UNIT 6

FOOTBALL


AO1

Where did football come from?
There are many legends about the invention of soccer, but most people agree that the game began in
England. According to one legend, English workers during the 11th century were digging on the site of an early battle against Danish invaders, when they found the skull of a slain Danish soldier.
The workers began kicking the skull around, and some boys who saw the workers made up a game to play with the skull. Later, a cow’s bladder was used instead of the skull. The game that grew up became known as “kicking the Dane’s head” or “kicking the bladder.”
During the next century, many towns held annual matches of the new game. Often, one town would play a neighboring town, with hundreds of players on each team. The team that kicked the bladder into the middle of the opposing team’s town was the winner.
The sport was very rough at the time, and English rulers tried to outlaw it. But the game continued to grow in popularity. New rules were established in the 19th century, and published as “Rules for the London Football Association.”
The game then became known as “association football,” and from “association” came the word “soccer.”

Basics of football

At its core, football is a game with two teams of eleven players, played over the course of 90 minutes. This period is split into two 45-minute halves. The objective of the game is to score more ‘goals’ than the opposition. The term ‘goal’ refers to two areas either side of the pitch, each one defended by one of the teams. A ‘goal’ is scored by depositing the ball into the opponent’s area.

The Laws of the Game

Field of play

Football can be played on a natural or artificial (e.g. Astroturf) surface. However, the shape of the field must be rectangular, with the dimensions of 90-120 metres long by 45-90 metres wide. Notably, the guidelines for international matches are stricter (100-110 metres x 64-75 metres).


  • Goal Area: Starts 5.5 metres from each goalpost and extends 5.5 metres out, with the two lines joining vertically
  • Penalty Area: Starts 16.5 metres from each goalpost and extends 16.5 metres out, with the two lines joining vertically.
  • Flagpost: Placed at each corner, with a quarter-circle on the field (1 metre in radius).
  • Goals: 7.32 metre area between the posts, and 2.44 metres high. The posts cannot exceed 5 inches in width.

The ball

Naturally spherical, with a circumference of 27-28 inches.

Number of players

One of the eleven is classified as the goalkeeper and permitted to handle the ball in his team’s penalty area. The eleven players are supplemented by the option to bring on a maximum of three substitutes from a pre-decided list of three to seven players (the number of substitutes permitted is slightly higher for international friendly matches).
In order to bring on a substitute, the referee must first be informed and then there has to be a break in the play (for example, a free-kick or a throw-in). The substitute then comes on as a replacement for one of the 11 current players.

Equipment

Basic equipment is the team jersey, shorts, shinguards with socks and studded boots or trainers depending on the surface. The goalkeeper is also permitted gloves and a different coloured jersey for identification purposes.

Referee

The referee adjudicates the match in collaboration with two linesmen (properly referred to as ‘referee’s assistants’) and a fourth official, situated on the touchline, if necessary. The referee’s tasks include acting as a timekeeper (although with advice on the amount of ‘injury time’ to be added on to the 45 minutes each half to compensate for injuries and other stoppages), awarding free kicks and penalties and generally dealing with anything requiring a ruling. Can also choose to allow play to proceed in case of a foul, providing there is an ‘advantage’ to be gained by the team against which the foul has been committed.

Assistant referees

Follow play from their respective touch lines and help to decide on throw-ins, corner kicks and goalkicks along with offside decisions (although naturally the referee has the final say). Can also draw the referee’s attention and advise on or alert him/her to any on-field activity, which can influence all manner of decisions. To signify their decision or grab the referee’s attention, they wave a brightly coloured small flag, which they keep at all times.

Duration of the match

The match officially lasts 90 minutes, split into two 45-minute halves with a half-time interval of no longer than 15 minutes.
In the knock-out stages of competitions, extra-time is used if there is no winner after 90 minutes. This extra period is 30 minutes, split into two 15 minute halves. If extra-time does not find a winner, then a penalty shoot-out takes place, where five players from each team are selected and alternate shots on goal from the penalty spot against the opposition goalkeeper. In that instance, the team with the most successful penalties is declared the winner. If they are still tied then they will move on to sudden-death penalties, where each team will take one penalty until one of the two sides has scored move than the other after the side amount of spot kicks.

Start and restart of play

A coin toss takes place just before the game starts, the winner of which will get the choice of choosing which end to attack or whether to kick-off. Should they choose to kick-off then the other captain will be allowed elect which end to attack in the first half. Should the winner decide to choose which end to attack then the loser can choose whether to kick-off in the first or second half.
The kick-off is also used after a goal has been scored, the task befalling the team who has conceded, and for both halves of extra-time.
At the kick-off, players from each side must all be in their half of the field. The actual kick-off takes place on the centre spot in the centre circle. The player who kicks off cannot touch it again until another player has made contact.

