Mada za sehemu hiiDevelop advanced skills in selected sportsMada 2
- Perform advanced tactics and drills in selected sports (principles, systems and styles of play)
- Play by observing rules and regulations governing selected sports: Athletics (running, throwing and jumping), swimming, football and netball
Observing Rules and Regulations in Selected Sports
When playing sports at any level, understanding and following the rules ensures fair competition, safety for all participants, and the proper development of skills. This study note covers the essential rules and regulations for Athletics, Swimming, Football, and Netball that Form 5 students must observe during guided practice and gameplay.
Athletics comprises running events (sprints and distance), throwing events (shot put, discus, javelin), and jumping events (high jump, long jump). Each event has specific rules that competitors must follow.
1. Running Events
Sprinting Rules (100m, 200m, 400m)
- Starting: Runners must remain stationary in the starting blocks until the starter's gun fires. A false start (moving before the gun) results in immediate disqualification.
- Lane discipline: Runners must stay within their designated lanes throughout the race. Stepping on or outside lane lines leads to disqualification.
- Finish: The torso (not head, arms, or legs) must cross the finish line to be recorded.
Distance Running Rules (800m, 1500m, 5000m)
- Pacing strategy: Athletes should conserve energy by maintaining a steady pace and avoiding burnout early in the race.
- Lane breaking: In races starting in lanes (such as 800m), athletes must stay in their lanes until the break line is crossed.
- Pushing or impeding: Deliberately blocking or pushing another runner results in disqualification.
Relay Races (4×100m, 4×400m)
- Baton exchange: The baton must be passed within the designated exchange zone (20m area marked on the track). Failure to pass within the zone results in disqualification.
- Baton carrying: Each team member must carry the baton throughout their portion of the race. Dropping the baton typically results in disqualification.
- Lane infringement: Runners must not touch the lines between lanes or enter another runner's lane during the race.
Worked Example: In a 4×100m relay at a school championship, the third runner fails to pass the baton within the exchange zone. The team is disqualified regardless of their finishing position because the baton exchange did not occur within the marked 20m zone.
2. Throwing Events
Shot Put Rules
- The thrower must hold the shot put close to the neck and push rather than throw it.
- The thrower must not leave the circle until the shot lands.
- Stepping outside the circle during the throw results in a foul and "no throw" judgment.
- The shot must land within the designated sector (typically 34.92 degrees).
Discus Throw Rules
- The thrower must not step outside the circle during the throw.
- The discus must leave the thrower's hand before the thrower exits the circle.
- Early release or improper technique leads to a "no throw" judgment.
- Leaving the circle before the discus lands results in a foul.
Javelin Throw Rules
- The javelin must land within the sector lines to count.
- The thrower must not turn completely around (more than 180 degrees) before releasing the javelin.
- The javelin must land on its pointed tip; landing on the tail is a foul.
- The run-up phase generates speed and power of release, enhances balance, and enables optimal release angle.
3. Jumping Events
High Jump Rules
- The jumper must take off from one foot.
- The jumper clears the bar without dislodging it.
- The scissor technique involves extending the lead leg upward and over the bar first while the trailing leg follows in a kicking motion.
- The Fosbury flop technique requires the jumper to arch their back and rotate, clearing the bar headfirst with their back facing the bar.
Long Jump Rules
- The jumper takes off from the takeoff board without overstepping (a foul occurs if the foot lands beyond the board).
- The jumper must land within the sand pit.
- The distance is measured from the takeoff line to the nearest mark in the sand.
Swimming competitions require strict adherence to stroke rules, start procedures, and turn techniques. Violations result in disqualification.
Competition Rules
Starts and Turns
- False start: Moving on the starting block or in the water before the starter's signal results in disqualification.
- Backstroke flip turn: Swimmers rotate into their stomach, tuck their knees, flip their body, and push off the wall with their feet while twisting back onto their back.
- Proper turn: All turns must be executed according to stroke-specific requirements (e.g., touching the wall with both hands in breaststroke and butterfly).
Stroke Regulations
- Freestyle (Front Crawl): Swimmers may use any stroke, but must remain on the surface except during the initial dive and when executing turns.
- Backstroke: Swimmers must remain on their back throughout the race, except during the turn where they may rotate past 90 degrees.
- Breaststroke: All arm and leg movements must be simultaneous and on the same horizontal plane. The head must break the surface at or before the hands turn inward.
- Butterfly: Both arms must move simultaneously, and the dolphin kick (undulating leg movement) must be used. Underwater dolphin kicks generate propulsion and maintain streamlined position.
