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WEEK 7

HISTORY OF BASKETBALL

The Birthplace of Basketball


Basketball is built into the fabric of Springfield College. The game was invented by​ ​Springfield

College instructor and graduate student James Naismith in 1891​, and has grown into
the worldwide athletic phenomenon we know it to be today.

Where Basketball Originated


It was the ​winter of ​1891-1892​.​ I​ ​nside a gymnasium at Springfield College (then known as the
International YMCA Training School), ​located in Springfield, Mass., ​was a group of restless college
students. The young men had to be there; they were required to participate in indoor activities to burn
off the energy that had been building up since their football season ended. The gymnasium class offered
them activities such as marching, calisthenics, and apparatus work, but these were pale substitutes for
the more exciting games of football and lacrosse they played in warmer seasons.

James Naismith, The Person Who Invented Basketball


The instructor of this class was James Naismith, a 31-year-old graduate student. After graduating from
Presbyterian College in Montreal with a theology degree, Naismith embraced his love of athletics and
headed to Springfield to study physical education—at that time, a relatively new and unknown academic

discipline—under​ ​Luther Halsey Gulick, superintendent of physical education​ at the


College and today renowned as the father of physical education and recreation in the United States.

As Naismith, a second-year graduate student who had been named to the teaching faculty, looked at his
class, his mind flashed to the summer session of ​1891​, when Gulick introduced a new course in the
psychology of play. In class discussions, Gulick had stressed the need for a new indoor game, one “that
would be interesting, easy to learn, and easy to play in the winter and by artificial light.” No one in the
class had followed up on Gulick’s challenge to invent such a game. But now, faced with the end of the
fall sports season and students dreading the mandatory and dull required gymnasium work, Naismith
had a new motivation.
Two instructors had already tried and failed to devise activities that would interest the young men. The
faculty had met to discuss what was becoming a persistent problem with the class’s unbridled energy
and disinterest in required work.During the meeting, Naismith later wrote that he had expressed his
opinion that “the trouble is not with the men, but with the system that we are using.” He felt that the
kind of work needed to motivate and inspire the young men he faced “should be of a recreative nature,
something that would appeal to their play instincts.”Before the end of the faculty meeting, Gulick placed
the problem squarely in Naismith’s lap.“Naismith,” he said. “I want you to take that class and see what
you can do with it.”So Naismith went to work. His charge was to create a game that was easy to
assimilate, yet complex enough to be interesting. It had to be playable indoors or on any kind of ground,
and by a large number of players all at once. It should provide plenty of exercise, yet without the
roughness of football, soccer, or rugby since those would threaten bruises and broken bones if played in
a confined space.Much time and thought went into this new creation. It became an adaptation of many
games of its time, including​ American rugby (passing), English rugby (the jump ball), lacrosse (use of a
goal), soccer (the shape and size of the ball), and something called duck on a rock, a game Naismith had
played with his childhood friends in Bennie’s Corners, Ontario.​ Duck on a rock used a ball and a goal that
could not be rushed. The goal could not be slammed through, thus necessitating “a goal with a
horizontal opening high enough so that the ball would have to be tossed into it, rather than being
thrown.”​Naismith approached the school janitor, hoping he could find​ two, 18-inch square boxes to use
as goals.​ The janitor came back with two peach baskets instead. Naismith then nailed them to the lower
rail of the gymnasium balcony, one at each end.​ The height of that ​lower balcony rail happened to be ten
feet.​ A man was stationed at each end of the balcony to pick the ball from the basket and put it back
into play. It wasn’t until a ​few years later that the bottoms of those peach baskets were cut to let the ball
fall loose.​Naismith then drew up the ​13 original rules​, which described, among other facets, the method

of moving the ball and what constituted a foul. A referee was appointed. ​The game would be

divided into two, 15-minute halves with a five-minute resting period in between.
Naismith’s secretary typed up the rules and tacked them on the bulletin board. A short time later, the
gym class met, and the teams were chosen with three centers, three forwards, and three guards per
side. Two of the centers met at mid-court, Naismith tossed the ball, and the game of “basketball” was
born.
The Year Basketball was Invented
Word of the new game spread like wildfire. It was an instant success. A few weeks after the game was
invented, students introduced the game at their own YMCAs. The rules were printed in a College
magazine, which was mailed to YMCAs around the country. Because of the College’s well-represented
international student body, the game of basketball was introduced to many foreign nations in a
relatively short period of time. High schools and colleges began to introduce the new game, and by
1905, basketball was officially recognized as a permanent winter sport.The rules have been tinkered
with, but by-and-large, the game of “basket ball” has not changed drastically since Naismith’s original list
of “Thirteen Rules” was tacked up on a bulletin board at Springfield College.

Where was Basketball Invented?


There’s been some confusion over the precise nature of the official relationship between Springfield
College and the YMCA, as it relates to James Naismith and the invention of basketball.

The confusion stems in part from changes in the School’s name in its early history. Originally the School
for Christian Workers, the School early in its history had three other names which included “YMCA”: the
YMCA Training School, the International YMCA Training School, and, later still, the International YMCA
College. The College didn’t officially adopt the name “Springfield College” until 1954, even though it had
been known informally as “Springfield College” for many years.But by whatever name, since its founding
in 1885 Springfield College has always been a private and independent institution. The College has
enjoyed a long and productive collaboration with the YMCA, but has never had any formal
organizational ties to the YMCA movement.The confusion has been compounded by a small sign on the
corner of the building where basketball was invented. The building stood at the corner of State and
Sherman streets in Springfield, Massachusetts. The sign, carrying the words “Armory Hill Young Men’s
Christian Association,” is visible in old photographs of the building that have circulated online. This has
led some to believe, erroneously, that the Armory Hill YMCA owned the building, and that James
Naismith was an employee of the YMCA.However, in 2010, some historic YMCA documents and
Springfield College documents from the period were rediscovered. These documents prove conclusively
that the gymnasium in which Naismith invented basketball was located not in a YMCA but in a building
owned and operated by the School for Christian Workers, from which today’s Springfield College
originated. The building also included classrooms, dormitory rooms, and faculty and staff offices for the
institution. The Armory Hill YMCA rented space in the building for its activities, and used the small sign
to attract paying customers.
James Naismith, the inventor of basketball, was an instructor in physical education at the College. It was
Luther Halsey Gulick, Naismith’s supervisor and the College’s first physical education director, who
challenged Naismith to invent a new indoor game for the School’s students to play during the long New
England winter. There is currently no evidence to suggest that either man ever worked for the Armory
Hill YMCA, per se.​In the early years the number of players on a team varied according to the number in
the class and the size of the playing area. In 1894 teams began to play with five on a side when the
playing area was less than 1,800 square feet (167.2 square metres); the number rose to seven when the
gymnasium​ measured from 1,800 to 3,600 square feet (334.5 square metres) and up to nine when the
playing area exceeded that. In 1895 the number was occasionally set at five by mutual consent; the rules
stipulated​ five players two years later, and this number has remained ever since.

Players shooting into a closed-bottom peach basket in an outdoor game of


basketball, 1892.Courtesy of the Basketball Hall of Fame, Springfield,
Massachusetts, U.S.

Since Naismith and five of his original players were Canadians, it is not surprising that ​Canada​ was the

first country outside the ​United States​ to play the game. B​asketball was introduced in ​France

in 1893, in ​England​ in 1894, in ​Australia​, ​China​, and India soon thereafter, and in
Japan​ in 1900.

While basketball helped swell the membership of YMCAs because of the availability of their ​gyms​, within
five years the game was outlawed by various associations because gyms that had been occupied by
classes of 50 or 60 members were now monopolized by only 10 to 18 players. The banishment of the
game induced many members to terminate their YMCA membership and to hire halls to play the game,
thus paving the way to the professionalization of the sport.Originally, players wore one of three styles of
uniforms: knee-length ​football​ trousers; jersey tights, as commonly worn by wrestlers; or short padded
pants, forerunners of today’s uniforms, plus knee guards. The courts often were of irregular shape with
occasional obstructions such as pillars, stairways, or offices that interfered with play. In 1903 it was
ruled that all boundary lines must be straight. In 1893 the Narragansett Machinery Co. of ​Providence​,
Rhode Island​, marketed a hoop of iron with a hammock style of basket. Originally a ladder, then a pole,
and finally a chain fastened to the bottom of the net was used to retrieve a ball after a goal had been
scored. Nets open at the bottom were adopted in 1912–13. In 1895–96 the points for making a basket
(goal, or field goal) were reduced from three to two, and the points for making a free throw (shot
uncontested from a line in front of the basket after a foul had been committed) were reduced from
three to one.Baskets were frequently attached to balconies, making it easy for spectators behind a
basket to lean over the railings and deflect the ball to favour one side and hinder the other; in 1895
teams were urged to provide a​ 4-by-6-foot (1.2-by-1.8-metre)​ screen for the purpose of eliminating
interference. Soon after, wooden ​backboards​ proved more suitable. Glass backboards were legalized by
the professionals in 1908–09 and by colleges in 1909–10. In 1920–21 the backboards were moved 2 feet
(0.6 metre), and in 1939–40 4 feet, in from the end lines to reduce frequent stepping out-of-bounds.
Fan-shaped backboards were made legal in 1940–41.

A soccer ball (football) was used for the first two years. In 1894 the first basketball was marketed. It
was laced, measured close to 32 inches (81 cm), or about 4 inches (10 cm) larger than the soccer ball,
in circumference, and weighed less than 20 ounces (567 grams). By 1948–49, when the laceless
molded ball was made official, the size had been set at 30 inches (76 cm).

The first college to play the game was either Geneva College (Beaver Falls, ​Pennsylvania​) or the
University of Iowa​. C.O. Bemis heard about the new sport at Springfield and tried it out with his students
at Geneva in 1892. At Iowa, H.F. Kallenberg, who had attended Springfield in 1890, wrote Naismith for a
copy of the rules and also presented the game to his students. At Springfield, Kallenberg met ​Amos
Alonzo Stagg​, who became athletic director at the new ​University of Chicago​ in 1892. The first college
basketball game with five on a side was played between the University of Chicago and the University of
Iowa in ​Iowa City​ on January 18, 1896. The University of Chicago won, 15–12, with neither team using a
substitute. Kallenberg refereed that game—a common practice in that era—and some of the spectators
took exception to some of his decisions.

The colleges formed their own rules committee in 1905, and by 1913 there were at least five sets of
rules: ​collegiate​, YMCA–Amateur Athletic Union, those used by state militia groups, and two varieties of
professional rules. Teams often agreed to play under a different set for each half of a game. To establish
some measure of uniformity, the colleges, Amateur Athletic Union, and YMCA formed the Joint Rules
Committee in 1915. This group was renamed the National Basketball Committee (NBC) of the United
States and Canada in 1936 and until 1979 served as the game’s sole amateur rule-making body. In that
year, however, the colleges broke away to form their own rules ​committee, and during the same year
the ​National Federation of State High School Associations​ likewise assumed the task of establishing
separate playing rules for the high schools. The ​National Collegiate Athletic Association​ (NCAA) Rules
Committee for men is a 12-member board representing all three NCAA divisions. It has six members
from Division I schools and three each from Divisions II and III. It has jurisdiction over colleges, junior
colleges, the National Association of Intercollegiate Athletics (NAIA), and Armed Forces basketball. There
is a similar body for women’s play.