Scoring

A team can only score if the whole ball crosses the goal line between the goalposts. The winner is the team who scores more goals, except in a competition where the ‘away goals’ rule applies. The ‘away goals’ rule means that, if a team scores a goal away from their home stadium, the goal counts extra (therefore, a 1-1 scoreline would mean the away team wins).

Offside

The perennial problem for newcomers to football is understanding the offside rule. This is made somewhat harder by the fact there are two elements to offsides in football; being in an offside position, and committing an offside offence.
To be in an offside position is to be closer to the opponent’s goal than the last opposition outfield player (therefore excluding the goalkeeper) and the ball. However, to commit an offside offence is to have the ball played forward towards you while in that position. As such, you can be in an offside position and not commit an offside offence.



The rule is further complicated by the fact the referee or his assistant must adjudge you to be ‘active’ in the play before giving an offside decision against you. This can be obvious, for example if you touch the ball in an offside position, but it can be extremely nebulous. The official rule states ‘active’ as meaning “interfering with play… or an opponent… or gaining an advantage by being in that position”. However, as you will find as you watch more and more games, what one referee or linesman considers to be active can be very different to another individual’s interpretation, and the offside rule is generally a major debating point.
There are other factors to consider which can exempt you from the offside rule. You cannot be offside in your own-half of the pitch, for example, and you cannot be penalised for being in an offside position when a goal kick, throw-in, indirect free kick or corner kick is taken.

Fouls and misconduct

A foul can take place anywhere on the pitch, and a free kick is awarded where that foul takes place (excepting fouls in the penalty area, which result in a penalty kick). The referee can choose simply to award the foul, speak to the player about his conduct or take matters further.

Punishment for offences

If the single infraction is deemed serious enough or the culprit persistently offends during a match, the referee can choose to take extra action against a particular individual:
  • Yellow Card - A ‘caution’ given to a player. If two of these cards are shown to the same player, it means a…
  • Red Card - Showing a red card to a player means he/she is expelled from the match. A straight red card (no previous ‘caution’) can be shown for extreme offences such as serious foul play, violent conduct, spitting, deliberate hand-ball to prevent a goal, a professional foul (denying a goalscoring opportunity) and insulting language and/or gestures.

Free kicks

Whenever a free kick is taken, the opposition must be at least 10 yards away from the ball until it is delivered. If this rule is not adhered to, the kick is retaken. There are two types of free kick awarded, depending on the nature of the offence:
  • Direct free kick - Allows the team to take a direct shot at the opponent’s goal. Awarded as a result of fouls with evidence intent to harm or reckless/excessive force (e.g. a sliding tackle which takes the player first, shirt-pulling and a deliberate hand-ball).
  • Indirect free kick - A direct strike on goal is not permitted, meaning any shot must come from the second player to touch the ball after the kick is taken. If a direct strike is successfully made on goal, a goal kick to the opposition is given. An indirect free kick is awarded for any foul which is dangerous or impedes an opponent.
An indirect free kick can be awarded in the case of a passback offence, a fairly uncommon foul in the game. This is given if one team’s player passes the ball to the keeper, who immediately picks it up rather than taking a touch with his feet. The free kick is subsequently taken wherever the goalkeeper picked the ball up.

Penalty kick

A penalty kick is awarded for offences taking place in the penalty and goal area. A nominated member of the team awarded the penalty is allowed a strike at goal from the penalty spot (see the image in the ‘field of play’ section), with only the goalkeeper to beat. The goalkeeper must remain on his line until the ball has been kicked, and all other players must be outside the area behind the penalty spot. After he has taken the kick, he cannot strike the ball again without another player touching the ball.

Throw-in

A throw-in is awarded when the whole ball crosses the touch line (conceded by the team who last touched the ball). It is delivered off the field of play with both hands and from behind and over the deliverer’s head. Otherwise it is deemed to be a ‘foul throw’ and a throw-in is given to the opposition. It cannot go direct to the goalkeeper’s hands (if on the same team) and you cannot score directly from a throw-in.

Goal kick

Awarded once the whole ball crosses the goal line if it last touched an opposition player. The ball is kicked from anywhere in the goal area outfield, but must cross the penalty area line.

Corner kick

Awarded once the whole ball crosses the goal line of the opposition, after last touching one of their players. Taken from the corner of whichever side the ball exited the field, in the prescribed quarter-circle space. Opponents must be 10 yards from the corner arc and the kicker cannot touch the ball a second time without contact from someone else beforehand (or the opponent receives an indirect free kick).
http://www.talkfootball.co.uk/guides/rules_of_football.html

AO2

The following sections will break down the fundamental skills most often used in the game. I have included coaching points for each of the skills.

