Bronze, Silver and Gold events are restricted to the appropriate Syllabus
figures as published by the Association.

b. Competitors shall be classified by age groups as follows:

Juvenile I: a competitor who has reached or will reach his or her 9th birthday or less in the calendar
year.

Juvenile II: a competitor who has reached or will reach his or her 10th or 11th birthday in the calendar
year.

Junior I: a competitor who has reached or will reach his or her 12th or 13th birthday in the calendar year.

Junior II: a competitor who has reached or will reach his or her 14th or 15th birthday in the calendar
year.

Youth: a competitor who has reached or will reach his or her 16th, 17th or 18th birthday in the calendar
year.

Under 21: a competitor who has reached or will reach his or her 16th to 20th birthday in the calendar
year.

Adult: a competitor who has reached or will reach his or her 19th birthday or more in the calendar year.

Senior I: One partner must have reached or will reach his or her 35th birthday or more in the calendar
year. The other partner must have reached her or his 30th birthday or more in the calendar year.

Senior II: One partner must have reached his or her 45th birthday or more in the calendar year. The other
partner must have reached her or his 40th birthday or more in the calendar year.

Senior III: One partner must have reached his or her 55th birthday or more in the calendar year. The
other partner must have reached her or his 50th birthday or more in the calendar year.

Senior IV: One partner must have reached his or her 65th birthday or more in the calendar year. The
other partner must have reached her or his 60th birthday or more in the calendar year.

In order to compete in a given age group, at least one member of the partnership must qualify for that
group according to the above age definitions. The other member of the partnership may be younger
provided always that any competitor entering an Adult event must qualify for the Junior II age category
or higher. In the Senior age categories both members of the partnership must qualify for the given age
group according to the above age definitions.

ii. Juvenile I and II age groups may be combined together into one event. Similarly, Junior I and II age
groups may be combined together into one event. In either of these cases, any couple who qualifies for
either one of the two age groups being combined together will be considered as qualifying for the event.
It is recommended that this combination occur only if there are less than 5 couples registered in one of
the events.

iii. Juvenile I, Juvenile II, Junior I, Junior II, or youth events of the same level may be run on the floor
concurrently, but judged separately, provided always that no more than two different age groups are
combined, and provided always that the number of couples from each age group does not exceed four.

iv. Couples may only compete in the age groups for which they meet eligibility criteria as defined in
these Rules, with the exceptions that
a. any couple eligible for Juvenile I, Juvenile II, Junior I, Junior II, or Youth may also compete in the
next consecutive age category

b. if the Juvenile I and II age categories are combined at a competition, any couple eligible for either of
these age categories may compete in either the Junior I or the combined Junior I and II age category

c. if the Junior I and II age categories are combined at a competition any couple eligible for either of
these age categories may compete in the Youth age category

d. any couple who qualifies for the Youth age group may also compete in Under 21 and Adult events.

v. An individual may compete in up to two different age groups with different partners, provided always
that the partnership qualifies for those age groups as described by these Rules.

vi. Note of clarification: For competitions held outside of the jurisdiction of DanceSport BC,
competitors are advised to consult the governing rules, age definitions and restrictions of the
jurisdictions holding such competitions.

6. Ratings System

a. Points shall be awarded to competitors placing in Adult and Senior events as follows :

Gold 3 dances

1st place finish or tie in an event with three couples 2 points

2nd place finish or tie in an event with three couples 1 point

1st place finish or tie in an event with four or more couples 3 points

2nd place finish or tie in an event with four or more couples2 points

3rd place finish or tie in an event with four or more couples 1 point

A competitor shall be elevated to the next highest category upon earning a total of 12
points provided always that:

Newcomer category dancers in each division (ie Standard or Latin) are automatically promoted to Pre-
bronze after their second competition (whether in Newcomer or a higher category) in that division.

Ii Points will count towards the level at which the competitor was rated at the time the points were
earned, with the exception of points earned in Championship events, see iii) below.

iii. Points earned in Championship will automatically promote a dancer to Prechamp with zero points
unless such a dancer is already rated at Prechamp or higher, in which case points earned will be added to
the dancer’s then current rating. A separate set of Championship points will be awarded and maintained
for the purposes of Appendix 3.

iv. Points earned during the events of a competition will be tallied and promotions from one level to the
next will take place only after the competition has concluded.

v. Points earned in Senior events will be tallied in independent groups, and will be kept separate from
points earned in Adult events. Points earned in Senior events will not affect an individual’s Adult rating.
At the conclusion of a competition, if any competitor is rated lower in a higher senior age category than
they are in a lower adult or senior age category, they will automatically be promoted in the higher age
category to the same rating as in the lower age category. For example, Senior I ratings will be increased
as required to match adult ratings, senior II ratings will be increased as required to match senior I
ratings, and senior III ratings will be increased as required to match senior II ratings.
vi. Novice events do not earn ratings points, and are open to all athletes ranked
Prechampionship or lower in their respective division (Latin or Standard) at the age level in which they
are competing. Costumes are optional.

For events with a quarter-final round, points shall be awarded as follows:

1st place finish or tie 4 points

2nd place finish or tie 3 points

3rd place finish or tie 2 points

4th place finish or tie1 point

c. Competitors may not compete in events rated lower than the level at which they are currently ranked.

d. Each individual competitor will only be allowed to dance at two consecutive levels in each division
within a given age group in a DanceSport competition sanctioned by DSBC with the exception that
competitors may also compete in Novice events, or in Championship events held at the same
DanceSport competition but sanctioned by another jurisdiction, namely CDS or WDSF.

e. Partnership changes: A member who wishes to compete with a lower rated partner may apply in
writing to the Board to request a drop of one level, provided that:

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