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The document is a report on Physical Education submitted by Shalan Mathew for the Bachelor of Engineering degree in Information Science at Visvesvaraya Technological University. It discusses the significance of physical education in holistic development, including physical, mental, and social health, and outlines the objectives and scope of physical education. The report includes chapters on the philosophy of physical education, various indoor and outdoor games, and their cultural significance.

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0% found this document useful (0 votes)
17 views

final pe sm

The document is a report on Physical Education submitted by Shalan Mathew for the Bachelor of Engineering degree in Information Science at Visvesvaraya Technological University. It discusses the significance of physical education in holistic development, including physical, mental, and social health, and outlines the objectives and scope of physical education. The report includes chapters on the philosophy of physical education, various indoor and outdoor games, and their cultural significance.

Uploaded by

arbassaleem222
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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You are on page 1/ 29

lOMoAR cPSD| 38790088

VISVESVARAYA TECHNOLOGICAL UNIVERSITY


BELAGAVI-560018

A Report on

“PHYSICAL EDUCATION(21PE53)”
Submitted in partial fulfilment of the requirements of IV Semester for the degree of

BACHELOR OF ENGINEERING
IN
INFORMATION SCIENCE AND ENGINEERING

Submitted by

Shalan Mathew
Under the guidance of
Ms.Sangeeta K R
Asst Professor,Dept of ISE

DEPARTMENT OF INFORMATION SCIENCE


S.E.A COLLEGE OF ENGINEERING AND TECHNOLOGY
Bengaluru-560049

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S.E.A COLLEGE OF ENGINEERING AND TECHNOLOGY


Ekta Nagar, Basavanpura,Virgonagar Post, K.R Puram, Bangalore ,Karnataka 560059
(Affiliated to Visvesvaraya Technological University ,Belagavi)

Department of Information Science


CERTIFICATE

This is to certify that the “Physical Education” activity is a bonafide work


carried out by Shalan Mathew, bearing USN(1SP21IS047), of 5th sem in partial
fulfilment for the award of Bachelor of Engineering in Information Science of
the Visvesvaraya Technological University ,Belagavi during the year 2024. The
Physical Education report has been approved as satisfied the academic
requirements in respect of the Physical Education activity work prescribed for
Bachelor of Engineering.

Signature of guide Signature of HOD Signature of Principal


Ms.Sangeeta K R Dr. NIJAGUNA G S Dr. B Venkatanarayana

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ACKNOWLEDGEMENT

Firstly, I thank the Management late Shri A. Krishnappa, Chairman SEA College
of Engineering and Technology for Providing Necessary infrastructure and creating
good environment.

I would like to express my profound thanks to our respected director Dr.


Bhagavanth K Deshpande for the encouragement and support given by him.

I would like to express my profound thanks to our respected principal Dr. B


Ventaka Narayana for the encouragement and support given by him.

I would like to express my sincere thanks to our respected Dr. Nijaguna G.S., HOD
of ISE department, for his assistance and guidance.

I am thankful for the support rendered by my Project guide and coordinator


Ms.Sangeeta K R for her valuable suggestions.

I am also obliged to the faculty members of ISE Department who rendered their
valuable assistance for the report.

I am also obliged to the faculty members of ISE Department who rendered their
valuable assistance for the report.

And finally, I would like to express my heart full gratitude to my friends and family
and all those who have extended their help throughout my report.

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ABSTRACT
Physical education (PE) plays a pivotal role in the holistic development
of individuals, contributing not only to physical well-being but also to
mental, social, and emotional health. It encompasses structured activities
designed to improve physical fitness, motor skills, teamwork, and
discipline. PE programs aim to instill lifelong habits of active living,
reducing the risk of chronic diseases such as obesity, cardiovascular
conditions, and diabetes. The benefits of physical education extend
beyond physical health, as regular physical activity has been shown to
improve cognitive function, emotional regulation, and social interaction,
especially among children and adolescents.
Modern physical education also addresses critical contemporary issues
such as the sedentary lifestyle promoted by increased screen time and
technological advancements. By promoting diverse and inclusive
physical activities, PE helps individuals discover personal preferences
for exercise, fostering a positive relationship with physical activity.
Additionally, PE supports the development of important life skills such
as perseverance, leadership, and cooperation, which are essential in both
personal and professional environments.
In conclusion, physical education is an essential component of
educational curricula, contributing to the comprehensive development of
individuals by promoting health, well-being, and essential life skills.