Kicking
-Keep your eye on the ball
-For power hit the ball on the laces (top of foot)
-For a gentle short pass use inside of foot for accuracy
-For curl hit the ball with the upper inside of your boot

Ball control (controlling the ball at speed)
-Carress the ball as it reaches you
-Do not meet the ball with power, but instead use your foot the slow it down by moving with the ball

Heading
-Eyes wide open
-Use forehead, not on top

Dribbling (drills, basic dribbling, intermediate moves and advanced)
-Keep the ball close to you
-Head up looking for space and other players
-Use both feet

Tackling
-Stand strong (do not go in half heartedly of you will injury yourself)
-Don't dive in
-Keep your eye on the ball
-Take the ball not the man

Goalkeeping
-Stay inside youe area when handling the ball
-Keep on your line unless you feel that you can beat the attacker to the ball (charge out)
-Always try and reduce the angle between the ball and the goal
These guidelines are basic, if you need to perfect your skills it will take alot of practice. I feel the best type of practice is actual game time. Where you expierence the game for yourself.

AO3
I have not been able to get a video of me playing football as yet because i have not had a game since before christmas. Also i have had one training session in which did not include any ball skills. This session was a fitness session in which we done cardio vascular training.

AO4
Here is a video of me reffing a year 7 mini football tornument. This shows that i have a clear understanding of the rules and regulations of the game. I must be able to enforce the rules, and show that i know how to referee the game.

Joe Holland Ref Year 7 Football from joe holland on Vimeo.

AO5
For this AO a witness statement has been handed in with my file, signed by my football manager, Brian Cullen.

AO6
In football I train 3 times a week, with games on the weekend. This allows me to practice my weak points, allowing me to improve. My coaches give me feedback very often so I get a clear picture of my performance. Using this feedback I work on areas that are letting me down. 

Gymnastics (Vaulting)


AO1

Routines

To perform a vault, the gymnast runs down a runway (the run), which is usually padded or carpeted. They hurdle onto a springboard and spring onto the vault with their hands (the preflight or first flight, and block). For vaults in the Yurchenko family, the gymnast will put their hands onto a mat that is placed before the springboard, round-off onto the board and do a back handspring onto the vault. The off-flight may be as simple as leaping over the apparatus or as complicated as executing several twists and turns in the air. The gymnast then lands on the mat on the other side of the apparatus.

Scoring and rules

Gymnasts are expected to land cleanly, with no hops or steps, and within a set landing zone on the landing mat. They must also demonstrate good technique and execution in the actual vault. Falling or stepping on landing incurs deduction, as will lack of height off the table, or distance from the table. Gymnasts (both male and female) show one vault in Qualification, Team Final, and All Around Final.In the Apparatus Finals gymnasts must show two vaults. For men, the two vaults must be from different element groups, while women must show two vaults with different repulsion from the vault table.

Apparatus specific rules

Yurchenko style vaults must have a safety collar in place. Gymnasts who do not use this collar will be judged as an invalid vault. Every vault is assigned a specific number; this number is displayed on a board or electronic screen before the gymnast begins. There is no deduction for flashing one vault number and performing a different one. However, gymnasts will be penalised if they fail to show the number. If a female gymnast balks, for example stops in the middle of the runway or breaks their run before touching the springboard no deductions are taken. The gymnast is given thirty seconds to return to the end of the runway and make a second attempt at the vault. If, however, the gymnast touches any portion of the springboard or vault itself, they receive a score of zero and may not make another attempt. Ekaterina Kramarenko touched the vault and was given a zero during the team final at the 2007 World Championship. Male gymnasts receive a score of 0 if they do not vault once they start running. Both male and female gymnasts receive a score of 0 if they fail to land on their feet first.
Receiving spotting assistance from a coach, or not touching the vault table will result in a score of 0. Vaulting before the judge has signaled the gymnast can vault once also resulted in a score of 0; this deduction has since been removed. An example of this would be at the 2008 Summer Olympic Games to Anna Pavlova during the Vault event final on her second vault.