The Original 13 Rules of Basketball

1. The ball may be thrown in any direction with one or both hands.
2. The ball may be batted in any direction with one or both hands (never with the fist).
3. A player cannot run with the ball. The player must throw it from the spot on which he catches it,
an allowance to be made for a man who catches the ball when running at a good speed if he
tries to stop.
4. The ball must be held in or between the hands; the arms or body must not be used for holding
it.
5. No shouldering, holding, pushing, tripping, or striking in any way the person of an opponent
shall be allowed; the first infringement of this rule by any player shall count as a foul, the second
shall disqualify him until the next goal is made, or, if there was evident intent to injure the
person, for the whole of the game, no substitute allowed.
6. A foul is striking at the ball with the fist, violation of Rules 3, 4, and such as described in Rule 5.
7. If either side makes three consecutive fouls, it shall count for a goal for the opponents
(consecutive means without the opponents in the meantime making a foul).
8. A goal shall be made when the ball is thrown or batted from the grounds into the basket and
stays there, providing those defending the goal do not touch or disturb the goal. If the ball rests
on the edges, and the opponent moves the basket, it shall count as a goal.
9. When the ball goes out of bounds, it shall be thrown into the field of play by the person first
touching it. In case of a dispute, the umpire shall throw it straight into the field. The thrower-in
is allowed five seconds; if he holds it longer, it shall go to the opponent. If any side persists in
delaying the game, the umpire shall call a foul on that side.
10. The umpire shall be judge of the men and shall note the fouls and notify the referee when three
consecutive fouls have been made. He shall have power to disqualify men according to Rule 5.
11. The referee shall be judge of the ball and shall decide when the ball is in play, in bounds, to
which side it belongs, and shall keep the time. He shall decide when a goal has been made, and
keep account of the goals with any duties that are usually performed by a referee.
12. The time shall be two 15-minute halves, with five minutes' rest between.
13. The side making the most goals in that time shall be declared the winner. In case of a draw, the
game may, by agreement of the captains, be continued until another goal is made.
14. The original rules of basket ball were written by Springfield College graduate instructor James
Naismith in December 1891 and published in January 1892 in the Springfield College school
magazine, The Triangle.

Basketball equipment and facilities

● Basketball court
● Free throw line
● Backboard
● Basketball
● Basket Ring

WEEK 8
BASKETBALL TERMINOLOGIES

1-2-2 Zone​ ​- A common zone defense similar to a 2-3 zone. This zone defense starts with a player at
the top of the key, a player on each elbow, and a player on each low block. All 5 players are responsible
for guarding a portion of the three-point line.

1-3-1 Zone​ - A unique and aggressive zone defense that relies on cutting off passing lanes,
anticipation, and deflections to create turnovers and fast break opportunities for your team.
2-3 Zone​ ​- The 2-3 zone is the most common zone defense coaches will use as an alternative to
man-to-man defense. It involves two players at the top of the key guarding above the free-throw line
and three players across the key guarding the paint and the sides of the court. This is a very common
defense to see in youth basketball (unfortunately) because it crowds the key and forces the opposition
to shoot from the perimeter.

3-2 Zone - The 3-2 zone is a common zone defense. It involves three players guarding the perimeter and
two players inside guarding the key area. This defense is great for challenging perimeter shots, but can
be exposed inside due to only two defenders protecting the basket.

3-Second Violation​ - An offensive player will be called for a 3-second violation when they spend
more than three seconds in the key while the basketball is in live play.

4-Out 1-In Motion​ ​- The 4-out 1-in motion offense involves three players spread out around the
perimeter while one player occupies the low post. A positionless, continuity offense.

5-Out Motion​ - The 5-out motion offense involves five players spread out around the perimeter. It's
a positionless, continuity offense that's great for player development at any level.

5-Second Violation (inbound) ​- Once a player inbounding the basketball has taken possession
from the referee, they then have 5 seconds to inbound the basketball to a teammate or they'll be
whistled for a 5-second violation.

5-Second Violation (closely guarded)​ - An offensive player in the frontcourt with possession
of the basketball can be called for a 5-second violation if they’re being guarded within 6 feet and fail to
pass, shoot, or dribble within 5 seconds.

8-Second Backcourt Violation​ - After a team gains possession in the backcourt, they then have 8
seconds to advance the basketball over the half-way line. If they fail to do so, a violation will be called.
-- A --

Airball​ - A shot attempt that doesn't hit the rim or the backboard.

Alley-Oop​ - An exciting play involving a player catching a pass in the air and finishing with a layup or
dunk before landing back on the court.

Amoeba Defense​ - A junk defense made popular by coach Jerry Tarkanian at UNLV. ​Similar to the
1-3-1 zone, the Amoeba defense is designed to confuse the opponent and force turnovers.

And One​ - A phrase used when a player gets fouled on a made shot attempt. The player then gets to
go to the free-throw line and shoot one bonus free-throw.

Ankle Breaker​ - When an offensive player uses a dribbling move that results in the on-ball defender
stumbling or falling down.

Assist​ - A player is awarded an assist when they make a pass that leads directly to a score by one of
their teammates.

-- B --

Backboard -​ A rectangular board generally made of tempered glass that the rim is attached to. The
backboard prevents most missed shots from going out-of-bounds and provides a wall the players can
shoot the basketball off and into the basket.

Backcourt (area) ​- If referring to an area of the court, the backcourt is the half of the court that a
team is defending.

Backcourt (players)​ - The term backcourt can also be used to refer to the two guards on a team.
The point guard and the shooting guard.
Backcourt Violation​ - See 'cross-court violation'.
Backdoor Cut​ - An offensive play involving a player cutting behind their defender towards the rim
looking to receive a pass and finish with a score. This play is often encouraged by coaches when a
player's opponent is overplaying the passing lane.

Back Screen​ - An offensive play involving an off-ball player setting a screen on the back of a
teammate's defender. The screener's teammate will then cut towards the hoop looking to receive a pass
and finish at the basket.

Balance Hand​ - The non-shooting hand when going through the process of taking a shot. The role of
this hand is to balance the basketball on the shooting hand until the basketball is about to be released.

Ball Fake​ - See 'pass fake'.


Ball-Handler ​- Any player dribbling the basketball can be referred to as the ball-handler. Although
many coaches will use this term when referring to the point guard.

Ball Side​ - Refer to 'strong side'.


Ball Reversal​ - The term used when a basketball starts on one side of the court and is then passed to
the other side of the court. Coaches utilize ball reversals to move the defense.

Bank Shot ​- A shot that bounces off the backboard before falling through the basket.
Baseball Pass -​ A one-handed pass commonly used to throw a full-court pass to a teammate
sprinting down the court. This type of pass will be more powerful than a chest pass but much less
accurate.

Baseline​ ​- The line separating the playing area from out-of-bounds four feet behind the backboard.
Also known as the​ 'endline'.

Basket (equipment) -​ A circular hoop with a diameter of 18 inches that's attached to the
backboard. A team must pass the basketball through top of this hoop to score points.

Basket (score)​ - The term 'basket' can used when a player successfully scores a field goal.
Basket Cut​ - An offensive action involving a player making an explosive cut directly towards the hoop.
Behind-the-Back Dribble​ - An advanced dribbling move involving a player moving the basketball
from one hand to the other by bouncing it behind their back. Often used when a close on-ball defender
would steal a basic crossover.

Behind-the-Back Pass ​- An advanced pass involving the player with the basketball passing to a
teammate by wrapping the ball behind their body.

Bench​ - The sitting area for the coaches and players who aren't currently on the court. Both team's
benches are located on the sideline at opposite ends of the court.

Bench Points​ - The number of points scored by all players on a team who started the game on the
bench.

Big Man​ - A coach will often use the term 'big man' when referring to one of the taller players on the
team. Usually the center or the power forward.

BLOB ​- The acronym for a BaseLine Out of Bounds play. These are plays designed to be used when the
offense is passing the basketball into play from the offensive baseline.

Block (defensive play)​ - The term block can be used when a defensive player knocks the basketball
out of their opponent's hands or out of the air during an attempted field goal.

Block (foul)​ - A player can be called for a blocking foul if they impede an offensive players path
without having established legal defensive position.

Block (court area)​ - There are two small rectangles located on the outside of the key that coaches
will refer to as the block.

Bounce Pass​ - A pass that is intentionally rebounded off the floor before reaching the receiver.
Players are generally taught to aim at the area of the floor 2/3 of the way to their teammate.
Box Out ​- After a shot has been taken, coaches will encourage their players to box out. This means
making contact with the player they're guarding and establishing position between them and the basket
to put themselves in the best position to secure a rebound.

Box and One​ ​- A defensive strategy commonly used against teams with one dominant player. This
defense involves playing one defender man-on-man against the dominant offensive player and then
setting up the four other defenders in a box zone.

Brick ​- A slang word given to a poor shot attempt that bounces hard off the rim or the backboard.

Buzzer Beater ​- A shot attempted in the final seconds and made after the shot clock has expired. The
points will still count since the basketball left the shooter's hands before the clock expired.

-- C --

Carry​ - A carry is a dribbling violation that occurs when a player continues their dribble after placing
their hand underneath the basketball.

Center -​ Also known as the '5'. The tallest player on the team is often referred to as the 'center'. This
player's main responsibilities are to secure rebounds and defend the paint.

Center Court​ - The circle in the middle of the court where the jump ball takes place at the start of
every basketball game.

Charge ​- An offensive foul that's called when an offensive player runs into a defender who has
established position.

Chest Pass​ - This is the most common type of pass and involves one offensive player making a
two-hand pass from their chest to the chest of another offensive player without the basketball touching
the ground.
Closeout ​- A closeout is a defensive action that occurs when an offensive player receives the
basketball and their defender must sprint towards them to prevent the shot while also attempting to
prevent the offense from driving towards the hoop.

​Corner​ - The corner is the small area of the court where the sideline meets the baseline. There are
often many three-point shots taken from this spot as it's an important area to fill for team who want
great spacing.

Court Vision​ - The term 'court vision' is used when a player has great ability to read the play. Usually
goes hand-in-hand with basketball IQ.

Cross-Court Violation -​ When the offensive team establishes possession of the basketball in the
frontcourt, they are then not allowed to return to the backcourt while still in possession of the
basketball. If they do, a cross-court violation will be called.

Cross Screen ​- A cross screen occurs when a player cuts to the opposite side of the floor to set a
screen for a teammate. This most often occurs in the paint.

Crossover​ - A dribbling move involving a player passing the basketball from in front of their body from
one hand to the other. This is the most common dribbling move and is great for quickly changing
directions.

Curl Cut​ - A curl cut occurs when a player who receives an off-ball screen uses the screen and cuts
towards the basket. This is a great action for an offensive player when the defender follows them over
the screen.

Cut​ - A quick sprint that can involve changing directions made by a player in an attempt to get
themselves free to receive a pass or clear out space for a teammate.
-- D --

Dagger​ - A slang term that can be used to describe a clutch shot made in the final few seconds of the
shot clock or the game.

Defense -​ The team on defense is the team without possession of the basketball. While on defense,
the team will attempt to prevent the opposition from scoring in their basket.

Defensive Stance ​- ​The players on defense should always be in defensive stance. This involves
keeping the knees bent and arms out wide. This puts a defender in the best position to react quickly and
steal the basketball.

Deflection -​ When a defender makes contact with the basketball but doesn't get the steal, it is
referred to as a deflection.

Diamond and One ​- A junk defense similar to the box and one. It involves one player guarding the
opposition's best player man-to-man and the other four defenders set up in a diamond zone.

Diamond Press -​ See '1-2-1-1 press'.

Dip​ - The process of bringing the basketball down to a lower starting point before shooting. Dipping the
basketball allows players to have a consistent starting point and also adds power and momentum to the
shot.

Dish -​ See 'assist'.