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TABLE OF CONTENTS
SL NO CHAPTER NAME PG NO

1 Introduction to Physical Education 06-07

2 Physical Education Philosophy and Beliefs 08-09

3 Indoor Games 10-15

4 Outdoor Games 16-26

5 Conclusion 27

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Chapter 1
Introduction to Physical Education

1.1 Introduction:
The concept of physical education is generally understood as organisation
of some games, sports or physical education activities in schools. There
are schools where specific periods are allocated for this subject in the
time table. It has been noticed that during such periods, most of the
students are either left on their own to play the games in a way they like
or they are taken to the field where they engage themselves in different
sports without the guidance or supervision of teachers.In some schools,
selected students play games like football, cricket, volleyball, hockey,
basketball, and so on

1.2 Physical Education:


As we know, education, particularly school education, aims at the holistic
development of children. It provides students with opportunities to grow
and develop as adults to be useful for the society. It is important for us to
know that one of the most important requirements for growing into
healthy adulthood is the physical growth which supports cognitive
development.
1.3 Objectives of Physical Education:
As discussed above, by now it may be clear to you that the aim of physical
education is not only physical development but also to equip learners
with knowledge, skills, capacities, values, and the enthusiasm to maintain
and carry on a healthy lifestyle. It promotes physical fitness, develops
motor skills and the understanding of rules, concepts and strategies of
playing games and sports.
1.4 Scope of Physical Education:
Physical education has evolved as a multi-disciplinary subject over time
and its scope is not confined to physical fitness and knowing the rules of
games and sports. It includes many topics which belong to other subjects
like science, biology, genetics, psychology and sociology. It is possible
that all the contents that constitute the scope of physical education may
not find a place in the syllabus meant for school education.

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1.5 Games and Sports as a Cultural Heritage:


The games and sport activities that you play today have a strong linkage
to our culture. Sport activities which dominate any region is embedded
in the cultural milieu. Some of the sports that reflect the culture of a
region of our country are Kho-Kho, Kabbadi, Archery, Lezim, Wrestling
and so on. Our ancestors survived on hunting with the use of throwing
stones as well as bow and arrows, running, jumping etc. were used for
survival and recreation.
1.6 Mechanical Aspects in Physical Education:
Physical education takes into consideration the mechanical aspects of
various physical activities being performed. You are aware that the
concepts regarding laws of motion, lever, force and its generation,
maintenance of equilibrium, centre of gravity and its impact on
movements, law of acceleration, speed.
Physical education consists of:
• games and sports as a cultural heritage
• mechanical aspects in physical education
• biological contents
• health education and wellness contents

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Chapter 2
Physical Education Philosophy and Beliefs

2.1 Physical Education Philosophy:


The philosophy of the Physical Education Department is to create a
learning atmosphere that emphasizes wellness, physical fitness, social
and emotional growth, and to encourage students to lead physically active
lifestyles. Homer Community School’s program is designed to develop
each child’s physical, social and emotional learning through a series of
carefully planned and conducted activities.

2.2 Health Philosophy:


Health Education in today’s school environment is charged with
improving students’ understanding of basic health concepts and
promotion of the skills needed to take action in health promotion and
disease prevention.
Evidence that students can apply, these skills to improve their own health
and the health of others is necessary in a successful health program.
Health education guides and encourages teens to practice behaviors that
enhance their well-being and safety by:

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• Emphasizing the importance of supportive parents, dedicated teachers,


positive peer relationships, and role models.
• Fostering critical thinking and encouraging responsible decision making.
• Delivering a strong and consistent abstinence message to promote
positive health behaviors and character development.
• Highlighting positive and negative influences of peer pressure and the
media.
• Encouraging a positive attitude about health information and related
issues.
2.3 Physical Education:
Exercise can directly impact the behavior and development of the brain.
When exercising there is increased oxygen flow to the brain, increased
brain neurotransmitters, and increased neurotrophins that “assure the
survival of neurons in areas responsible for learning, memory, and higher
thinking.” (sparkpe.org) Regular physical activity is also associated with
lower levels of anxiety and stress. We believe…
• Daily physical activity and health literacy are essential to the whole child.
• Each student has differing abilities and aptitudes for learning motor
skills. The rate and style at which motor skills are mastered also differ
among students and within each student from time to time.
• In the value of fitness practices to increase lifetime activity and reduce
sedentary behaviors.
• That by integrating physical fitness into the broad range of activities that
children enjoy, a bond is established between gaining and maintaining
fitness and having fun while playing alone or with others. That less
emphasis should be put upon competition in physical education activities
and more emphasis on personal best and improvement.

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Chapter 3
Outdoor games
VOLLEY BALL

Volleyball is a team sport in which two teams of six players are separated
by a net. Each team tries to score points by grounding a ball on the other
team's court under organized rules.[1] It has been a part of the official
program of the Summer Olympic Games since Tokyo 1964. Beach
volleyball was introduced to the programme at the Atlanta
1996 Summer Olympics. The adapted version of volleyball at the
Summer Paralympic Games is sitting volleyball.
The complete set of rules is extensive, but play essentially proceeds as
follows: a player on one of the teams begins a 'rally' by serving the ball
(tossing or releasing it and then hitting it with a hand or arm), from behind
the back boundary line of the court, over the net, and into the receiving
team's court.

Origins:
In December 1895,[6] in Holyoke, Massachusetts (United States), William
G. Morgan, a YMCA physical education director, created a new game
called Mintonette, a name derived from the game of badminton,[7] as a
pastime to preferably be played indoors and by any number of players.
The game took some of its characteristics from other sports such as
baseball, tennis, and handball.[8] Another indoor sport, basketball, was
catching on in the area, having been invented just ten miles (sixteen
kilometres) away in the city of Springfield, Massachusetts, only four
years before.

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Scoring:

A point is scored when the ball contacts the floor within the court
boundaries or when an error is made: when the ball strikes one team's
side of the court, the other team gains a point; and when an error is made,
the team that did not make the error is awarded a point, in either case
paying no regard to whether they served the ball or not. If any part of the
ball hits the line, the ball is counted as in the court. The team that won
the point serves for the next point. If the team that won the point served
in the previous point, the same player serves again. If the team that won
the point did not serve the previous point, the players of the team
acquiring the serve rotate their position on the court in a clockwise
manner.
Before 1999, points could be scored only when a team had the serve (side-
out scoring) and all sets went up to only 15 points. The FIVB changed
the rules in 1999 (with the changes being compulsory in 2000) to use the
current scoring system (formerly known as rally point system), primarily
to make the length of the match more predictable and to make the game
more spectator- and television-friendly.

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CRICKET:

Cricket is a bat-and-ball game that is played between two teams of eleven


players on a field at the centre of which is a 22-yard (20metre) pitch with
a wicket at each end, each comprising two bails balanced on three stumps.
Two players from the batting team (the striker and nonstriker) stand in
front of either wicket, with one player from the fielding team (the bowler)
bowling the ball towards the striker's wicket from the opposite end of the
pitch. The striker's goal is to hit the bowled ball and then switch places
with the nonstriker, with the batting team scoring one run for each
exchange. Runs are also scored when the ball reaches or crosses the
boundary of the field or when the ball is bowled illegally.
The fielding team tries to prevent runs from being scored by dismissing
batters (so they are "out"). Means of dismissal include being bowled,
when the ball hits the striker's wicket and dislodges the bails, and by the
fielding side either catching the ball after it is hit by the bat, but before it
hits the ground, or hitting a wicket with the ball before a batter can cross
the crease in front of the wicket. When ten batters have been dismissed,
the innings ends and the teams swap roles. Forms of cricket range from
Twenty20 (also known as T20), with each team batting for a single
innings of 20 overs (each "over" being a set of 6 fair opportunities for the
batting team to score) and the game generally lasting three to four hours,
to Test matches played over five days.
The earliest known definite reference to cricket is to it being played in
South East England in the mid-16th century. It spread globally with the
expansion of the British Empire, with the first international matches in
the second half of the 19th century.