AO2

There are 5 stages involved in an efficent vault. These 5 stages i have extracted out from the website:
http://www.helium.com/items/1588224-a-look-at-the-five-stages-of-a-vault?page=1

1.The Run
It all starts with the Run. If you don't get a good running start, you will not be soaring over the vault table at all. More than likely, you'll be smashing into it. In competitive events, the Run is even judged at some levels, contributing to the final score. In some levels, the girls must start out their Run at a jog, or slow pace, and then significantly increase their speed so that they are running noticeably faster, at full speed, preferably, by the time they reach the spring board. Failure to do so results in points taken off their score.
You would think a good run would be easy to accomplish. But, in gymnastics, it isn't. There are countless running drills and exercises gymnasts go through to achieve a perfect Run. In addition to the fact that you really are running full speed towards a stationary object that you intend to jump, flip and twist over, you must also think about:
-Leaning forward as you run
-Running on your toes
-Kicking your feet back with each step
-Swinging your arms at a 90 degree angle
-Running as hard and as fast as your legs will carry you.

2.The Hurdle
The next step is the Hurdle to the springboard. To execute this correctly, the gymnast must be leaning backward as she takes off from the runway to the board. Most gymnasts are taught to pretend like they are sitting in a chair as they hurdle to the board. This is important because, if the gymnast is leaning forward, she will slam into the vault table, rather than going up and over it. The gymnast's arms should make a full circle backwards and when her feet hit the board, her arms should be down by her side, ready to swing up as she jumps.

3.The Preflight
As the gymnast prepares to jump from the board to the vault table, her body should be as tight as possible. The tighter she squeezes her muscles, the more control she will have over her body while it is in the air. Her arms should be by her ears; shoulders and hands poised to push off the vault table as hard as she can once she makes contact.

4.The Afterflight
This is the part of the vault where you will see the gymnast soaring in the air, spinning, twisting and flipping. Whether or not the gymnast will land on her feet after all this depends largely on her "block" off of the vault table. The "block" is a term used to describe the gymnast pushing off the vault table into the air. It is difficult to master a good "block", as you must not use your elbows to execute it. The push must come entirely from the gymnast's shoulders. The harder and higher she blocks, the more time she will have in the air for her flips and twists, ensuring a safe landing.

5.The Landing
Its the last thing the judges will see. Some say the landing is the most important, for that reason alone. The landing leaves the judges with a sense of how your vault was overall, and can sometimes greatly contribute to your score. A perfect landing will end when the gymnast's feet hit the landing mat. Be sure to bend your knees sufficiently, and open your eyes so that you see the floor coming. There should be no subsequent hops or steps once the gymnast's feet have made impact on the mat. For every hop or step taken after that, off the final score, tenths of points are deducted off the final score.
As she stands at the back of the runway, cracking her neck, and swinging her arms in circles, this is what the gymnast has running through her mind:
Run, hard, fast, lean back, jump, tight, push, squeeze, pull, look, STICK

AO3

WEEK 1



OCR JOE HOLLAND NECKSPRING WEEK 1 from Joe Holland on Vimeo.

My legs here are bent so i dont not have the push needed to complete the neckspring.

WEEK 2


OCR NECKSPRING WEEK 2 from Joe Holland on Vimeo.

Here i am practicing the bounce up. when i do finally go over i get scared and collapse. i need to work on my 'beat-push' when on the box.


Week 2 neck spring from Joe Holland on Vimeo.

Again, i am starting of with no run up, and with a three bounce start i completed a cross box neck spring.

AO4
I have handing in a scorecard that I have produced. Which shows my understanding of how the sport works, and what judgements i need to make to evaluate it.

AO5
I believe that my performance of the vault has improved over the lessons i have spent practicing it. After watching others, and videos of myself i have a clear understanding of what the vault consists of. I feel i ahve improved considerably and now are able to perform a efficient vault. I can now perform side box vaults, where i run and use a trampet.

AO6
I will continue to practice my skills, including the vaults so I have varied abilities in the sport. I found perfoming the vault a fun excercise, so i have internally motivated to keep imrpoving my skills. When i have a free lesson i will use the facilitys in the gym to improve my technique. I will go with a partner so we can judge each other.

Olympic Weightlifting


AO1


  

Olympic Weightlifting consists of lifting a barbell with the most weight possible on each end. The athletes must preform the correct techniques in order to lift the biggest weight. The athlete must be flexible, have good explosive power and strength and must have a great deal of concentration.

The rules used in Olympic Weightlifting competition are the standard international rules set out by the International Weightlifting Federation (IWF) and approved by the Olympic administration.

There are many rules to follow in Olympic Weightlifting, but most of the are not important to you, the viewer at home. I've listed below the main rules that you will find helpful to know when watching the Olympics. For the athlete interested in competitive weightlifting, I've included useful links where more specific information can be found. However, just as I recommend for competitive bodybuilding, the hiring of a coach for being successful at competition is invaluable; even more in this sport where expert execution of the lift is a must.