Double-Double​ - The word 'double-double' is used when a player scores in double-digits in two
positive statistical categories. For example, 16 points and 10 assists.
Double Dribble ​- This is a dribbling violation that occurs when a player dribbles the basketball with
two hands simultaneously or terminates their dribble and then begins to dribble again.

Double Foul ​- An uncommon situation that occurs when two opponents commit a foul against each
other at the same time.

Double Screen​ - When two off-ball offensive players set a screen side-by-side. This increases the
distance the cutter's defender has to move to avoid the screen which will give the offensive player who
received the screen extra time to make a play.

Double Team ​- A double team occurs when two defensive players trap the player in possession of
the basketball. The goal is to get the basketball out of a great player's hands or force the offensive
player to make a poor pass that results in a steal.

Down Screen​ - A down screen is any screen that's set when when the screener has their chest facing
the baseline. This results in their teammate cutting away from the hoop which is why it's often used to
get shooters open.

Dr. James Naismith​ - The amazing man who first invented basketball back in January 1892. Thanks,
Doc!

Drag Screen ​- A drag screen is an on-ball screen set by a trailing offensive player. This screen is often
effective because the screener's defender is out of position and unable to provide help on the
ball-handler.

Dribbling ​- The process of using one hand to repeatedly bounce the basketball off the floor. This is the
only legal way a player can move around the court while in possession of the basketball.
Dribble Drive Motion​ - A motion offense developed by Vance Walberg. The offense is designed to
spread the floor and focuses on dribble penetration for a layup or passing out to a teammate for an
open shot.

Drive and Kick ​- An offensive action involving a player penetrating the defense to force them to shift
and then passing out to a teammate on the perimeter.

Drop Step​ - An offensive low post move involving the player with the basketball and their back to the
basket taking a large step back and to the side of their defender as they turn towards the basket to
create room for a shot.

Dunk ​- A dunk is an exciting play involving an offensive player slamming the basketball forcefully
through the hoop.

-- E --

Elbow​ - The 'elbow' is the area on the court where the lane line and the free-throw line meet. There
are four elbows on a full basketball court.

Elevator Screen​ - An elevator screen is a screen set by two players and involves the player being
screened cutting through the middle and then the two screeners closing the screen by quickly stepping
side-by-side.

Euro Step​ - The euro step is an advanced move used when attacking the basket. It involves a player
taking a step in one direction and then taking a step in another direction for their second step before
finishing at the rim.

-- F --

Face Up​ - See 'square up'.


Fadeaway -​ A basketball shot can be referred to as a 'fadeaway' when the shot is taken while the
player is jumping away from the basket. This shot requires a high level of skill and is used to create space
between the shooter and their defender.

Fast Break -​ After a change of possession, a team advances the basketball as quickly as possible to
attack the defense before they have been able to establish a good defensive position.

FIB​A​ - FIBA is the acronym for 'Fédération Internationale de Basketball Amateur​'


which is in charge of all international basketball competition.

Field Goal ​- A field goal is a shot made from anywhere on the court except for free-throws. This
includes both two-point shots and three-point shots.

Finger Roll​ - The finger roll is an advanced variation of a layup that involves a player turning their
palm up and rolling the basketball of the tips of their fingers. This can create a 'soft' layup and also allow
the shooter to finish with arc that negates a shot block attempt.

Flagrant Foul​ - A foul involving contact that the referee deems to be intentional, excessive, or
unnecessary. The team who draws the flagrant foul will receive two free-throws and possession of the
basketball.

Flare Screen -​ A flare screen is an off-ball screen that allows a player to cut away from the basketball
to a spot around the perimeter. Similar to a back screen.

Flash -​ An quick offensive cut across the paint towards the basketball. Most effective when a player
can catch the defense off guard.
Flex (cut) ​- The flex is a cross screen immediately followed by a down screen. This is a very common
and effective action at all levels of basketball.

Flex (offense​) - The flex offense is a continuity offense requiring great spacing and smart players.
This offense can be great for development as all 5 players must fill all 5 positions.

Floater​ - A type of shot often utilized by smaller guards to score at the rim against tall defenders. The
basketball is shot with a high arc to prevent a blocked shot.

Flop​ - When a player intentionally falls or stumbles to appear to have been fouled by an opponent, we
call it a 'flop'. This can be done by both defensive and offensive players.

Floppy -​ A basketball play often used for great shooters. Involves the shooter starting under the rim
with a single screen on one side and a staggered screen on the other. The shooter can choose which side
to cut on.

Four High​ - A basketball formation involving a player on each wing, a player on each elbow, and a
player with the basketball at the top of the key.

Four Low​ - A basketball formation involving a player in each corner, a player on each low block, and a
player with the basketball at the top of the key.

Foul​ - A violation of the rules usually involving illegal contact with a player of the opposition.

Foul Line -​ See 'free-throw line'.

Foul Shot ​- See 'free-throw'.

Four-Point Play ​- A four-point play is a rare event that occurs when a player is fouled while
successfully making a three-point shot and then makes their bonus free-throw.
Four Corners Offense​ -​ A delay offense used by teams before the shot clock was added to the
game of basketball. It involves one player with the basketball in the middle of the court attempting to
break down their defender while their teammates stand in the corners.

Free-Throw ​- An uncontested shot 15 feet from the basket directly in front. Most free-throws are
awarded to players who have been fouled while shooting. Each free-throw is worth one point.

Free-Throw Line ​- The free-throw line is 12 feet in length and located 15 feet from the basket. This
is the line that players stand behind to shoot free-throws.

Free-Throw Line Extended ​- This is an imaginary line that extends the free-throw line to the
sideline. Coaches will often refer to free-throw line extended when discussing offense or defense.

Frontcourt (area​) - If referring to an area of the court, the frontcourt is the half of the court in
which a team attempts to score.

Frontcourt (players) ​- The term frontcourt can also be used to refer to the two forwards and the
center on a team. The small forward, power forward, and center.

Full-Court Press -​ A defensive strategy involving the defense pressuring the basketball for the entire
length of the court. A full-court press can be either man-to-man or zone. For example, the 1-2-1-1 press.

Jump Ball - ​See 'tip off'.

-- G --

Give and Go​ - An offensive play involving the player with the basketball making a pass to a teammate
and then cutting towards the rim and receiving a return pass.
Goaltending ​- A goal tending violation is called when a player on defense touches the basketball
when it's on the downward flight after a shot. When this happens, the basket is counted. A goal tending
violation is also called if a player touches the basketball while it's above or on the rim.

Grinnell Offense ​- A unique offensive strategy developed by coach Dave Arseneault at Grinnell
College. It's a high-pace and high-scoring offense usually involving the offense attempting a three-point
shot within the first 5 - 7 seconds of the shot clock.

Guide Hand -​ See 'balance hand'.

-- H --

Hack ​- The term 'hack' is another word for fouling an opponent.

Hack-a-Shaq ​- A defensive strategy involving a team intentionally fouling the opposition's worst
free-throw shooter and sending them to the line.

Half-Court Line -​ The line through the middle of the basketball court and the center court that
divides the basketball court into two halves.

Hammer​ - A back screen set on the weak side of the court that allows a teammate to cut to the corner
for an open shot. Made common NBA play that was first made popular by the San Antonio Spurs.

Hand-Off ​- An offensive action involving one player handing the basketball to a teammate.

Hedge ​- A 'hedge' is a common pick-and-roll defense. It involves the screener's defender stepping out
to meet the ball-handler and force them to dribble wide while the on-ball defender recovers.

Help Side​ - Refer to 'weak side'.


Hesitation Dribble​ - An advanced dribbling move involving the ball-handler quickly slowing down
and then exploding past their defender.

Hook Shot ​- A one-handed shot involving the player with the basketball turning side on to the basket
and then extending their shooting arm and flicking the basketball over their head towards the basket. A
very difficult shot to block.

-- I --

Illegal Screen ​- Any player who sets a screen must be stationary when the defender they're
screening makes contact with them. If they're not, an illegal screen will be called.

In-and-Out Dribble​ - A dribbling move involving a player pretending to perform a crossover dribble
but only starting the inward motion before bringing the basketball back out to the original side.

Inbounds Pass ​- The basketball term 'inbounds pass' is used when a player on offense passes the
basketball into the court from out-of-bounds.

Intentional Foul ​- A foul involving a defensive player making deliberate contact with a player of the
opposition team.

Isolation​ - An offensive tactic involving one player with the basketball being left alone on one side of
the court while their teammates clear out to the other side of the court. This is often used when a player
has a favourable one-on-one matchup.

-- J --

Jab Step​ - From triple threat position, a player takes a quick step towards the basket while keeping
their pivot foot planted. The jab step is used to see how the defense will react and possibly create an
advantage for the offensive player.
Jump Ball -​ Used to start every basketball game. Involves the referee throwing the basketball up in
the center of the court between two players who jump and attempt to tap the basketball to a
teammate.

Jump Shot - ​A shot taken by jumping up in the air and releasing the basketball at the peak of the
jump.

Jump Stop ​- A jump stop is used to come to a complete stop after dribbling or after receiving a pass.
It involves both feet hitting the floor simultaneously.

Junk Defense ​- A junk defense is a combination of man-to-man defense and a zone defense. For
example, a box and one or a triangle and two.

-- K --

Key​ - The rectangular area under the basket and the free-throw circle. Originally referred to as the 'key'
because the lane lines were closer together than the width of the free-throw circle which gave off the
appearance of a key hole.

-- L --

L-Cut​ - A cut made in the shape of an 'L'. Usually from the low block up the lane line to the elbow and
then cutting out to the wing. Some coaches use the term 'L-Cut' when referring to cutting around the
perimeter, too.

Lane Violation​ - A lane violation can be called on either the offensive or defensive team and occur
during free-throw situations. ​Any player who steps over the lane line before the basketball has left the
shooter's hands will be called for a violation.
Layup​ - A close-range shot taken when attacking the basket. Usually involves the shooter banking the
basketball off the backboard.

-- M --

Man-to-Man Defense​ -​ A defense that involves all players matching up and taking responsibility of
guarding one player on the opposition team. It is a team defense and players are required to help each
other, but all players have a specific opponent they're defending.

Midrange ​- A midrange is a jump-shot that's taken anywhere between the three-point line and the
key area. This shot is worth two points.

Mid-Court Line ​- See 'half-court line'.

Mismatch​ - When an offensive player has an advantage over the defender that's currently guarding
them. When this happens, the offense will usually look to isolate this matchup on the wing or in the low
post.

Mover Blocker Offense ​- This offense was developed by coach Dick Bennett. In this offense, some
players are 'movers' (scorers) and some players are 'blockers' (screeners).

Moving Screen​ - See 'illegal screen'.

-- N --

NBA -​ The National Basketball Association is a professional basketball league located in North America.
The league consists of 30 teams and features many of the best basketball players on the planet.

NCAA - ​The acronym for the National Collegiate Athletic Association. A non-profit organization in
charge of all college sports.
No-Look Pass​ - This is an advanced pass that involves the player with the basketball looking one
direction and pass another direction. This highlight play is designed to trick the defense.

-- O --

Offense ​- The team on offense is the team with possession of the basketball. While on offense, the
team will attempt to score in their opponent's basket.

Officials​ - The people in charge of keeping the game under control and enforcing the rules of the
game.

On-Ball Defense ​- When an offensive player has the basketball, the defender guarding them and
pressuring the basketball is playing on-ball defense.

One-Pass Away ​- Coaches will use the term 'one-pass away' when they're speaking about team
defense. A defender one-pass away is defending the player next to the basketball.

Open Post ​- The term used when there are no offensive players attempting to post up on the low
block. When most coaches talk about open post, they're referring to the 5-out motion.

