1.what Is Individual and Dual Sports?: Jovy Ann M. Zabala Bsed-Major in Filipino 2Nd Yr. DECEMBER 16,2020

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JOVY ANN M.

ZABALA
BSED-MAJOR IN FILIPINO 2ND YR.
DECEMBER 16,2020

1.What is individual and dual sports?


-There are certain sports, such as golf, bowling, and tennis that, for the most part, are considered

individual sports, which are sports played alone without teammates. Yes, there are exceptions, such as

the Ryder Cup in golf, in which two teams from either side of the Atlantic Ocean compete, but often

the competition is for an individual trophy.Dual sports is a type of sports that are played by two

people playing against each other.

-This is similar to team sports, which refers to sports where two groups play against each other, only

that its a 1V1 (one versus one) competition.

2.What are the popular individual and dual sports?


-Tennis. Widely recognised as the most popular individual sport in the world, tennis is played by an

estimated number of 60 million men and women around the world, according to a ranking by Topend

Sports.

-These include sports such as football, soccer, lacrosse, volleyball, basketball, softball and baseball.

Dual sports, on the other hand, are played by two people striving against one another. Examples of

dual sports include tennis and racquetball.

3.What are the benefits of playing individual and dual


sports?
-Athletes improve and develop new skills, leading to improved performance and confidence.
Individual sports also allow for independence and can be a great fit for a kid who doesn't like to rely

on someone else's skills to perform well. Some individual sports allow flexibility with training times

and regimens.

-Dual sports pertains to sports involving two players working together, hence, the task in the game is

not as heavy as playing individually also relationship is built between the players. More so, dual sports

develops teamwork and coordination since it needs both to win the the game.

4.Give 5 examples and the mechanics of individual


sports.
-BOXING
o In professional boxing, bouts take place over 12 three minute rounds with one minute rest

between rounds.

o The only method of attack is punching with a clenched fist and you may not strike below the

belt, in the kidneys or the back of your opponents head or neck.

o You cannot use the ropes for leverage.

o You cannot hit an opponent when they are down.

o A boxer hit with a low blow can take five minutes to recover.

o If an unintentional foul (such as a clash of heads) ends the fight before four rounds are

completed this is a “no contest”, from the fifth onwards the decision goes to the judge’s cards

and is either a technical decision for either fighter or a technical draw.

-SWIMMING
Three strokes, or styles of swimming, are contested at this swimming meet:
freestyle, backstroke, breastroke. Swimmers race a variety of distances, ranging
from 25 meters to 200 meters. Each stroke has specific rules as to how swimmers
may propel themselves through the water.

Freestyle
Freestyle, often called the “crawl,” is the most flexible in its rules, and it is typically
the fastest stroke. The only rules are that the swimmer may not push off the bottom
of the pool or pull on the lane line, and must touch the far wall with some part of
their body.

Freestyle is swum face-down with alternating arm strokes; side-breathing; and


rapid, alternating up-and-down kicks. The Freestyle race will begin with swimmers
doing forward-facing dives from either a starting block or the side of the pool.

In the return lap, swimmers can do either an open turn or a flip turn. When doing a
flip turn, the swimmer does not touch the wall with his/her hand. Instead, the
swimmer’s feet touch the wall. At the finish, freestyle swimmers touch with one
hand.

Backstroke
Backstroke is often thought of as “upside-down freestyle.” As in freestyle,
backstroke is swum with alternating arm strokes and rapid, alternating, up-and-
down kicks. Unlike freestyle, the swimmer must be on his/her back, facing the sky.

When swimmers turn their shoulders more than 90 degrees, they are disqualified
from the race for not remaining on their backs.
The only exception to this rule applies to the flip turn in multi-lap backstroke races:
Swimmers may turn onto their stomachs for one arm pull, provided their arm
movement is continuous. When their feet leave the wall, swimmers must be on
their backs.

Backstroke races start with swimmers already in the water. Swimmers place their
feet against the wall, and hold onto either the gutter or the grip built into the
starting block.

At the finish of the race, backstroke swimmers must stay on their backs until they
touch the wall, ideally with one hand.
Breast stroke

Breast stroke is often thought of as the “frog stroke,” as the kick is reminiscent of a
frog’s kick. A breast stroke swimmers arms and legs must move simultaneously, on
the same horizontal plane, and identically to each other.
The arms and legs stay mostly underwater, but a swimmer’s head must break the
surface every stroke. So-called scissor kicks are not allowed.