Weight Class Rules
  • Athletes in the sport are divided in several weight classes and placing is based on the total weight lifted on the two main lifts.
  • At the 2004 Athens Olympic Games, men competed in eight bodyweight categories: up to 56kg, 62kg, 69kg, 77kg, 85kg, 94kg, 105kg and +105kg. Women participated in seven categories: up to 48kg, 53kg, 58kg, 63kg, 69kg, 75kg, and +75kg. The programme of events for the 2008 Beijing Games is the same.
  • Only two weightlifters per country are allowed to compete in each weight class.
  • If the number of entries for a weight class is too big (over 15 entries, for instance) then it can be split into a couple of groups; Groups A and B with Group A being the strongest performers (where performance is based on what they estimate they'll be capable of lifting). Once final results are collected for all groups, then the results are all combined for the weight class and ranked. The highest score wins gold, the one that follows bronze, and the third highest takes bronze.

Weightlifting Equipment Rules

  • Men and women are to use different barbells. Men use barbells weighing 20kg and 15kg respectively.
  • Each bar must be equipped with two collars weighing 2.5Kg each.
  • Discs are to be color coordinated according to the following: 25Kg-red, 20Kg-blue, 15Kg-yellow 0.50Kg, 10Kg-green, 5Kg-white, 2.5Kg-black, 0.50Kg-chrome, and 0.25Kg-chrome.
  • The barbell is loaded in progression of lowest weight to heaviest weight. The barbell is never to be reduced to a lighter weight once an athlete has has performed a lift with the weight announced.
  • The minimum progression weight after a good lift is 2.5kg.
  • The time limit for an athlete to begin an attempt after being called to the platform is one minute. At 30 seconds remaining there is a warning signal. The exception to this rule is when a competitor takes two attempts one after the other, in which case the athlete may rest up to 2 minutes. In such case, the athlete also gets a warning after 90 seconds have elapsed without a lift.

How The Sport Is Judged

  • Each athlete is allowed three attempts at each chosen weight for each lift.
  • Three referees judge the lift.
  • If the lift is successful, the referee immediately hits a white button and a white light is turned on, indicating the lift as successful. In this case then the score is recorded.
  • If a lift is unsuccessful or deemed invalid, then the referee hits the red button and a red light goes off. The highest score for each lift is the one that gets used as the official value for the lift.
  • Once the highest value has been collected for each lift, the total weight lifted in the snatch is added to the total weight lifted in the clean and jerk. The lifter with the highest combined weight lifted becomes the champion. In the case of a tie, then the lifter whose body weight is less becomes the champion.

    http://bodybuilding.about.com/od/olympicweightlifting/a/olympic_rules.htm


AO2

We as a class are attempting to learn a 'Snatch'.

In order to do this we must first learn the 'Over head squat'. Main performance points of an over head squat are as follows..
  • weight on heels
  • head over toes
  • crease of hip below knee
  • lumbar curve maintained throughout
  • arms locked
  • active shoulders
  • bar over frontal plane
Before we start the exercise we must warm up using a technique called 'Burgener Warm Up'. This consists of using a PVC pole to practice the technique that you will be perfoming. It will allow the athlete to let their body to get used to the movement, while correcting any errors that may be dangerous if occured with a weight. The 5 steps are:

down and up - the athlete shrugs their sholders bring the bar up slightly
elbows high - high force, lifts elbows high bringing the bar higher
muscle snatch - filp the bar around and lifting above head
snatch lands - go from jumping position (heels under hips), to squating position (heels wider than hips)
snatch drops - sqaut down with bar above head





















AO3

This is a video of me practicing my technique using a plastic pole..


OHS Joe Holland from joe holland on Vimeo.

In this video it is important for me to practice my technique before i use actual weights. I am in the white shorts here. Because i can watch this back i am able to pick up on any mistakes or bad techniques.

2nd OHS Joe Holland from joe holland on Vimeo
AO4
* REFFING/JUDGING?

AO5
I feel that i have done very well at the olympic weight lifting. I think my skills have improved dramatically since i started and this can be seen in the videos above. My technique has improved alot, allowing me to lift heavier weights while performing the snatch.

AO6
I will definitely continue to use the skills I have learnt here so I can become stronger, and be more toned. I will go into the gym and using a weighted bar I will practice my skills. I will receive feedback from others in the gym and hopefully improve any mistakes that I make.

I am already part of a gym, so i am going to use the facilitys in my free time to practice my technique. I like the challenge of weightlifting because it is one of few sports that have no limits. In weight lifting you can keep improving, whether its technique or the actual weight your lifting. Also my brother is a qualified personal trainer, so with his help and guidance I can definitely improve my skills.