Outlet Pass​ - After a defensive rebound, the immediate pass to a teammate to start a fast break is
called an outlet pass.

Overhead Pass​ - An overhead pass is a two-handed pass made from above the head of an offensive
player. This pass is effective for passing over the top of the defense.

Overtime ​- If a game is tied after the end of regulation, teams will often play a 5-minute overtime
period to determine a winner.
-- P --

Pack Line Defense​ - A popular variation of man-to-man defense developed by Dick Bennett. It
involves one player defending the basketball at all times while the other four players are in help position
inside an imaginary arc 16 feet around the basket. Complete coaching guide here.

Paint ​- The rectangular area located below the hoop that extends to the free-throw line. This area is
usually painted a different colour to the rest of the basketball court which is where it gets its name.

Pass/Ball Fake ​- A quick movement where a player pretends to pass to a teammate by looking at
them and making a quick passing motion while keeping hold of the basketball.

Passing Lane​ - An imaginary line between two offensive players that the basketball would follow if a
pass was thrown.

Penetration -​ Penetrating is when an offensive player is able to dribble towards the basket through
the defense.

Pick​ - See 'screen'.

Pick-and-Pop​ - Similar to the pick-and-roll. An offensive player will set a screen for the player in
possession of the basketball. But instead of rolling towards the hoop, the screener steps out to the
perimeter and looks to receive a pass for an open shot.

Pick-and-Roll​ ​- A common and effective two-person offensive action involving an offensive player
setting a screen for the player in possession of the basketball. The screener will then roll towards the
basket looking to receive a pass from the ball-handler.
Pick-and-Slip​ - Another variation of the pick-and-roll. In this variation, just before the screener is
about to screen the on-ball defender, they instead slip towards the basket looking to receive a pass and
finish at the rim.

Pinch Post​ - Pinch post is an action that occurs when the basketball is passed to the weak side elbow
while there are no other players on that side of the floor.

Pivot -​ When a stationary player has possession of the basketball, they're allowed to move one foot
around as long as their other foot stays in contact with the floor at all times. This is called pivoting.

Pivot Foot -​ The foot that stay in contact with the floor while a player is pivoting is known as the
pivot foot.

Playmaker​ - A player is referred to as a 'playmaker' when they have the ability to create open shots
for their teammates or give them an advantage on offense to score. Usually the point guard.

Point Guard​ - Also known as the '1'. One of the five positions on the court. The point guard is usually
tasked with dribbling the basketball up the court, initiating the offense, and controlling the tempo of the
game.

Possession Arrow ​- Usually a wooden or plastic arrow that sits on the scorer's table. Many leagues
use a possession arrow to determine who starts each quarter with the basketball and who takes
possession when a jump ball is called.

Post Up ​- A player posts up by establishing position close to the ring (usually on the low block) with
their back to the basket and their chest facing the perimeter ready to receive a pass.

Posterize -​ A slang term used when an offensive player makes a highlight dunk over an opposition
player.
Power Forward -​ Also known as the '4'. One of the 5 positions on the court. Traditionally, the power
forward plays very similar to the center by playing in the post and rebounding the basketball. In today's
game, we're seeing less post play and more outside shooting from this position.

Press -​ An organised basketball defense in which the team on defense pressures the opponent
full-court in an attempt to force a turnover.

Pump Fake​ - See 'shot fake'.

Put Back​ - When a player on the offensive team grabs an offensive rebound and then immediately
scores a field goal in the paint.

-- Q --

Quadruple-Double -​ A rare stat line where a player reaches double-digits in four offensive
categories. For example, 15 points, 12 rebounds, 11 assists, and 13 steals.

Quintuple-Double -​ The near-impossible stat line of reaching double-digits in five offensive categories.
For example, 18 points, 14 rebounds, 11 assists, 12 steals, and 10 blocks. This has never happened in the
NBA.

-- R --

Ram Screen​ - Coaches will use the term 'ram screen' when an off-ball screen is set that leads directly
into an on-ball screen. This is an effective action because it's very difficult for the screener's defender to
get back in position quickly to play help defense.

Read and React Offense -​ Developed by Rick Torbett, the Read and React offense is a
positionless, continuity offense that allows players to read the defense and make decisions.​
Rebound ​- A 'rebound' is a stat that's awarded to the player who gains possession of the basketball
after a missed field goal attempt. A rebound can be either offensive (rebound by a player on offense) or
defensive (rebound by a player on defense).

Referees ​- See 'officials'.

Restricted Area​ - ​A semi-circle inside the paint and four feet around the basket. A defensive player
cannot take a charge while their feet are inside this area. Its purpose is to ensure that the offensive
player has somewhere to land when attacking the basket.

Run-and-Jump Defense​ - The Run-and-Jump defense (or R&J) is a full-court man-to-man press
with rules that encourage jump-switching and trapping. It was first created by Dean Smith at North
Carolina during the 1970’s. This full-court defense is best suited for a team of athletes that want to play
an uptempo style game.

-- S --

Scorekeeper ​- An official responsible for filling out a scoresheet throughout the game. This requires
them to keep track of points scored, fouls, and timeouts.

Screen​ - A screen involves a player setting a stationary block on their teammate's defender. The goal
of a screen is to give their teammate space that may lead to an open shot or simply to receive a pass
that puts them at an advantage.

Screen-the-Screener ​- A term used when a player receives a screen from a teammate immediately
after setting a screen for another teammate. This is a very difficult action for the defense to guard.

Scrimmage ​- The term used for an unofficial game of 5-on-5. Scrimmages are most often ran towards
the end of practices and involve players on the same team competing against each other.
Shooting Guard​ - Also known as the '2'. One of the 5 positions on the court. This player is usually
the team's best shooter from the perimeter.

Shooting Range​ - A player's shooting range is the maximum distance away from the hoop that the
player can consistently make shots.

Short Corner​ - An area of the basketball court between the corner and low block. While there's
nothing to mark this area, it's an advantageous spot for the offense to occupy especially against zone
defense.

Shot Clock​ - A shot clock is an electronic countdown timer used to increase the pace of a basketball
game. The timer is usually set at 24 - 35 seconds in length and the team on offense must attempt a field
goal before the shot clock expires.

Shot Clock Violation ​- If a team is unable to attempt a shot before the shot clock expires, a shot
clock violation is called and the offensive team loses possession of the basketball.

Shot Fake​ - An advanced move where the player in possession of the basketball pretends to shoot.
This move is designed to trick the defense and get them to raise out of their stance or jump which will
then put the offensive player at an advantage to dribble past them.

Sideline​ - The boundary lines that separate the playing area from out-of-bounds on the side of the
court.

Sixth Man​ - A player who starts the game on the bench but is the first player to substitute on court
and replace a starter.

Skip Pass​ - A pass made over the defense from one side of the court to the other. For example, from
the corner to a player on the opposite wing.
SLOB​ - The acronym for a SideLine Out of Bounds play. These are plays designed to create an open shot
for the offensive team when the basketball is being passed in from the sideline in the frontcourt.

Slot ​- An area of the court located to the left and right of the top of the key. The slot is a position that
must be filled during the 4-Out Motion or when running any offense with a two-guard front.

Small Forward​ - Also known as the '3'. One of the five positions on the court. Small forwards are
known for their versatility as they're able to contribute in multiple areas. They're able to rebound the
basketball while also capable of dribbling the basketball up the court if necessary.

Split Line ​- An imaginary line that extends from one basket to the other directly down the middle of
the court. This is a useful line to refer to when coaching the defensive end of the floor.

Strong Side​ - When splitting the court in half vertically (basket to basket), the strong side is the side
of the court the basketball is located on.

Spacing - ​A term you'll often hear coaches say when they believe their players are too close together
on offense. Great spacing is when all offensive players are 15 - 18 feet from each other.

Spin Dribble -​ An advanced dribbling move involving the player with the basketball reversing their
body 360 degrees. This allows the dribbler to keep their body between the basketball and their
defender.

Square Up ​- When a player catches the basketball on the perimeter, they 'square up' to the hoop by
turning so that their feet, hips, and shoulders are aligned. This puts them in the position to shoot, pass,
or dribble at any moment.

Staggered Screen​ - A staggered screen occurs when two players set off-ball screens for one of their
teammates. The two screeners are positioned facing the same direction but not next to each other.
Steal​ - The basketball term steal is used when a player forces a turnover from an opponent by taking
the basketball from them or deflecting a pass.

Stride Stop​ - ​A variation of the jump stop. But instead of both feet touching the ground
simultaneously, in a stride stop one foot hits the ground before the other.

Substitution -​ When a player who was off the court swaps with a player on the court, it's called a
substitution. A 'sub' for short.

Swish​ - The term swish is used when a player makes a shot that doesn't hit anything except the net.

Switch​ - A defensive strategy usually occurring when a screen is set that involves two defensive players
swapping which player they're guarding.

-- T --

Technical Foul ​- A technical foul is called when a coach or player brings the game of basketball into
disrepute and is not made in relation to contact. This could be actions like yelling at a referee, flopping,
kicking a basketball, using inappropriate language, holding onto the rim after a dunk, etc.

Three-Pointer ​- As the name suggests, a three-pointer is worth three points and is a field goal from
behind the three-point line.

Three-Point Line ​- The three-point line is an arc at each end of a basketball court surrounding each
hoop. The distance of this line will vary depending on the level of basketball played (between 19 and 24
feet) but all shots taken from behind the three-point line are worth three points.

Three-Point Play​ - A three-point play is when a player scores a two-point basket while being fouled.
They then go to the free-throw line and if they make the bonus free-throw it's called a three-point play.
Through-the-Legs Dribble​ - An advanced dribbling move involving a player moving the basketball
from one hand to the other by bouncing it between their legs. This is a great way to keep the basketball
protected from your opponent while changing directions.

Throw In ​- The process of passing the basketball from out of bounds into the court.

Timeout ​- Coaches have a certain number of timeouts per quarter or half depending on the league
their coaching in. Timeouts are used to rest players, motivate the team, make substitutions, change
strategy, etc.

Tip-Off - ​The jump ball that starts every basketball game.

Top of the Key​ - The area above the three-point line in the middle of the court and closest to the
half-way line. This is an important spot to keep filled in most offenses.

Trailer​ - An offensive player who ​plays behind the basketball as it's been advanced up the court. This
player is usually one of the post players and should always be in position for a safety pass across court if
the point guard gets trapped.

Transition​ - The term 'transition' is used to describe the movement from offense to defense or
defense to offense after a change of possession.

Trap -​ Refer to 'Double Team'.

Travel ​- A traveling violation is difficult to describe in writing, but is in place to prevent players from
taking more than one step while holding the basketball. This rule also prevents players from moving or
changing their pivot foot once it’s been established.
Triangle and Two​ - A defensive strategy used against teams with two dominant players. This
defense involves playing two defenders man-to-man and then creating a triangle zone with the three
other defenders.

Triangle Offense​ -​ The triangle offense is a continuity basketball offense that combines perfect
spacing with a series of actions based on player decisions resulting in a beautiful basketball offensive
system.

Triple Double ​- The word 'triple-double' is used when a player scores in double-digits in three
positive statistical categories. For example, 21 points, 11 rebounds, and 10 assists.

Turnover ​- A turnover occurs when a player loses possession of the basketball before a shot attempt.
This most often occurs due to a poor pass or a violation.

-- U --

UCLA Cut​ - A UCLA cut involves a player on the perimeter making a pass to the wing and then cutting
to the strong-side block off a screen on the high post (elbow).

