Turbo Touch info - ECIS Physical Education

Criterion C Turbo touch appraisal rubric
i.
1-2
•
•
3-4
Underpressurechooses
togetridoftheball,uses
apush-pass.Noaccuracy
Failstocatchamajority
ofpasses,cannotcatch
whilerunning
Noeyecontactwithother
players
•
Canrunwiththeballbut
withlittlesuccess
•
•
Cancatchsomepassesbutloses
momentum,stillunconfidentin
passing/catchingwhilerunning
•
Littleeye-contactorcommunication
withotherplayers
•
Runsindifferentdirectionswithball
withoccasionalsuccess
•
Seldomcontributesto
teamplay
Doesnotrespondtoteam
matesactions
•
•
Doesn’tseemtoknow
anyattackingor
defendingstrategies
(man-to-man,zone-or
positiondefense)
•
Moderatelyagileandcanrunsomewhat
quicklywithball
•
Seemstoknowsomeattackingor
defendingstrategiesandapplieswith
somesuccess
•
Seldomdevelops&adjustsstrategies
duringthegamebasedonown(or
opponents)strengthsandstrategies
Isabletoapplyavarietyofaccurate
passesoverdifferentdistances
(underhand,flick-pass,pop-pass,
spiralpass)
•
Cancatchatdifferentspeeds,heights,
directionswithoutsubstantialerrors
•
Isabletouseagilitytoavoid
touch/defense,showssidesteps
•
Communicatesifdifferentwayswith
teammates(visual,verbal)
•
Isabletocontrolplay,usesdummypassesandattackingmovestocreate
overlapsandscoringopportunities
Switchesquicklyfromattacking<->
defendingrespondingquicklytowhat
opponentsdo
•
•
Contributestoplayoften,usesoccasional
dummypassordraw-and-passtocreate
opportunities
Usuallyrespondstoteammatesandis
engagedinattackinganddefense
•
Doesn’trecognize
opponentsstrengthsor
strategies
•
Appliesattackinganddefendingwithsome
success.Movesintoopenspace,runsin
support,defendsownmanwell
•
Isabletodefendtwoplayersandout
maneuveropponentsinattack
•
Developsandadjustsstrategies
duringthegamewithsuccess.
Appliesmostoftherulesandcanrespond
accordinglytothesituation.Usesaquicktap
sometimesandcalls‘openend-zone’
Hasgoodviewoffieldandstartstopredict
opponents’movesindefending,movesto
openspace&runsinsupportofballcarrier.
Hassuccessincreatingpassingandscoring
opportunities.Communicateswellandshows
accomplisheddefenseinend-zone,isableto
stoptouchdowns
•
Recognizesgapsandtriestostepintothem.
Considerswhattodowiththeball,has
successinpassingandrunning
•
Appliesallrulesandgameplay,uses
rulestoadvantage.Readsthegame
andmakesquickdecisions;organizes
aturn-over,usesaquicktap,calls
‘openend-zone’
Hasoverviewofwholefield,good
defenseandpredictsopponents
moves,abletointerceptpassesand
defendmultipleplayers.Creates
touchdowns
Stepsintogaps,knowswhentoafford
atouch
•
Developsandadjustsstrategiesduringthe
gamewithsomesuccess.Usesattacking
movesandrecognizesanoverlap
•
•
Doesn’tknowtherules,is
generallyconfused
Doesnothaveageneral
overviewofthefield.
Runstotheballwithout
thinkingoravoidsplay.
Doesn’tcommunicate
andshowsbasicdefense
inend-zone
•
•
•
Neverstepsintogaps,
does‘panic’passes
•
Contributestoteamplayoccasionally,
sometimesusesorcreates
opportunities
Occasionallyrespondstowhatteam
matesdo(movesinsupportorinto
openspace)
•
Someeye-contactandcommunicationwith
otherplayers
•
•
•
•
7-8
Isabletouseavarietyofpassesmostofthe
time(underhand,flick-pass,poppass,spiral
pass)
Isabletocatchmostofthetimewithpace,at
differentheightpassesbutsometimesloses
skill/concentration
•
iii.