Disqualification Reasons
In a 100m intramural swimming competition, a swimmer may be disqualified for:
- False start
- Improper turn
- Incorrect stroke (not following stroke rules)
- Lane infraction (swimming outside designated lane)
- Not touching the wall properly during turns or at the finish
Worked Example: During a 100m butterfly race, a swimmer executes three underwater dolphin kicks after the start but then surfaces and continues swimming. This is acceptable. However, if the swimmer travels more than 15 meters underwater before surfacing, this would result in disqualification.
Football (soccer) has comprehensive rules governing play, player conduct, and set pieces. Understanding these rules is essential for fair play.
Basic Playing Rules
- Duration: Two halves of 45 minutes each, with a halftime break (typically 15 minutes).
- Offside: A player is offside if closer to the opponent's goal line than both the ball and the second-last opponent when the ball is played to them, unless they are in their own half.
- Fouls and misconduct: Kicking, tripping, jumping at, charging, striking, or pushing an opponent are fouls punishable by a direct free kick or penalty kick if committed in the penalty area.
Throw-in Rules
A proper throw-in requires:
- Holding the ball with both hands
- Standing with one foot on the ground and the other foot slightly behind for balance
- Positioning behind the touchline where the ball went out of play
- Using an arcing motion to throw the ball
- Both feet staying on the ground during the throw
- Releasing the ball from behind the head
- Taking the throw-in from the exact spot where the ball left the field
Strategic use of throw-ins: Teams may use quick restarts, throw long into the penalty area for tall players, or make short throws to nearby teammates. Off-the-ball movement creates space and passing options.
Free Kicks
- Direct free kick: Awarded for serious fouls; the ball can be kicked directly into the goal.
- Indirect free kick: Awarded for less severe infractions; the ball must touch another player before entering the goal.
Penalty Kick
Awarded for fouls committed inside the penalty area. The kick is taken from the penalty spot (11 meters from goal), with only the goalkeeper defending.
Netball is a fast-paced team sport played by seven players on each side, with specific rules governing movement, positions, and gameplay.
Court and Positions

The court is divided into thirds, and each player has a restricted playing area:
- Goal Keeper (GK): Defends the goal circle in the defensive third
- Goal Defence (GD): Works in the defensive third and goal circle
- Wing Defence (WD): Plays in the middle and defensive thirds
- Center (C): Plays across the entire court except the goal circles
- Wing Attack (WA): Plays in the middle and attacking thirds
- Goal Attack (GA): Plays in the attacking third and goal circle
- Goal Shooter (GS): Scores goals in the attacking goal circle
Fundamental Rules
- Footwork: A player receiving the ball must ground one foot before moving the other. Once grounded, the landing foot cannot be lifted again (traveling violation).
- Holding the ball: A player may hold the ball for only three seconds.
- Stepping: Players cannot step into the goal circle when not entitled to do so.
- Contact: Physical contact with an opponent results in a penalty pass or shot.
- Obstruction: A defender cannot stand within 3 feet (approximately 1 meter) of an opponent with the ball without attempting to intercept.
Scoring
A goal is scored when the ball is passed through the hoop from within the goal circle. The Goal Shooter and Goal Attack are the only players permitted to shoot.
Playing Principles
Effective netball play requires:
- Timing: Making decisions at the right moment
- Decision-making: Choosing the correct pass, movement, or defensive action
- Adaptability: Adjusting to changing game situations
- Discipline: Maintaining proper positioning and following rules
Worked Example: During a match, a wing attack is standing in the defensive third when their teammate receives the ball. The wing attack immediately calls for the ball and moves toward the attacking third. However, if the wing attack had already stepped into the defensive third before the ball was received, they would be penalised for being in an illegal position.
During guided practice sessions, students should:
- Form teams or groups as directed by the teacher
- Review relevant rules before beginning each activity
- Play while consciously observing all applicable rules
- Provide peer feedback on rule observance
- Accept refereeing decisions and learn from any mistakes
The purpose of this structured approach is to develop not only physical skills but also the understanding and respect for rules that characterize competent sports performers.
In Tanzania, understanding sports rules is valuable beyond the classroom. For example, when organizing a community football match at a local playground in Dar es Salaam, knowing the offside rule, throw-in procedures, and foul definitions ensures fair play among friends and prevents disputes during the game. Additionally, students who master these rules can serve as referees or coaches for school teams, contributing to the development of youth sports in their communities.
Swali
In a 4×100m relay race, what is the consequence if a runner fails to pass the baton within the designated exchange zone?
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