UCLA Screen​ - The UCLA screen is the back screen that allows a perimeter player to perform a UCLA
cut. This screen is set on the elbow of the high post.

Up-and-Under ​- An offensive low post move involving a post player with their back to the basket
faking a turnaround jump shot and then stepping in for the layup when the defender leaves their feet.

-- V --

V-Cut ​- A v-cut is the most common type of cut used to get open on the perimeter. It involves a player
cutting inside the three-point line, planting their foot, and then exploding back out to the perimeter to
receive a pass or fill an open spot.
Violation​ - An infraction of the rules that isn't a foul. This will usually be called against the team on
offense and results in a loss of possession. For example, a double-dribble violation or a 5-second
violation.

-- W --

Weak Side​ - The side of the court opposite of where the basketball is currently located.

Wing​ - An area of the court located at the intersection of the free-throw line extended and the
three-point line.

-- Z --

Zipper Cut ​- A 'zipper cut' is a cut made by a player from the low block straight up to the slot area
behind the three-point line.

Zone​ - A defensive strategy coaches will use that requires defenders to guard specific areas of the
court instead of opposition players.

WEEK 9

Official Basketball Rules 2020


As approved by FIBA Central Board Mies, Switzerland, 27th March 2020
Valid as of 1st October 2020

RULE ONE – THE GAME


Art. 1 Definitions
1.1 Basketball game Basketball is played by 2 teams of 5 players each. The aim of each team is to
score in the opponents' basket and to prevent the other team from scoring. The game is
controlled by the referees, table officials and a commissioner, if present.
1.2 Basket: opponents'/own The basket that is attacked by a team is the opponents' basket and
the basket which is defended by a team is its own basket.
1.3 Winner of a game The team that has scored the greater number of game points at the end of
playing time shall be the winner.

RULE TWO – PLAYING COURT AND EQUIPMENT


Art. 2 Playing court
2.1 Playing court The playing court shall have a flat, hard surface free from obstructions
(Diagram 1) ​with dimensions of 28 m in length by 15 m in width measured from the inner edge
of the boundary line.
2.2​ Backcourt A team's backcourt consists of its team's own basket​, the inbounds part of the
backboard and that part of the playing court limited by the endline behind its own basket, the
sidelines and the centre line.
2.3 Frontcourt A team's frontcourt consists of the opponents' basket​, the inbounds part of the
backboard and that part of the playing court limited by the endline behind the opponents'
basket, the sidelines and the inner edge of the centre line nearest to the opponents' basket.
2.4 ​Lines ​All lines shall be of the same colour and drawn in white or other contrasting colour, ​5
cm​ in width and clearly visible.
2.4.1 Boundary line The playing court shall be limited by the boundary line, consisting of
the endlines and the sidelines. These lines are not part of the playing court. Any
obstruction including seated head coach, first assistant coach, substitutes, excluded
players and accompanying delegation members shall be at least 2 m from the playing
court.

2.4.2 Centre line, centre circle and free-throw semi-circles The centre line shall be
marked parallel to the endlines from the mid-point of the sidelines. It shall extend 0.15
m beyond each sideline. The centre line is part of the backcourt. ​The centre circle shall
be marked in the centre of the playing court and have a radius of 1.80 m measured to
the outer edge of the circumference​. The free-throw semi-circles shall be marked on the
playing court with a radius of 1.80 m measured to the outer edge of the circumference
and with their centres at the mid-point of the free-throw lines (Diagram 2).

RULE THREE – TEAMS


Art. 4 Teams
4.1 Definition
4.1.1 A team member is eligible to play when he has been authorised to play for a team
according to the regulations, including regulations governing age limits, of the
organising body of the competition.
4.2 Rule
4.2.1 Each team shall consist of: • ​No more than 12 team members entitled to play,
including a captain.​ • A head coach. • A maximum of 8 accompanying delegation members,
including a maximum of 2 assistant coaches who may sit on the team bench. In case a team has
assistant coaches, the first assistant coach shall be entered on the scoresheet.
4.2.2 ​During playing time 5 team members from each team ​shall be on the playing court
and may be substituted.
4.3 Uniforms
4.3.1 The uniform of all team members shall consist of: • Long sleeved shirts are not
permitted. All players must tuck their shirts into their playing shorts. 'All-in-ones' are
permitted. •​ T-shirts, regardless of the style, are not permitted to be worn under the
shirts​. • Shorts of the same dominant colour front and back as the shirts. ​The shorts
must end above the knee. • Socks of the same dominant colour for all team members.
Socks need to be visible.
4.3.2 Teams may only use numbers​ 0 and 00 and from 1 to 99.​ • Players on the same
team shall not wear the same number.

Art. 5 Players: Injury and assistance


5.1 In the event of injury to a player(s), the ​referees may stop the game.
5.2 ​If the ball is live when an injury occurs​, the referee shall not blow his whistle ​until the team
in control of the ball has shot for a field goal, lost control of the ball, withheld the ball from play
or the ball has become dead. ​If it is necessary to protect an injured player, the referees may stop
the game immediately.
5.3​ If the injured player cannot continue to play immediately (within approximately 15 seconds)
or if he receives treatment​ or if a player ​receives any assistance​ from his own head coach,
assistant coaches, team members and/or accompanying delegation members, ​he must be
substituted unless the team is reduced to fewer than 5 players on the playing court.
5.4 Head coach, assistant coaches, substitutes, excluded players and ​accompanying delegation
members may enter the playing court,​ ​only with the permission of a referee​, to attend to an
injured player before he is substituted.
5.6 During the game, ​any player who is bleeding or has an open wound must be substituted.
He ​may return to the playing court only after the bleeding has stopped and the affected area or
open wound has been completely and securely covered.
5.7 If the injured player or any ​player who is bleeding or has an open wound, recovers during a
time-out taken by either team, before the timer’s signal for the substitution, that player may
continue to play.

Art. 6 Captain: Duties and powers


6.1 The captain (CAP) is a player designated by his head coach t​o represent his team on the
playing court.​ He ​may communicate in a courteous manner with the referees during the game to
obtain information only when the ball is dead and the game clock is stopped.

Art. 7 Head coach and first assistant coach: Duties and powers
7.1 At least 40 minutes before the game is scheduled to begin, each head coach or his
representative shall give the scorer a list with the names and corresponding numbers of the
team members who are eligible to play in the game, as well as the name of the captain of the
team, the head coach and the first assistant coach. All team members whose names are entered
on the scoresheet are entitled to play, even if they arrive after the beginning of the game.
7.2 ​At least 10 minutes before the game is scheduled to begin, each head coach shall confirm
his agreement with the names and corresponding numbers of his team members and the
names of the head coach and first assistant coach by signing the scoresheet. ​At the same time,
the​ head coach shall indicate the 5 players to begin the game​. The head coach of team 'A' shall
be the first to provide this information. ​“First Five”

RULE FOUR – PLAYING REGULATIONS


Art. 8 Playing time, tied score and overtime
8.1 The game shall consist of 4 quarters of 10 minutes each.
8.2 There shall be an interval of play of 20 minutes before the game is scheduled to begin.
8.3 There shall be the intervals of play of 2 minutes between the first and second quarter (first
half), between the third and fourth quarter (second half) and before each overtime.
8.4 There shall be a half-time interval of play of 15 minutes.
8.5 An interval of play begins: • 20 minutes before the game is scheduled to begin. • When the
game clock signal sounds for the end of the quarter or overtimes.
8.6 An interval of play ends: • At the beginning of the first quarter when the ball leaves the
hand(s) of the crew chief on the toss for the jump ball. • At the beginning of all other quarters
and overtimes when the ball is at the disposal of the player taking the throw-in.
8.7​ If the score is tied at the end of the fourth quarter, the game shall continue with as many
overtimes of 5 minutes duration each as necessary to break the tie. ​If the aggregated score of
both games for a 2-games home and away total points series competition system is tied at the
end of the second game, this game shall continue with as many overtimes of 5 minutes duration
each as necessary to break the tie.
8.8​ If a foul is committed during an interval of play, any eventual free throw(s) shall be
administered before the beginning of the following quarter or overtime.

Art. 9 Beginning and end of a quarter, overtime or the game


9.1 The first quarter ​begins when the ball leaves the hand(s) of the crew chief on the toss for the
jump ball in the centre circle.
9.4 For all games, ​the first team named in the schedule (home team) shall have the team bench
and its own basket on the left side of the scorer’s table, facing the playing court​. However, if the
2 teams agree, they may interchange the team benches and/or baskets.

Art. 10 Status of the ball


10.1 The ball can be either live or dead.

10.2 ​The ball becomes live when​:​ • During the jump ball, the ball leaves the hand(s) of

the crew chief on the toss. • During a free throw, the ball is at the disposal of the free-throw
shooter. • During a throw-in, the ball is at the disposal of the player taking the throw-in.

10.3 ​The ball becomes dead when​:​ • Any field goal or free throw is made. • A referee
blows his whistle while the ball is live. • It is apparent that the ball will not enter the basket on a
free throw which is to be followed by: ▬ Another free throw(s). ▬ A further penalty (free throw(s)
and/or possession). • The game clock signal sounds for the end of the quarter or overtime. • The
shot clock signal sounds while a team is in control of the ball. • The ball in flight on a shot for a
field goal is touched by a player from either team after: ▬ A referee blows his whistle. ▬ The
game clock signal sounds for the end of the quarter or overtime. ▬ The shot clock signal sounds.

Art. 11 Location of a player and a referee


11.2 The location of a referee is determined in the same manner as that of a player. When the
ball touches a referee, it is the same as touching the floor at the referee's location.

Art. 12 Jump ball and alternating possession


12.1 Jump ball definition
12.1.1 A jump ball occurs when a referee tosses the ball between any 2 opponents.
12.1.2 A held ball occurs when one or more players from opposing teams have one or
both hands firmly on the ball so that neither player can gain control without undue
roughness.
12.2 Jump ball procedure
12.2.4 The ball must be tapped with the hand(s) of at least one of the jumpers after it
reaches its highest point.
12.2.5 Neither jumper shall leave his position until the ball has been legally tapped.
12.2.6 Neither jumper may catch the ball or tap it more than twice until it has touched
one of the non-jumpers or the floor.
12.2.7 If the ball is not tapped by at least one of the jumpers, the jump ball shall be
repeated.
12.4 Alternating possession definition

Art. 13 How the ball is played


13.1 Definition During the game, the ball is played with the hand(s) only and may be passed,
thrown, tapped, rolled or dribbled in any direction, subject to the restrictions of these rules.
13.2 Rule A player shall not run with the ball, deliberately kick or block it with any part of the leg
or strike it with the fist. However, to accidentally come into contact with or touch the ball with
any part of the leg is not a violation. An infraction of Art. 13.2 is a violation
​Art. 16 Goal: When made and its value
16.2.1 A goal is credited to the team attacking the opponents’ basket into which the ball
has entered as follows: • ​A goal released from a free throw counts 1 point. • A goal
released from the 2-point field goal area counts 2 points. • A goal released from the
3-point field goal area counts 3 points. ​• After the ball has touched the ring on a last
free throw and is legally touched by any player before it enters the basket, the goal
counts 2 points.
16.2.2​ If a player accidentally scores a field goal in his team’s basket, the goal counts 2
points and shall be entered on the scoresheet as having been scored by the captain of
the opponents’ team on the playing court.
16.2.3​ If a player deliberately scores a field goal in his team’s basket, it is a violation and
the goal does not count.