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Origins:

A medieval "club ball" game involving an underarm bowl towards a


batter. Ball catchers are shown positioning themselves to catch a ball.
Detail from the Canticles of Holy Mary, 13th century.
Cricket is one of many games in the "club ball" sphere that basically
involve hitting a ball with a hand-held implement; others include baseball
(which shares many similarities with cricket, both belonging in the more
specific bat-and-ball games category), golf, hockey, tennis, squash,
badminton and table tennis. In cricket's case, a key difference is the
existence of a solid target structure, the wicket (originally, it is thought,
a "wicket gate" through which sheep were herded), that the batter must
defend. The cricket historian Harry Altham identified three "groups" of
"club ball" games: the "hockey group", in which the ball is driven to and
from between two targets (the goals); the "golf group", in which the ball
is driven towards an undefended target (the hole); and the "cricket group",
in which "the ball is aimed at a mark (the wicket) and driven away from
it".

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THROW BALL:

Throwball is a non-contact ball sport played across a net between two


teams of nine players on a rectangular court.
Throwball is popular in Asia, especially on the Indian subcontinent, and
was first played in India as a women's sport in Chennai during the 1940s.
Like volleyball, the game's roots are linked with the YMCA. Both
volleyball and Newcomb ball, while older games, share many similarities
with throwball. Throwball rules were first drafted in 1955 and India's first
national level championship was played in 1980.
The International Throwball Federation is the highest governing body for
the sport.

History:
According to the Throwball Federation of India (TFI), throwball is
thought to derive from a recreational sport popular among women in
England and Australia during the 1930s. The YMCA brought the game
to Chennai, where it was played as a women's sport in the 1940s.
Harry Crowe Buck, who founded the YMCA College of Physical
Education in Chennai, drafted guidelines for throwball rules and
regulations in 1955. The game reached Bangalore in the 1950s. The
Throwball Federation of India (TFI) was formed along with the Indian
National Throwball Championship. By 1990, Throwball in India
developed separate competitions for both men and women.
Throwball is played in gym class, colleges, and clubs throughout Asia,
and it has been slowly gaining popularity in other countries.

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Rules and play:

Court:
The playing court is somewhat larger than a volleyball court at 16.20 by
18.30 metres (53.15 ft × 60.04 ft) with a neutral box 1 metre (3 ft 3.37 in)
on either side of the center. The height of the net is 2.2 metres (7.22 ft)
or 2.3 metres (7.55 ft).
Ball:
The ball is similar to a volleyball, but may be slightly larger. While in
volleyball the ball gets hit or volleyed throughout play, in throwball the
ball is thrown over the net, where a member of the other team tries to
catch the ball and quickly throw it back across the net.
Game Play:
Teams:
Throwball game
An official game is played between two teams of nine or seven players.
A minimum of three or five substitute players are allowed for each team,
which can make a maximum of three substitutions during a set. A team
can take two time-outs of 30 seconds each during a set. The first team to
score 15 points wins a set. A match is three sets.
Service:
Service is within five seconds after the referee whistles and is done from
the service zone, without crossing the end line. A player can jump while
serving the ball. The service ball must not touch the net. Double touch is
not allowed for receiving the service ball and players stay in 2-3-2
position during the serve.

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Chapter 4
Indoor Games
Carrom:

Carrom is a popular tabletop game, widely played in South Asia,


especially in India, Sri Lanka, Bangladesh, and Nepal, as well as in some
parts of the Middle East and the West. It is a dexterity-based game that
can be played by two or four players. Carrom is similar to games like
billiards or shuffleboard but is unique in its mechanics, simplicity, and
cultural significance.
Objective of the Game:
The main objective of Carrom is to use a striker to pocket one's assigned
pieces (either black or white) and, ultimately, the queen (red piece),
following the rules of the game. The player or team that pockets all their
assigned pieces first, along with the queen, wins the game.
Carrom Board:
The Carrom board is a square, flat surface, typically made of plywood or
laminated wood, with smooth, polished texture to allow the pieces to
glide. The dimensions of a standard carrom board are typically 29 inches
(74 cm) square. The board has four pockets, one at each corner, where
players aim to pocket the pieces.