The arm stroke begins and ends in streamline position. The hands scoop water out
to the sides, before sweeping in toward the middle of the body and then shooting
forward. Swimmers are not allowed to pull their hands down past their hips, and
must keep their elbows in the water when their hands are shooting forward. On the
breast stroke kick, swimmers must point their toes out to the side as the feet sweep
out, around, and back together. For every arm stroke there must be one, and only
one, kick.

Breast stroke races begin with a forward-facing dive from either the edge of the
pool or the starting block. At the beginning of each lap, swimmers may do one pull-
down: one huge pull, in which the hands sweep down to the thighs, and one giant
kick to the surface. On the first stroke after the pull-down, a swimmer’s head must
break the surface of the water.

At the end of each lap of a breast stroke race, swimmers must touch with two
hands, simultaneously and on the same horizontal plane. In the return lap race,
swimmers will use open turns, not flip turns.

-ARCHERY
Point of Aim

Spot or object at which you aim to hit gold. Bows of various drawing forces (heavy or
light)

send arrows at varying speeds and elevations, and as one aims, the eye is ABOVE the line
of the

arrow, hence, all archers could not aim at the center of the target.

Body Position and Alignment

✦ Feet straddle the line slightly apart and side by side, weight evenly distributed

✦ Trunk and head erect.


✦ Align hips directly above the feet, shoulders above hips, body in line towards target.

Nocking the Arrow

✦ Shaft at right angle to string directly behind arrow rest on bow, index feather away

from bow, flat side skyward.

✦ Nock arrow on string directly under nocking point or between guides.

Grip on the Bow

✦ Joint at base of thumb in center of belly of the bow.

✦ Upper edge of forefinger coincides with top edge of grip, making an even shelf.

✦ Thumb and fingers encircle bow lightly -- never grip.

Bow Arm

✦ Extended toward target, directly to the side, pointing toward center of target.

✦ Bow-arm shoulder relaxed (not hunched).

String Hand and Arm

✦ String on pad of first three fingers, with arrow between first and second fingers.

✦ Fingers at right angles to the string, back of hand flat from wrist.

✦ Thumb and little finger in palm of hand

Drawing
✦ Pull the shoulder blades back together so elbow pulls straight backward.

✦ Wrist and arm in line with arrow, elbows shoulder level.

✦ Anchor index finger under angle of jaw, string against center of chin and tip of nose.

✦ Arrow point drawn just to the outside edge of the bow.

✦ The bow is held in place by pressure on the bow hand at the pivot point of the bow.

Aim, Release and Hold


✦ Sight point of arrow under point of aim.

✦ Head turned as far to the left as possible, string hand in contact with face.

✦ Hold position until steady; keep eyes on point of aim.

✦ Release string by relaxing string fingers – fingers will straighten and retract.

✦ Hold position until your arrow hits . . . follow through.

-WRESTLING
SPACE !!!
Before we get to the whats and hows, we must assess the various wheres, and how
location impacts wrestlers’ actions on the most basic level. Your standard sports arena
setup provides a huge stage for the grand play of Sports Entertainment to be acted out
upon, but here are the sets that are most important:

THE RING:
Has many parts, which we will presently divide up:

THE MAT: The mat is neutral ground. It’s like Final Destination with items turned off in
Super Smash Brothers—it’s the control group, the baseline against which we can judge
everything else. This is where we level set, this is where the action is pure and simple and
true. The mat is our zero, and everything else is math.

THE TURNBUCKLE: The turnbuckle giveth and the turnbuckle taketh away. A wrestler
standing atop the turnbuckle is at their most potentially-powerful and also their most
vulnerable. Leaping off the turnbuckle to execute a move makes the maneuver roughly
nine times more powerful than performing the same move while standing, and many of
the most impressive feats available to pro wrestlers can only be performed with the kind
of height provided by the top of the turnbuckle and the relative safety of the minimal-
but-crucial padding of the mat below—yet the turnbuckle, she is a fickle mistress. If an
attack comes while you’re futzing around on the turnbuckle, that counterstrike is also
about nine times more effective than it would be if delivered face-to-face on the mat.
And then you fall down.

THE APRON: The hardest part of the ring. You don’t need to remember this because it will
be said no fewer than nine times per broadcast. It’ll be emphasized even more if a move
is successfully executed on the edge of the mat just outside the ropes. That’s the apron,
and it’s the hardest part of the ring. Which is why the wrestler who just ate a spear and
smashed spine-first onto the apron is writhing in agony—because that part of the ring?
That’s the apron, and it’s the hardest part.
THE ROPES: The three ropes that circle the ring serve three primary purposes: freedom,
ensnarement, and woosh. The first is obvious: The ropes are the markers that delineate if
you are inside or outside the ring. A performer can enter and exit over, under or through
them; grabbing the ropes also releases the wrestler from a pin or submission hold. But a
fighter can also easily get tangled within the ropes—almost too easily. As in, it might not
look like a wrestler is trapped in the ropes so much as they’ve sort of woven their limbs
around them once or twice and could just as easily extricate themselves from the knot.
But don’t be deceived!
They’re super stuck in there, really. To that point, taking a hit while twisted between the
ropes is probably about two or three times as injurious as taking a similar hit standing up
would be.