Art. 17 Throw-in
17.2.3 At the beginning of all quarters other than the first one and all overtimes, the
throwin shall be administered from the centre line extended, opposite the scorer's
table. The player taking the throw-in shall have one foot on either side of the centre line
extended, opposite the scorer’s table, and shall be entitled to pass the ball to a
teammate at any place on the playing court.
17.2.4 When the game clock shows 2:00 minutes or less in the fourth quarter or
overtime, following a time-out taken by the team that is entitled to the possession of
the ball from its backcourt, the head coach of that team has the right to decide whether
the game shall be resumed with a throw-in from the throw-in line in the team’s
frontcourt or from the team’s backcourt at the place nearest to where the game was
stopped.
17.2.10 Following a successful field goal or a successful last free throw: • Any player of
the non-scoring team shall take the throw-in from any place behind that team’s endline.
This is also applicable after a referee hands or places the ball at the disposal of the
player taking the throw-in after a time-out or after any interruption of the game
following a successful field goal or a successful last free throw. • The player taking the
throw-in may move laterally and/or backwards and the ball may be passed between
team-mates behind the endline, but the 5-second count starts when the ball is at the
disposal of the first player out-of-bounds.

​Art. 18 Time-out

18.2.1 Each time-out shall last 1 minute.


18.2.2 A time-out may be granted during a time-out opportunity.
18.2.3 A time-out opportunity begins when: • For both teams, the ball becomes dead,
the game clock is stopped and the referee has ended his communication with the scorer's table.
• For both teams, the ball becomes dead following a successful last free throw. • For the
non-scoring team, a field goal is scored.
18.2.4 A time-out opportunity ends when the ball is at the disposal of a player for a
throw-in or for a first free throw.
18.2.5 Each team may be granted: • 2 time-outs during the first half. • 3 time-outs
during the second half with a maximum of 2 of these time-outs when the game clock
shows 2:00 minutes or less in the fourth quarter. • 1 time-out during each overtime.
18.2.6 Unused time-outs may not be carried over to the next half or overtime.

Art. 19 Substitution
19.1 Definition A substitution is an interruption of the game requested by the substitute to
become a player.
19.2.2 A substitution opportunity begins when: • For both teams, the ball becomes dead, the
game clock is stopped and the referee has ended his communication with the scorer's table. •
For both teams, the ball becomes dead following a successful last free throw. • For the
non-scoring team, a field goal is scored when the game clock shows 2:00 minutes or less in the
fourth quarter and in each overtime.

Art. 20 Game lost by forfeit


20.1 Rule A team shall lose the game by forfeit if: • The team is not present or is unable to field
5 players ready to play 15 minutes after the game is scheduled to begin. • Its actions prevent the
game from being played. • It refuses to play after being instructed to do so by the crew chief.
20.2 Penalty
20.2.1 The game is awarded to the opponents and the score shall be 20 to 0.
Furthermore, the forfeiting team shall receive 0 classification point.

Art. 21 Game lost by default


21.1 Rule A team shall lose a game by default if, during the game, the team has fewer than 2
players on the playing court ready to play.
21.2 Penalty
21.2.1 If the team to which the game is awarded is ahead, the score shall stand as at the
time when the game was stopped. If the team to which the game is awarded is not
ahead, the score shall be 2 to 0 in its favour. The defaulting team shall receive 1
classification point.

RULE FIVE – VIOLATIONS


Art. 22 Violations
22.1 Definition A violation is an infraction of the rules.

Art. 23 Player out-of-bounds and ball out-of-bounds


Art. 24 Dribbling
24.1 Definition
24.1.1 A dribble is the movement of a live ball caused by a player in control of that ball
who throws, taps, rolls or bounces the ball on the floor.
24.1.2 A dribble starts when a player, having gained control of a live ball on the playing
court throws, taps, rolls or bounces it on the floor and touches it again before it touches
another player. A dribble ends when the player touches the ball with both hands
simultaneously or permits the ball to come to rest in one or both hands. During a dribble
the ball may be thrown into the air provided the ball touches the floor or another player
before the player who threw it touches it again with his hand. There is no limit to the
number of steps a player may take when the ball is not in contact with his hand.
24.1.3 A player who accidentally loses and then regains control of a live ball on the
playing court is considered to be fumbling the ball.

Art. 25 Travelling
25.1 Definition
25.1.1 Travelling is the illegal movement of one foot or both feet beyond the limits
outlined in this article, in any direction, while holding a live ball on the playing court.
25.1.2 A pivot is the legal movement in which a player who is holding a live ball on the
playing court steps once or more than once in any direction with the same foot, while
the other foot, called the pivot foot, is kept at its point of contact with the floor.
25.2.2 A player falling, lying or sitting on the floor: • It is legal when a player falls and
slides on the floor while holding the ball or, while lying or sitting on the floor, gains
control of the ball. • It is a violation if the player then rolls or attempts to stand up while
holding the ball.

Art. 27 Closely guarded player


27.1 Definition A player who is holding a live ball on the playing court is closely guarded when
an opponent is in an active legal guarding position at a distance of no more than 1 m.
27.2 Rule A closely guarded player must pass, shoot or dribble the ball within 5 seconds.

Art. 28 8 seconds
28.1 Rule
28.1.1 Whenever: • A player in the backcourt gains control of a live ball, or • On a
throw-in, the ball touches or is legally touched by any player in the backcourt and the
team of that player taking the throw-in remains in control of the ball in its backcourt,
that team must cause the ball to go into its frontcourt within 8 seconds.

Art. 29 24 seconds
Backcourt, the shot clock shall be reset to 24 seconds. • Frontcourt, the shot clock shall be reset
as follows: ▬ If 14 seconds or more are displayed on the shot clock at the time when the game was
stopped, the shot clock shall not be reset, but shall continue from the time it was stopped. ▬ If 13
seconds or less are displayed on the shot clock at the time when the game was stopped, the shot clock
shall be reset to 14 seconds. However, if the game is stopped by a referee for any valid reason not
connected with either team and, in the judgement of a referee, the reset of the shot clock would place
the opponents at a disadvantage, the shot clock shall continue from the time it was stopped.

Art. 30 Ball returned to the backcourt


Art. 31 Goaltending and Interference

RULE SIX – FOULS

Art. 32 Fouls
32.1 Definition
32.1.1 A foul is an infraction of the rules concerning illegal personal contact with an
opponent and/or unsportsmanlike behaviour.
32.1.2 Any number of fouls may be called on a team. Irrespective of the penalty, each
foul shall be charged, entered on the scoresheet on the offender and penalised
according to these rules.

​Art. 34 Personal foul


34.1 Definition
34.1.1 A personal foul is a player’s illegal contact with an opponent, whether the ball is
live or dead. A player shall not hold, block, push, charge, trip or impede the progress of an
opponent by extending his hand, arm, elbow, shoulder, hip, leg, knee or foot, nor by bending his
body into an 'abnormal' position (outside his cylinder), nor shall he indulge in any rough or
violent play.

Art. 35 Double foul


35.1 Definition
35.1.1 A double foul is a situation in which 2 opponents commit personal or
unsportsmanlike/disqualifying fouls on each other at approximately the same time.

Art. 36 Technical foul


36.1 Rules of conduct
36.1.1 The proper conduct of the game demands the full and loyal cooperation of the
players, head coaches, assistant coaches, substitutes, excluded players and accompanying
delegation members with the referees, table officials and commissioner, if present.
36.1.2 Each team shall do its best to secure victory, but this must be done in the spirit of
sportsmanship and fair play.
36.2 Definition
36.2.1 A technical foul is a player non-contact foul of a behavioural nature including, but
not limited to: • Disregarding warnings given by referees. • Disrespectfully dealing
and/or communicating with the referees, the commissioner, the table officials, the
opponents or persons permitted to sit on the team benches. • Using language or
gestures likely to offend or incite the spectators. • Baiting and taunting an opponent. •
Obstructing the vision of an opponent by waving/placing his hand(s) near his eyes. •
Excessive swinging of elbows. • Delaying the game by deliberately touching the ball
after it passes through the basket or by preventing a throw-in or a free throw from
being taken promptly. • Fake being fouled. • Hanging on the ring in such a way that the
weight of the player is supported by the ring, unless a player grasps the ring
momentarily following a dunk shot or, in the judgement of a referee, is trying to prevent
injury to himself or to another player. • Goaltending during the last free throw by a
defensive player. The offensive team shall be awarded 1 point, followed by the technical
foul penalty charged on the defensive player.
36.2.2 A technical foul by any person permitted to sit on the team bench is a foul for
disrespectfully communicating with or touching the referees, the commissioner, the
table officials or the opponents, or an infraction of a procedural or an administrative
nature.

Art. 37 Unsportsmanlike foul


37.1 Definition
37.1.1 An unsportsmanlike foul is a player contact which, in the judgement of a referee
is: • Contact with an opponent and not legitimately attempting to directly play the ball
within the spirit and intent of the rules. • Excessive, hard contact caused by a player in
an effort to play the ball or an opponent. • An unnecessary contact caused by the
defensive player in order to stop the progress of the offensive team in transition. This
applies until the offensive player begins his act of shooting.• An illegal contact caused by
the player from behind or laterally on an opponent, who is progressing towards the
opponent’s basket and there are no other players between the progressing player, the
ball and the basket. This applies until the offensive player begins his act of shooting. •
Contact by the defensive player on an opponent on the playing court when the game
clock shows 2:00 minutes or less in the fourth quarter and in each overtime, when the
ball is out-of-bounds for a throw-in and still in the hands of the referee or at the disposal
of the player taking the throw-in.
37.2.2 Free throw(s) shall be awarded to the player who was fouled, followed by: • A
throw-in from the throw-in line in the team’s frontcourt. • A jump ball in the centre
circle at the beginning of the first quarter. The number of free throws shall be awarded
as follows: • If the foul is committed on a player not in the act of shooting: 2 free
throws. • If the foul is committed on a player in the act of shooting: the goal, if made,
shall count and, in addition, 1 free throw. • If the foul is committed on a player in the act
of shooting and the goal is not made, 2 or 3 free throws.
37.2.3 A player shall be disqualified for the remainder of the game when he is charged
with 2 unsportsmanlike fouls or 2 technical fouls, or with 1 technical foul and 1
unsportsmanlike foul.

Art. 38 Disqualifying foul


38.1 Definition
38.1.1 A disqualifying foul is any flagrant unsportsmanlike action by players, substitutes,
head coaches, assistant coaches, excluded players and accompanying delegation
members.

“VIOLENCE”
RULE EIGHT – REFEREES, TABLE OFFICIALS, COMMISSIONER: DUTIES AND
POWERS
Art. 45 Referees, table officials and commissioner
45.1 The referees shall be a crew chief and 1 or 2 umpire(s). They shall be assisted by the table
officials and by a commissioner, if present.

Art. 46 Crew chief: Duties and powers The crew chief shall:
46.1 Inspect and approve all equipment to be used during the game.
46.2 Designate the official game clock, shot clock, stopwatch and recognise the table officials.
46.6 Have the power to stop a game when conditions warrant it.
46.7 Have the power to determine that a team shall forfeit the game.
46.11 Make the final decision whenever necessary or when the referees disagree. To make a
final decision he may consult the umpire(s), the commissioner, if present, and/or the table
officials.

DUTIES

Art. 200 A FIBA Commissioner​ ​represents and acts on behalf of the Secretary General. He shall:
a. Ensure that the games are conducted in accordance with the spirit and the letter of the
Official Basketball Rules and the FIBA Internal Regulations;
b. Do everything that is reasonably within his power to accomplish his mission in a satisfactory
manner
c. Ensure the full cooperation of the FIBA Referees, the organisers and the teams;
d. Provide information to the FIBA Referees if he is requested to do so during or after the game;
the final decision shall rest with the referees;
e. Be primarily responsible for the smooth running of the scorers’ table, being seated between
the timekeeper and the scorer.