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Key components of the board:


 Playing surface: A smooth, polished square.
 Four corners (pockets): Circular holes, where the carrom pieces are
pocketed.
 Base lines and circles: Markings around the board help to indicate
boundaries and serve as guides for players.
Carrom Men (Pieces):
Carrom pieces, also known as carrommen, are small disks made from
wood or plastic. These pieces are divided into three colors:
1. Black: One player's pieces.
2. White: The other player's or team's pieces.
3. Red: Known as the queen, this is a special piece in the game.
The Striker:
The striker is a larger disk used to hit and propel the carrom pieces into
the pockets. The striker is flicked by the player's finger, and the force
applied must be precise and controlled to effectively pocket the pieces.

Gameplay:
1. Seating and Turns: The game can be played by two players, one sitting
opposite the other, or by four players, with two teams of two sitting
opposite each other. Each player or team is assigned a colour of carrom
men (black or white).
2. Break: The game starts with the carrom men arranged in the center of
the board in a specific formation, with the queen at the center. The first
player flicks the striker to "break" the arrangement, aiming to pocket any
piece.
3. Pocketing Pieces: Players take turns flicking the striker, attempting to
pocket pieces of their assigned color. The key to success lies in aiming,
controlling the striker's speed, and strategizing placement and rebounds
off the sides of the board.
4. Queen: The queen is a special piece, and it must be pocketed before a
player can win. However, after pocketing the queen, the player must
cover it by pocketing one of their own pieces immediately afterward. If
the player fails to cover the queen, it is returned to the center of the board.

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5. Winning the Game: A player wins by pocketing all of their carrom men,
and covering the queen (if pocketed). The game can also be played with
point systems, where each piece has a specific point value, and players
race to achieve a pre-determined score, often 25 or 29 points.
Rules and Fouls:
 Foul situations occur if a player pockets the striker without pocketing a
carrom piece, or if they pocket an opponent’s piece. In such cases, the
opponent gets a chance to place one of their pieces back onto the board.
 Striker positioning: The striker must be placed within the baseline (two
concentric circles near the edge of the board) before flicking. Flicking
from outside these boundaries or over the mid-line is considered a foul.
 Rebound play: Players can use the board's edges to rebound shots
strategically, particularly when direct shots are blocked.
Skills Involved
Carrom is a game of skill, and its key elements include:
 Flicking technique: The method of striking the striker with controlled
power and accuracy.
 Positioning and angle calculation: Players must anticipate the
trajectory and possible rebounds of the carrom pieces after each strike.
 Strategy: Effective play requires a combination of offensive shots to
pocket pieces and defensive shots to block the opponent's moves.
 Patience and focus: Precision and timing are vital in Carrom, as even
slight miscalculations can cost points.

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Chess:

Chess is one of the oldest and most respected board games, played
worldwide by millions. It is a strategic game that requires deep thinking,
foresight, and planning. Chess is often referred to as the "game of kings,"
but its appeal transcends generations, social statuses, and cultures. It is a
two-player game that simulates a battlefield, where each player
commands an army, aiming to checkmate the opponent's king.
Objective of Chess:
The primary goal of chess is to checkmate the opponent's king. A
checkmate occurs when the king is in a position to be captured ("in
check") and cannot escape capture in the next move. The game is played
on an 8x8 grid called a chessboard, with each player controlling 16
pieces of different types.
Chessboard and Pieces:
The chessboard consists of 64 squares arranged in an 8x8 grid of
alternating dark and light squares. Each player starts with their pieces on
opposite sides of the board.
Each player controls the following 16 pieces:
1. 1 King
2. 1 Queen
3. 2 Rooks
4. 2 Knights
5. 2 Bishops
6. 8 Pawns
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The Pieces and Their Movement:


1. King:
o Movement: The king can move one square in any direction (horizontally,
vertically, or diagonally).
o Special move: Castling (described below).
o Goal: The king must be protected at all costs, as losing the king (through
checkmate) ends the game.
2. Queen:
o Movement: The queen can move any number of squares in any
direction—horizontally, vertically, or diagonally.
o Strength: The queen is the most powerful piece on the board due to its
wide range of movement.
3. Rook:
o Movement: The rook can move any number of squares horizontally or
vertically.
o Special move: Can participate in castling (explained below).
4. Bishop:
o Movement: The bishop can move diagonally any number of squares.
Each player has one bishop on the light squares and one on the dark
squares, meaning each bishop only moves on squares of its respective
color.
5. Knight:
o Movement: The knight moves in an "L" shape—two squares in one
direction (horizontally or vertically) and then one square perpendicular.
Knights are the only pieces that can "jump" over other pieces, giving
them unique mobility.
6. Pawn:
o Movement: Pawns move forward one square but capture diagonally. On
their first move, pawns can advance two squares instead of one.
Special moves:
En passant: A special capture that can happen when a pawn moves two
squares forward from its starting position and passes an adjacent
opponent's pawn.

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Promotion: When a pawn reaches the opposite end of the board, it can
be promoted to any other piece (except a king), usually a queen.
Chess Game Setup:
At the beginning of a game, the pieces are arranged as follows:
 White side: Player starts with white pieces and moves first.
 Back rank (first row): From left to right: Rook, Knight, Bishop, Queen,
King, Bishop, Knight, Rook.
 Second rank (second row): Filled with pawns.
 Black side: The black player mirrors the white player's setup on the
opposite side of the board.
The game starts with white making the first move, and the players take
alternate turns afterward.
Basic Chess Concepts:
1. Check:
o A king is in check when it is directly threatened by an opponent's piece.
The player whose king is in check must make a move to get the king out
of danger, either by moving the king, blocking the attack, or capturing
the threatening piece.
2. Checkmate:
o Checkmate occurs when the king is in check and there is no legal move
to escape the check. The game immediately ends when a checkmate
occurs, and the player whose king is checkmated loses.
3. Stalemate:
o A stalemate happens when a player has no legal move, but their king is
not in check. A stalemate results in a draw, and neither player wins.
4. Castling:
o Castling is a special defensive move involving the king and one of the
rooks. It is the only move in which two pieces move at once. The king
moves two squares towards a rook, and the rook moves to the square next
to the king. Castling can only happen if:
 Neither the king nor the rook has moved before.
 The squares between the king and the rook are empty.
 The king is not in check, does not pass through check, and does not end
up in check after castling.

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5. En Passant:
o This rare rule allows a pawn to capture another pawn "in passing." If a
pawn moves two squares forward from its starting position and passes an
opponent's pawn that could have captured it had it moved one square, the
opponent can capture the first pawn as if it had moved only one square.
6. Promotion:
o When a pawn reaches the last row on the opponent's side, it can be
promoted to a queen, rook, bishop, or knight, typically being promoted
to a queen because of its power.
Phases of the Chess Game:
1. Opening:
o The opening consists of the first several moves of the game, where
players develop their pieces, control the center of the board, and prepare
for the middle game. Popular openings include the Ruy-Lopez, Sicilian
Defense, and Queen's Gambit.
2. Middlegame:
o The middlegame begins when most pieces have been developed, and
players begin to attack, defend, and implement strategies. It is often the
most complex phase, involving tactics like pins, forks, discovered
attacks, and sacrifices.
3. Endgame:
o The endgame occurs when only a few pieces remain on the board. The
focus shifts to maneuvering pawns for promotion and positioning the
remaining pieces to deliver checkmate.
Chess Strategies and Tactics:
 Control the Center: Dominating the central squares (e4, d4, e5, d5)
gives your pieces more mobility and influence over the game.
 Develop Your Pieces: Move your knights and bishops early in the game
to active positions.
 King Safety: Protect your king by castling early.
 Tactical Motifs:
o Forks: One piece attacks two enemy pieces at the same time.
o Pins: A piece is forced to stay in place because moving it would expose
a more valuable piece behind it.

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o Skewers: A valuable piece is forced to move, exposing a less valuable


piece behind it.
o Discovered Attacks: Moving one piece reveals an attack by another
piece.
Chess Notation:
Chess moves are recorded in algebraic notation, where the file (letter)
and rank (number) designate each square. For example:
 e4: Pawn moves to e4.
 Nf3: Knight moves to f3.
 O-O: Kingside castling.
Chess Variants:
There are many chess variants played around the world, some of the
popular ones include:
 Rapid Chess: Faster time controls (usually 15-30 minutes).
 Blitz Chess: Extremely fast-paced games with 3-5 minutes per player.
 Bullet Chess: Ultra-fast chess, usually with 1-2 minutes per player.
 Fischer Random Chess (Chess960): A variation invented by Bobby
Fischer where the starting position of the pieces is randomized.