Finally, using the ropes, a wrestler can go woosh. We’ll dive more into this a little later,
but just know a wrestler can woosh higher or further or faster or all of the above with the
slingshot-action the ropes provide.

UNDER THE RING: There are no physical or ethical limits to what can await you under the
ring, but mostly what emerges from its depths are A. Other wrestlers and B. A variety of
weapons, from tables to kendo sticks to sledgehammers to buckets full of thumbtacks.
For those truly in need, and pure of heart, and enough of a shitheel to go rummaging
around down there, anything a wrestler desires can be found beneath the ring. The
nether region of the ring is also an excellent hiding spot for the cowardly, but be warned
that taking refuge beneath the ring mid-match triples the odds of another previously-
unseen combatant also lurking beneath the ring (See “A. Other wrestlers”). If the wrestler
has a significant enemy besides the person they’re supposed to be fighting, hiding
beneath the ring quadruples the odds that said hidden combatant will be the sworn
enemy of the cowardly restler seeking respite in the under-ring abyss.

-SKIING
When learning how to ski, before it is possible to understand any skiing technique
properly, it is important to understand the mechanics that govern the responses of your
skis.

Why Techniques Work


As all techniques in skiing are a mixture of these methods, if they are understood first it
can help greatly when trying to learn to ski, or improve your technique. All skiing
manoeuvres and positions are logically created from the basic mechanics, as these are
what makes skiing possible, and govern what the skis do. It is not important to
understand everything in this section perfectly as it does get a little complicated in a
couple of places, but to understand the effects different things will have, and why it is
important to do certain things can make a real difference to your skiing.

Explained Step by Step


This section explains step by step the physics that make skiing possible, and govern what
the skis do. It then goes on to explain how these are used in skiing, and shows why
certain things are so important. All done with carefully written explanations and carefully
made graphics to make everything as simple as possible. Some areas require a basic
knowledge of maths and physics to be easily followed, but everything has been made so
that the important parts are easily understood. In the manoeuvres section there are
many links back to these pages, for easy reference and incase they need to be read again.

5.Give 5 examples and the mechanics of dual sports.


-BILLARDS
All games of Billiards shall be played with three balls, consisting of a red, yellow and
white.
Each of the two players has their own cue ball, one having the white ball, the other the
yellow ball.
Both players must decide who is to break off first, and this is done by both players
simultaneously hitting their cue ball the length of the table, hitting the cushion and
returning back towards them. The player who gets their cue ball nearest to the baulk
cushion at the end the shot was played gets to choose who breaks.
The red is then placed on the Billiards sport and then the player going first places their
cue ball in the D and then plays the ball.
Players then take it in turn to attempt to score the most amount of points and eventually
win the game. Players can score in three ways:
In-off: When your cue ball hits one of more balls and then goes down a pocket (2 / 3
points).
Pot: This is when any ball other than your cue ball goes into a pocket (2 / 3 points).
Cannon: This happens when the cue ball hits both other balls (2 points).
Players remain on the table until they fail to make a scoring shot.
Following a foul, the opposing player has the option of having the balls all put on their
spots or leaving the table as it is.
The winner of the game is the first player to the points total that was declared the
winning total before the game.

-LAWN TENNIS
1) Rules of Play: As a sport, lawn tennis has relatively simplified rules, yet the finesse,
dexterity, and adroitness required to successfully pursue it are aspects which warrant
dedication, focused hard work, and consistency of efforts.

A.) Right to Serve: A toss of coin or racquet spin resolves the decision regarding the
player’s choice of either serving first or receiving the ball, while the other opts for the
side, to commence play from.

B.) Arrangement of position: Standing on opposite ends of the court, one player serves
while the other receives it, thereby named aptly as server and receiver.