A – REFEREES’ SIGNALS
B – THE SCORESHEET
C – PROTEST PROCEDURE
C.1 A team may file a protest if its interests have been adversely affected by: a) An error in
scorekeeping, timekeeping or shot clock operations, which was not corrected by the referees. b)
A decision to forfeit, cancel, postpone, not resume or not play the game. c) A violation of the
applicable eligibility rules.
C.2 In order to be admissible, a protest shall comply with the following procedure: a) The
captain (CAP) of that team shall, no later than 15 minutes following the end of the game, inform
the crew chief that his team is protesting against the result of the game and sign the scoresheet
in the 'Captain's signature in case of protest' column. b) The team shall submit the protest
reasons to the crew chief in writing no later than 1 hour following the end of the game. c) A fee
of CHF 1,500 shall be applied to each protest and shall be paid in case the protest is rejected.

WEEK 10
Basketball Dribbling and Dribble Moves

Dribbling is one of the most fundamental skills that must be learned.​ Not only is it
important to learn how to dribble well, but it is important to know when, and when not, to dribble. One
player who over-dribbles can kill a team's offensive motion and momentum. To become a good dribbler
and ball handler, you must practice dribbling as often as you can, using both hands. This article discusses
this basic fundamental and several dribble moves.

You may dribble:

1. To advance the ball up the court.


2. To drive to the hoop.

3. To get open for a shot.

4. To open up a passing lane, to have a better chance of completing a pass.

5. To get out of a trap.

6. To kill the clock at the end of a game.

How to Dribble

Use your fingertips, not the palms of your hands.. Basketball is played on the tips of your fingers and the
balls of your feet. Use your forearm and wrist to bounce the ball. Don't look at the ball... keep your head
up and eyes forward. You must learn to use either hand. So when doing drills, always work both hands.

"Control Dribble" (when the defender is up close on you)

When a defender is guarding you closely, you should use the "​control dribble​". Keep in a somewhat
crouched, bent over position. Keep your body between the ball and the defender. Keep the ball low to
the floor, behind and close to your body. Keep your other arm straight out in front of you, as a guard
against the defender.

You can't push off, or grab the defender, but you can use your "arm-bar" to keep the defender from
reaching around you. Do not stop your dribble until you can either pass or shoot.

High Bounce

The high dribble is used when you are trying to move the ball up the court very quickly. Typically, you
will see high dribbles after steals and during fast-break opportunities. To execute a high dribble, keep
you torso erect and push the top of the ball forward, well ahead of your body. The bounce of the ball
should reach anywhere from between your upper thigh to slightly above your waist.
Change of Pace

A change of pace dribble is used to cause your defender to lose his balance as you move the ball forward
with a high dribble. The change of pace occurs when you slow your momentum moving the ball forward
and relax your torso. The defender, thinking you are slowing down, goes back on his heels. You rapidly
accelerate past him.

Crossover

If your defender is making a strong attempt to prevent you from going right or left, using a crossover
dribble can be effective. For example, if your defender is trying to prevent you from going to your right,
you would perform a crossover dribble to your left. To do so, flick the ball across your body from your
right hand to your left hand, while simultaneously moving your right foot across your body to your left.
It is important to keep your body low; your dribble should be no higher than your knees. Accelerate past
your defender by pushing off with your left foot.

Between the Legs

The between the legs dribble is used to go past a defender who is overplaying you. If you are going left,
begin with rapid low dribbles with your right hand. Take a deep step forward with your left foot and flick
the ball through your legs to your left hand. Keep your body low as you move forward to your left.

Behind the Back

If you want to change directions while keeping a good view of the entire court, a behind the back dribble
can be effective. If you want to move to your left, begin dribbling with your right hand. To execute this
dribble you need to place your hand on the side of the ball. Step forward with your left foot while
simultaneously wrapping the ball behind your back, across the back of your thighs, and flick the ball
toward your left hand. Be sure to plant your right foot before stepping forward with your left foot.

Spin or Turn Dribble

This has become one of the most popular change-of-direction moves of the dribble.
A simple way to remember the move is to think ''plant, step and pull, and go.'' This refers to planting the
left foot and stepping with the right foot as you reverse pivot off your left foot. ''Go'' means to complete
the momentum of your turn by swinging your left leg around and continue dribbling with your left hand.

Begin practicing the spin move slowly and get a feeling of rhythm of the spin. The plant step should be a
hard step with the weight shifting almost entirely as the planted foot before the reverse pivot. Bend
your knees a little bit more on the reverse pivot because it will improve your balance and smooth out
move. Lastly, bounce the ball hardly on the last dribble and pull the ball around you by rotating the
elbow in and wrist out without turning the palm over. The ball should bounce in front of the toes of the
left foot when spinning left.

In and Out Dribble

The "in and out" dribble is a good fake move to help you get around a defender and take it to the hoop.
With this move, you make one bounce in front of you as if you were going to crossover, but instead of
picking the ball up with your other hand, you just roll your dribbling hand over the top of the ball, and
bring it sharply back and go hard around the defender.

For example, if you are dribbling right-handed, make one dribble to the left in front of you and "dip" and
put your weight on your left foot. To the defender, this looks like you will crossover and go left. Instead,
roll your right hand over the top of the ball and bring it back quickly to the right, push off the left foot,
and go hard around the right side of your opponent.

Hesitation Dribble ("Rocker Move")

This is another fake move to help you get around the defender in the open court. You speed dribble up
to the defender, then suddenly come to a stop by putting your inside foot forward and "rocking"
backward onto your outside foot. Then as the defender closes, you blow around his side, resuming the
speed dribble, straight to the hoop.

For example, you are speed dribbling with your right hand. As you approach the defender, you stop
suddenly by putting your left foot forward, and then rocking back on the right foot. This hesitation
throws the defender's timing off. Then push hard off the right foot, and speed dribble around his right
side. You can also use this move and combine it with a crossover dribble and go hard left.
Back-up Dribble and Crossover

The back-up dribble is useful in retreating from a defender or a trap. Dribble backwards and then do a
quick crossover dribble (or a through the legs dribble or around the back dribble) to get free.

TYPES OF PASSES

Basketball is a team game. By definition, that means all players are involved with the process of playing
the game and should function as one. One of the primary skills created to accomplish this is passing. Yet,
passing remains one of the most under-taught, under-emphasized, and under drilled skill in the game!!

There are essentially two types of passes:

● Air Pass - The pass travels between players without hitting the floor.
● Bounce Passes - The pass is thrown to the floor so that it bounces to the
intended receiver

Each type of pass comes with its own variations.

Basic Variations​:

- Chest Pass

- Bounce Pass

- Overhead Pass

- Wrap Around Pass

Advanced Variations​:
- Baseball Pass

- Dribble Pass

- Behind-the-Back Pass

- Pick and Roll Pass

TEACHING POINTS

When teaching passing, points of emphasis should be:

● A good pass is a pass a teammate can catch


● When passing, step toward your receiver.
● When catching, step toward the pass
● Like shooting, the ball should have a backspin to it. This is
accomplished by following through on every pass.

Basic Passes

CHEST PASS

The chest pass is named so because the pass originates from the
chest. It is thrown by gripping the ball on the sides with the thumbs
directly behind the ball. When the pass is thrown, the fingers are
rotated behind the ball and the thumbs are turned down. The
resulting follow through has the back of the hands facing one
another with the thumbs straight down. The ball should have a
nice backspin. When throwing a chest pass, the players should
strive to throw it to the receiver's chest level. Passes that go low to
high or high to low are difficult to catch.
BOUNCE PASS

The bounce pass is thrown with the same motion however it is aimed at the floor. It should be thrown
far enough out that the ball bounces waist high to the receiver. Some say try to throw it 3/4 of the way
to the receiver, and that may be a good reference point to start, but each player has to experiment how
far to throw it so it bounces to the receiver properly. Putting a proper and consistent backspin on the
pass will make the distance easier to judge.

OVERHEAD PASS

The overhead pass is often used as an outlet pass. Bring the ball directly above your forehead with both
hands on the side of the ball and follow through. Aim for the teammate's chin. Some coaches advise not
bring the ball behind your head, because it can get stolen and it takes a split-second longer to throw the
pass.

ONE HAND PASS or WRAP AROUND PASS (PUSH,OVERHEAD & BOUNCE)

The push pass​ is used most often when closely guarded​. This pass is similar to the chest pass, except
you push with one hand while taking a step to create space from your defender.

To complete a push pass:

● Push the ball with one hand toward your teammate’s chest area or shooting pocket.
● Use the hand farthest from the defender to pass the ball. This will typically be your right
hand when passing right and left hand when passing left

Advanced Passes

BASEBALL PASS

A baseball pass is a one-handed pass that uses the same motion as a baseball throw. This is often used
to make long passes. Be careful with young kids. You don't want them to throw their arms out.
DRIBBLE PASS

The dribble pass is used to quickly pass the ball with one hand off of the dribble. This can be an air or
bounce pass. You'll see Steve Nash do this all of the time.

BEHIND-THE-BACK PASS

A behind-the-back pass is when you wrap the ball around your back to throw the ball. It is used to avoid
the defender when making a pass across the front of you would be risky. It can also be used to throw the
ball to a player trailing on the fast break.

WEEK 11
The different types of Basketball scoring shots

Like most other ball games, to win in a game of basketball is to land more baskets or outscore your
opponent and yield a higher field goal percentage.

Therefore, it is essential that you are familiar with the different ways that you are able to make a basket
and score points.

Fundamentals in shooting
To shoot accurately, square your shoulders to the basket and place your feet shoulder length apart.
With your knees bent slightly and back leaning towards the basket, put the fingers of your shooting hand
under the ball and tuck your elbows close to your bodyFlick your wrist towards the hoop to release the
shot. Your index finger should follow through facing the basket after releasing the ball.

Here are a few commonly used types of shooting in basketball.

1. Free Throw​ ​A free throw is a shot attempt given to a player that was fouled and it is taken on the
free throw line. The player must stay behind the free throw line when taking the shot.
Before attempting to shoot, one must maintain their balance. Find the nail or dot in the middle of the
free throw line and line your shooting foot against it. For right-handed shooters, the shooting foot will
be the right foot and vice versa.Your elbow on your shooting hand must be lined up to make an “L” right
under the ball with fingers spread out for the backspin.Aim for the back of the rim with your eyes
focusing on the rims, do not look at the ball while you execute the shot.Follow through your shot by
keeping your hands up in the air for a second or two after releasing the ball

2. Hook Shot

A hook shot is when the shot is made while your body is not directly facing the basket.To execute the
hook shot, you need to face the basket sideways so that your shooting hand dribbling the ball is facing
away from the basket. This is also the stance to help guard the ball against your opponent. This makes it
difficult for your opponent to try to block the shot due to the distance created between you and your
defender.To make the shot, jump with your left foot pushing off the ground if you’re making a
right-handed shot or vice versa. The shooting arm should be slightly bent, and it should thrust upwards
as the ball is lobbed with a flick of the wrist.The hook shot is a staple of many players in the National
Basketball Association, including notable stars such as George Mikan, Kareem Abdul-Jabbar, Magic
Johnson, and Yao Ming.

3. Bank Shot

A bank shot is when any shot made where the ball hits the backboard before heading into the net.To
execute a bank shot, treat it as though you’re taking a jump shot but this time, aim slightly higher by
shooting for the backboard.Jumping higher can also sometimes mean jumping slightly backwards when
aiming for the basket to prevent defenders from blocking the shot.The ball should not be hitting the rim
too much after bouncing off the backboard. The ball should then bounce off the backboard and into the
net.