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Table Tennis:

Table tennis, also known as ping-pong, is a fast-paced sport played


between two or four players. It is one of the most popular indoor sports
globally, known for its quick reflexes, precision, and agility. The game is
played on a rectangular table with a net across its middle, using
lightweight paddles (or rackets) and a small, hollow ball.
Objective of Table Tennis:
The primary goal of table tennis is to score points by striking the ball so
that the opponent is unable to return it legally. A match is typically played
in the best-of-five or best-of-seven format, with each game played to 11
points.
Equipment Used in Table Tennis:
1. Table:
o Dimensions: The table is rectangular, measuring 2.74 meters (9 feet)
long and 1.525 meters (5 feet) wide, with a height of 76 centimeters (30
inches) from the floor.
o Surface: The table surface is usually dark green, dark blue, or black, with
a smooth and consistent texture. The top of the table is marked by white
boundary lines along its edges.
o Center Line: In doubles play, a center line divides each side of the table
into two equal halves, but it is not used in singles play.

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2. Net:
The net is stretched horizontally across the middle of the table, dividing
it into two equal halves. The net is 15.25 centimeters (6 inches) high and
extends the full width of the table.
3. Ball:
o The table tennis ball is lightweight, hollow, and spherical, with a
diameter of 40 millimeters and a weight of 2.7 grams
4. Racket (Paddle or Bat):
o The racket consists of a flat, rigid blade covered with rubber on at least
one side. The blade is usually made of wood, and the rubber surfaces
allow for different types of spins and shots.
Basic Rules of Table Tennis:
1. Starting the Game:
o A coin toss or another method is used to determine which player or team
will serve first.
o The server must throw the ball up at least 16 cm (6 inches) from an open
palm before hitting it.
2. Scoring Points: A player earns a point if:
o The opponent fails to return the ball.
o The ball is returned but lands outside the table.
o The ball is returned into the net or does not make it over the net.
3. Winning a Game:
o A game is won by the first player or team to reach 11 points, provided
there is a margin of at least two points. If both players or teams reach 10
points (referred to as deuce), play continues until one player or team
achieves a two-point lead.
4. Winning a Match:
o A match is typically played as the best of five or best of seven games,
meaning the first player or team to win three or four games, respectively,
wins the match.
5. Serving Rules:
o Players alternate serves every two points.
o During the serve, the ball must be tossed upwards from the server's hand
and struck so that it bounces once on the server's side of the table before
passing over the net and bouncing on the opponent’s side.
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6. Legal Return:
o After the serve, the ball must be returned by hitting it so that it crosses
the net and lands on the opponent’s side of the table without bouncing
more than once on the player's own side.
7. Change of Serve in Deuce:
o If the score reaches 10-10, players alternate serves after every point,
rather than every two points, until a player wins by two points.
Playing Techniques:
1. Forehand Stroke:
o In a forehand stroke, the player hits the ball with the palm side of the
racket. It is one of the most powerful and commonly used offensive
strokes in table tennis.
2. Backhand Stroke:
o In a backhand stroke, the player hits the ball with the back of the racket.
This stroke is typically less powerful than the forehand, but it allows
players to cover more angles.
3. Push:
o A defensive shot, the push involves hitting the ball with a soft touch and
backspin. It is often used to control the pace of the game or as a setup for
a more aggressive shot.
4. Topspin:
o Topspin involves brushing the top of the ball to create a spinning effect,
causing the ball to dip sharply after crossing the net.
5. Backspin:
o The backspin shot involves brushing the bottom of the ball, causing it to
spin backward. Backspin shots are defensive in nature and are often used
to keep the ball low and slow, making it difficult for opponents to attack.
6. Smash:
o A powerful, fast shot, usually hit when the ball is high and near the
opponent's side. The smash is an attacking stroke aimed at finishing the
point.
7. Loop:
o A loop is a heavy topspin shot that is used as an offensive tool to
overpower the opponent.
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