C.) Service: A Serve is the shot that begins ‘play’ in tennis. Each service served is a point
earned by the winner. Below are some regulations reduced to essentials for better
comprehension:–

A player begins by tossing the ball high in the air and striking it, using the racquet at its
highest elevation.
When serving, both the feet of the server ought to be behind the baseline without
contact.
For the initial point of any game, a server positions to the right side of the baseline’s
centre point, whereby serving diagonally across the net, to the receiver’s service court,
which is to the left side, from the perspective of the server’s own vision.
Until the receiver is prepared, the serving player cannot begin to serve. And similarly the
receiver shall pace the readiness, in accordance with the server.
After every service point, the serving player (and the opponent too) will switch court
sides by beginning to serve diagonally from right to left, and in the next point of the same
game – from left to right.
For a legal serve, the ball has to cross without touching the netand land inside the cross
service box of the opponent (receiver), or on its lines.
When a legal serve lands on the opponent’s service box, after having touched the net, it is
called a ‘Let’ or ‘Net’. The serving player gets another opportunity for service.
If the serving player makes let twice, it is counted as a fault, with a point immediately
accruing to the opponent.
If a player’s foot touches either the baseline or the center line, while serving, it is
adjudicated as a foot fault.
When a player misses the ball while tossing or serving, it becomes a fault service.
If a ball after serving fails to cross the net, it is considered as a service fault.
The receiving player is required to allow the ball to bounce once before returning it to the
originating player, otherwise a point gets bestowed upon the server.
The Scoring system: In tennis, a match comprises of sets, games, and points. Each match
incorporates two or three sets, so it’s usually a best of three or best of five for the
players. Each Set contains six games, played with alternative service and return, ergo, to
win a set; a player needs to triumph in at least six games, with a minimum margin of two
games.

-TABLE TENNIS
We’ve summarized the essential ping pong rules from USA Table Tennis right here to help
you settle those garage or office disputes. This list is not exhaustive, but we have found
that these ones are common points of contention among many players. Whether you call
it ping pong, table tennis, or whiff whaff, these official table tennis rules should help you
keep things straight.

1. GAMES ARE PLAYED TO 11 POINTS


A Game is played to 11 points. A Game must be won by two points. A Match is generally
the best three of five Games.

2. ALTERNATE SERVES EVERY TWO POINTS


Each side of the table alternates serving two points at a time. EXCEPTION: After tied 10-
10 (“deuce”), service alternates at every point. Can you lose on a serve in ping pong? Yes!
There is no separate rule for serving on Game Point.

3. TOSS THE BALL STRAIGHT UP WHEN SERVING


How do you serve the ball in ping pong? Hold the ball in your open palm, behind your
end of the table. Toss at least 6” straight up, and strike it on the way down. It must hit
your side of the table and then the other side. NOTE: Once the ball leaves the server’s
hand it is in play, and so counts as the receiver’s point if the ball is missed or mis-hit.
4. THE SERVE CAN LAND ANYWHERE IN SINGLES
There is no restriction on where the ball lands on your side or your opponent’s side of the
table. It can bounce two or more times on your opponent’s side (if so, that’s your point),
bounce over the side, or even hit the edge.

5. DOUBLES SERVES MUST GO RIGHT COURT TO RIGHT COURT


The serve must bounce in the server’s right court, and receiver’s right court (NOTE:
landing on center line is fair). Doubles partners switch places after their team serves
twice.

6. A SERVE THAT TOUCHES THE NET ON THE WAY OVER IS A “LET”


Can the ball hit the net in ping pong? Yes, during a RALLY, if it touches the top of the net
and then otherwise lands as a legitimate hit. BUT not when serving. If a served ball hits
the net on the way over and otherwise legally bounces in play, it’s a “let” serve and is
done over. There is no limit on how many times this can happen.

7. ALTERNATE HITTING IN A DOUBLES RALLY


Doubles partners must alternate hitting balls in a rally, no matter where the ball lands on
the table.

8. VOLLEYS ARE NOT ALLOWED


Can you hit the ball before it bounces in ping pong? No. In regular tennis you may
“volley” the ball (hitting the ball before it bounces on your side of the net). But in table
tennis, this results in a point for your opponent. NOTE: When your opponent hits a ball
that sails over your end of the table without touching it and then hits you or your paddle,
that is still your point.

9. IF YOUR HIT BOUNCES BACK OVER THE NET BY ITSELF IT IS YOUR POINT
If you hit the ball in a rally or on a serve and it bounces back over the net after hitting
your opponent’s side of the table (due to extreme spin), without your opponent touching
it, that is your point.

10. TOUCHING THE BALL WITH YOUR PADDLE HAND IS ALLOWED


What happens if the ball hits your finger or hand during a ping pong rally? If the ball
touches your PADDLE hand and otherwise results in a legal hit, there is no rule violation
and play shall continue as normal. Your paddle hand includes all fingers and hand area
below the wrist. But what if the ball touches a player’s body anywhere else during a ping
pong rally? You may not touch the table with your non-paddle hand for any reason. It will
result in a point for your opponent. BUT if your opponent’s hit sails over your side of the
table without touching it, and hits any part of you or your paddle, that is still your point.