4. Jump Shot
A jump shot is most frequently used for mid to long-range shots, including shooting beyond the arc.To
achieve balance when facing the basket for a jump shot, you have to take a wide stance, usually,
shoulder width apart, bend your knees and square your shoulders.Make a fluid, explosive upward leap
and at the apex of the jump, follow through by shooting the ball.When the ball is released at the apex of
the jump shot, keep your elbows straight to ensure that it is pointed in the direction of the basket.
Concentrate on the flicking of your wrist and holding it in position to provide the ball with momentum
and spin.

5. Layup

A layup is a shot made from short range by a player moving towards the basket. Usually utilising the
backboard if he approaches the hoop from an angle. This is also one of the most basic and common way
of scoring a basket in the game.To execute a layup, dribble the ball towards the basket. If you’re on the
right flank, dribble the ball with your right hand.At the three-point line, or within two metres from the
basket, take two giant strides towards the hoop and attempt to score by throwing the ball at the top
corner of the backboard or lay the ball gently into the basket.

Seven Layup Variations

As I spoke about in the step-by-step section, it’s important for players to master more than one type of
layup.When you’re playing a real 5-on-5 game, there will be help defenders trying to block / alter your
shot when you get to the hoop.Being comfortable with a variety of layups will allow players to finish
around any kind of defense that’s thrown at them.

Here’s the must-know list:

1. ​Overhand Layup
This traditional layup is often the first one we teach young players. It’s similar to a regular jump shot in
that a player gets their hand under the ball and “shoots” it off the backboard.

2. ​Underhand Layup (Finger Roll)

Also known as the “finger roll”. This involves players putting their shooting hand under the ball with
their fingers facing forward, and then rolling the ball off their fingertips as they extend their arm to the
hoop.

3. ​Floater

The floater is a great way for smaller players to score inside against bigger defenders. It involves a player
“pushing” the ball up over the defense.

4. ​Off-Foot Layup

If you really want to catch the defense by surprise, an off-foot layup should be in your bag of tricks. This
involves jumping off the same foot you’re shooting with. For example, jumping off the right foot for a
right-hand layup.

5. ​Euro Step Layup

The Euro Step involves taking your first step in one direction, and then changing directions for your
second step. This is a great way to step around defenders and change the angle as you complete a layup.

6. ​Reverse Layup

A reverse layup allows the offensive player to attack the hoop and finish on the opposite side of the rim.
For players at high levels, the rim acts as protection from shot blockers.

7. ​Power Layup
A power layup involves performing a 2-foot jump stop before raising up to shoot. The benefit of this
variation is it will give the player a stronger base, which is essential if you’re anticipating contact.

6. Slam Dunk

The dunk is usually the most spectacular shot and is one of the toughest feats in basketball.It usually
requires more jumping ability than shooting skills.To execute a slam dunk, dribble and charge towards
the hoop when ready to execute the dunk.Jump explosively to get as high as possible and leap towards
the hoop. Lift the ball above the rim and push or slam it forcefully through the rim.Most people jump off
one foot, but you might find that you can jump higher off both feet. So there you have it, six ways of
scoring in basketball. Start practicing and perhaps find out which way works for your best, depending on
your ​role and position in the team​.

BEEF Method of Shooting the Basketball


These basketball tips for better shooting are a great way for players, parents, and trainers to learn and
understand the correct mechanics and techniques needed to become a good shooter and dribbler. Every
basketball player wants to shoot as good as possible! The most common skill that is learned in the game
is dribbling. Coaches spend most of their training time devoting themselves to shooting and dribbling to
improve players' skills and bring them to a higher level. After all, if you can not score the basket, you can
not expect a good result. Whether a player uses a jump - shot, layup under the basket or free throw
there are certain techniques that he must use to be successful. The basketball advice below will help
players, parents, and trainers to better understand these techniques.

What the B.E.E.F Shooting Acronym Stands For


Remember these 4 words, they will make you elite shooter:

BEEF (B-Balance, E-Eye, E-Elbow, F-Follow - through )

BALANCE

Feet are shoulder width apart for good balance.


• Feet should be in a slightly staggered stance that is consistent and comfortable for you. Your shooting
foot is slightly ahead of the non-shooting foot in a comfortable position.

• Point your feet in the general direction of the basket, but not necessarily directly at it. We prefer an
open stance, but you can also use the closed (squared) stance if that's more comfortable for you. With
an open stance, your feet point towards one side of the basket. For example, a right-handed shooter will
point his or her feet just to the left of the rim for a more natural position and shooting motion.

Once you develop a comfortable stance, line up your feet the exact same way on every shot. Whatever
stance you use, consistency is critical.

• Flex/bend your knees on every shot. The lowered body position ensures that the balance is maintained

Additional Keys

• As you catch the ball, move it quickly into the “shot pocket” position.

• Line everything up so the ball and your shooting eye form a straight line to the basket. This is very
important.

• Position the ball several inches above your waist.

• Grip the ball properly and be ready to shoot.

• Position the ball in your shot pocket the same way every time you catch it

EYES ON THE TARGET


Knowing where you intend to place the ball begins with your eyes focused on the basket

• To improve accuracy, locate the target (rim) as early as possible.

• Before shooting, see the whole floor, but when shooting, narrow your focus to the front of the rim.

• Keep your eyes on the target and do not follow the flight of the ball.

• Keeping your target focus is very important!

Where do Pro Players Look When They Shoot?


ELBOWS IN

This is the most important step. The elbow is directly under the ball in line with the basket. Not too close
or too far from the body. I place my elbow under the ball, the elbow will keep the ball straight to the
basket. Do not allow your shooting arm to stick out to the side or be on an angle.

• When the elbow is straight, the ball will rest in one hand easily and can still be released straight to the
target.

• Your balance hand should not add force or spin to the shot.

• The ball should start motion directly upwards from the shot pocket (no dipping of the ball).

• Your elbow should be positioned comfortably under the ball.

FOLLOW THROUGH

Your shooting hand should be fully extended in a straight line to the rim.

● Allowed the ball to roll off your fingertips and your wrist snaps so that your fingers are pointed
down and straight toward the basket.
● The ball should come off the hand with perfect symmetrical backspin.
● As shown in the picture to the left, your guide hand stays to the side and does not influence the
flight of the ball.
● Hold your follow through position until the ball hits the rim. Additional Keys
● Your wrists should be floppy (relaxed).
● Fingers should be pointed at the target (rim).

• Finish high. You should see your fingers at the top square of the backboard

Practical Tips to Help with Follow Through


BEEF Shooting Tips
If you have not mastered the technique, you will get bad habits that are difficult to correct.

During practice, you should know when you are good at shooting and learn from it. This will find the
balance between productive shooting and unproductive shooting. When you develop confidence in your
shot you will also develop your ability to know/feel when you have a good shot.
Keep a proper posture, be in the correct balance when you're shooting the ball. Do not jump/rely on one
side of the body or the other side. Feel the correct balance required for each shot.

Follow through at every shot. Keep your follow through after the shot, because it will show you why you
score or miss the basket.

Do not force your jump - it should be fine and light. You should jump straight into the air smoothly and
at the end of the jump "knock" the ball. "Up, Hold, Shoot" is an easy way to remember.

Make sure you have an arch on every shot. The height of the arc will vary from player to player, some
players will shoot with a high arch while others have a lower arch when shooting. As long as you use the
correct techniques of shooting and consistently hit the basket then your arch is good.

Be relaxed when shooting. Concentrate on the basket and let your knees bend slightly. Avoid excessive
and unnecessary movement. Just use the moves you need to shoot and score the basket.

Practice all types of shooting. Learn to shoot the basketball from all the positions on the court within
your capabilities and level. That way you will become a good shooter.

Always stay calm and practice in a good mood when you shoot, to gain good habits and develop a touch
of from different positions on the floor.

PSYCHOLOGICAL ASPECTS OF SHOOTING

Psychology plays a major role in achieving top results in sports, and in certain situations, it is even
crucial. True, in the last few years it has begun to work more and more with athletes on psychological
preparation. But there are still those trainers who ignore it, or with such preparation only in top sports
when it is known to be late, while for younger categories, psychological preparation is considered
inadequate.

CONCENTRATION ON THE SHOT


Concentration is the fixing of attention on the job at hand and is characteristic of every great athlete.
Through continuous practice, good shooters develop their concentration to the extent that they are
oblivious to every distraction.

Ability to relax: is closely related to concentration. You often hear great shooters have "ice water in their
veins".
Watch a good foul shooter as he approaches the foul line. They usually begin the ritual of adjusting the
feet and bouncing the ball (nearly always a set number of times). As his/her eyes open wide in sighting
the basket, the concentration is so intense, there is little wonder that he/she is undisturbed by the
crowd or game pressures.

CONFIDENCE WHEN SHOOTING THE BASKETBALL:


That is a gut certainty the ball will drop through the basket without touching metal. Although a good
shooter never takes a shot that he/she is not confident he/she will make, they often miss. Therefore, the
probability of making any given shot is somewhat less than 100% that his/her confidence leads one to
expect. Clearly, then, when we say, "Don't shoot when in doubt," we have something different in mind
than we do when we say, "Don't take a low-percentage shot except in desperate circumstances."

There are reasons why a player might lack confidence when confronted with a shooting opportunity
having a good statistical probability of success. He/she may be off balance. He/she may have had his/her
confidence shaken by a string of misses, or he/she may be overly tense, or tired, or may have a lapse in
concentration. As Coaches like to say, "one often contributes to the other." Every player experiences off
nights when nothing works. An equally familiar phenomenon is that a player's returning to peak form in
the second half after a miserable first half. This ability to make a mental recovery is like the ability some
players have of recovering in mid-air after an off-balance take-off.

MOTIVATION
A lot of things in sport depend on motivation. In the career of each basketball player, the motivation of
achievements plays a large role. Each player possesses the ability to be anxious for bad shooting results
and vice versa to rejoice to the achievements.

THINKING OF MAKING IT WHEN YOU SHOOT


The worst shooters in the world think about making it when they shoot. While it is important to be
positive when shooting, a player needs to focus on the process and not the outcome. Coaches often tell
their players, “Be positive and think of making it.” In reality, this is the worst thing they can think about.

ATTACK YOUR SHOOTING FEARS!!!


• Are you afraid to shoot a basketball – just shoot it!

At first, it will be very hard psychologically. You will be upset when it does not turn out. But each
successful attempt will bring you into extraordinary delight and will motivate you to work on itself
further!

Many of us witnessed more than once how the athlete started fighting against the fear and very quickly
“began to enjoy” and started doing actively what earlier for some reason to do was afraid.
SHORT TERM AND LONG TERM GOALS
Coaches often preach “team goals”, but often fail to ever discuss “individual goals.” While basketball is a
team game, each player needs to have personal goals that will inspire and motivate him. There are two
types of goals a player must constantly employ to remain focused:

Short term goals​ can last from a couple of days to as long as an entire basketball season. These are
goals for immediate needs. Short term goals can be for statistics (points per game, rebounds per game,
free throw percentage) or can be taking a negative action and forming it into a positive one. An example
of this would be if you have a terrible shooting release and you give yourself a short term goal of training
one week to correct it.

A long term goal​ is intended for players seeking an enduring commitment in basketball. These goals
can last from a year to an entire college and professional career. Long term goals can focus on certain
shooting aspects. A perfect example of this would be a player setting two years aside to become a great
shooter. Long term goals also include the level of play you wish to one day achieve at (high school
varsity, college, and or professional).

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