11. YOU MAY NOT TOUCH THE TABLE WITH YOUR NON-PADDLE HAND
You may touch the ball or the table with your paddle hand (after reaching in to return a
short serve, for example), or other parts of your body. NOTE: If the table moves at all
from your touching it during a rally, that is your opponent’s point.

12. AN “EDGE” BALL BOUNCING OFF THE HORIZONTAL TABLE TOP SURFACE IS GOOD
An otherwise legal serve or hit may contact the top edge of the horizontal table top
surface and be counted as valid, even if it bounces sidewise. The vertical sides of the
table are NOT part of the legal playing surface.
13. HONOR SYSTEM APPLIES TO DISAGREEMENTS
If no referee is present during a match and the players disagree on a certain call, the
“honor system” applies and the players should find a way to agree, or play the point over.
Ping pong carries a tradition of fierce but fair play. Help us keep it that way!

-BASKETBALL
The rules of basketball can vary slightly depending on the level of play (for example
professional rules differ from college rules) or where the game is played (international
rules are different from USA professional rules). These rule differences, however, are
usually just variations on the basic game of basketball and the majority of the rules
discussed below can be applied to most any game of basketball played. The winner of a
basketball game is the team with the most points. You get points by throwing the
basketball through the opponent's hoop or basket. In regular play a basket made from
within the three point line is worth 2 points and a basket shot from outside the three
point line is worth three points. When shooting a free throw, each free throw is worth 1
point. Rules for the offense The basketball team on offense is the team with the
basketball. When a player has the basketball there are certain rules they must follow:
1) The player must bounce, or dribble, the ball with one hand while moving both feet. If,
at any time, both hands touch the ball or the player stops dribbling, the player must only
move one foot. The foot that is stationary is called the pivot foot. 2) The basketball player
can only take one turn at dribbling. In other words, once a player has stopped dribbling
they cannot start another dribble. A player who starts dribbling again is called for a
double-dribbling violation and looses the basketball to the other team. A player can only
start another dribble after another player from either team touches or gains control of
the basketball. This is usually after a shot or pass.
3) The ball must stay in bounds. If the offensive team looses the ball out of bounds the
other team gets control of the basketball.
4) The players hand must be on top of the ball while dribbling. If they touch the bottom
of the basketball while dribbling and continue to dribble this is called carrying the ball
and the player will lose the ball to the other team.
5) Once the offensive team crosses half court, they may not go back into the backcourt.
This is called a backcourt violation. If the defensive team knocks the ball into the
backcourt, then the offensive team can recover the ball legally. Defensive Rules The team
on defense is the team without the basketball.
1) The main rule for the defensive player is not to foul. A foul is described as gaining an
unfair advantage through physical contact. There is some interpretation that has to be
made by the referee, but, in general, the defensive player may not touch the offensive
player in a way that causes the offensive player to lose the ball or miss a shot. Rules for
everyone
1) Although the foul rule is described above as a defensive rule, it applies exactly the
same to all players on the court including offensive players.
2) Basketball players cannot kick the ball or hit it with their fist.
3) No player can touch the basketball while it is traveling downward towards the basket
or if it is on the rim. This is called goaltending. (touching the ball on the rim is legal in
some games).
Every player on the court is subject to the same rules regardless of the position they play.
The positions in basketball are just for team basketball strategy and there are no
positions in the rules.
-SEPAK TAKRAW
Sepak Takraw is a volleyball-like game that originated in Southeast Asia. With a literal
translation of ‘Kick Ball’, 3 players compete against their opposition on a volleyball style
court with a net across the middle.

Unlike volleyball, in Sepak Takraw, players are not allowed to use their hands to play the
ball and are required to use their feet, head, knees and chest to touch the ball. Popular
across Southeast Asia, it is particularly popular in Malaysia where it is locally known as
'Sepak Raga' and Thailand where it is called 'Takraw'.

The game’s history stretches back to the 15th century with slightly differing versions of
the game being played in different parts of Southeast Asia. It was in the 1940s, however,
that the first set of formalised rules were introduced and the game took the official name
of Sepak Takraw with, ISTAF, the International Sepak Takraw Federation governing the
sport worldwide where it is growing in popularity year-on-year. Outside of Southeast
Asia, the game is particularly popular in the USA and Canada and other western countries
where there are significant southeast Asian communities.

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