Canpasssomevarietyofpasseswith
okayaccuracy(pop-pass&
underhand)
•
ii
5-6
•
Hasknowledgeofthebasicrulesand
handsignals,hasageneralideaofthe
game
Hasaviewofthefieldclosearound
him/her.Communicatessometimes,
defendswithoccasionalsuccess,
occasionallymovestoopenspaceor
isabletogetapassofftoanopen
player.Basicdefenseinend-zone,
focusesonballmostly
Rarelystepsintogaps,occasionally
runstotheballwithoutthinkingoris
notintherightpositiontoreceivethe
ball.Passesareunpredictable
•
•
•
•
LESSON PLAN
Subject
Class
G10
PE
Unit
Minor Games
Topic
Turbo touch
Achievement Objective(s)
Demonstrate willingness to accept challenges in a variety of physical activities
Learning Outcome(s) and/or Learning Intentions
What should the students learn?
-
Demonstrate interpersonal skills during team
games
Assessment and/or Success Criteria
How do we know what we have learnt?
-
Students will watch a partner and complete a
peer assessment form on their interpersonal
skills shown this lesson
Key Competency Focus
How is this key competency developed in this lesson?
- Relating to others – work in teams to think up strategies and outplay the opposition
- Participating and contributing – Be involved physically and mentally (verbally giving ideas and
encouragement)
Time
Activities
Starter
5min
Get changed
5min
WARM UP – Corner ball tag
See rules attached
2min
Remind about peer assessment. Get them to
choose a different partner to observe them
today
20min
Game 1: Turbo Touch
See rules attached.
2 teams play at a time whilst the students in
the other 2 teams observe their partner and
fill in the peer assessment sheet.
20min
Game 2: Backboard Dodgeball
See rules attached
5min
Debrief
5min
Get changed
Equipment
2 touch balls, 6 dodgeballs, 12 cones
Resources
Peer assessments * 30
Pens
Questions
Teacher Evaluation
Student achievement – where to next?
Teacher practice – what have I learnt?
what will I change?
Warm up = CORNER BALL TAG
Ø Start with 2 people from each team as taggers in each zone.
Ø They have the ball and pass it between them trying to tag members of the opposite team in the same area
as them (you cannot throw the ball at the opposition – you must be holding the ball when the tag is
made)
Ø The boundaries is the 1/3rd lines
Ø When the taggers tag a player from the other team, this player will run over to the other game and join
their team as taggers.
Ø The winner is the team that eliminates the other team 1st.
Turbo Touch:
2 teams (different coloured bands), 1 ball, 2 scoring boxes
- Tap ball to start and restart after a touch has been made
- Can pass forwards, backwards, sideways, flick it on à anything goes except kicks
- 2 touches then hand over
- Drop ball = hand over
- On defence – on tap off, must be 2m away
- To score a touch-down, 2 passes must have been made to OPEN the ‘Active zone’. No entering the
‘Active zone’ until it is OPEN, or you will be offside and the ball will be handed over to the other team.
- Once the ‘active zone’ is open, only one person is allowed in it – if more than one, the try will not be
awarded.
Active
zone
Active
zone
Backboard Dodgeball:
2 teams, one end each (best to play width ways)
6 dodgeballs – lined up in middle
On ‘go’, teams run to grab dodgeballs and then attempt to eliminate the other team by hitting them below the
waist.
When hit, you are out, and must go stand at the side. Your team mates can get you back into the game by hitting
the backboard with a Dodgeball. If you hit the rim, or it goes through the basket, 2 team mates can come back
in. If you catch a dodgeball on the full, the person who threw it is out.
The first team to eliminate the entire other team is deemed the winners.
Internal assessment resource Physical Education 2.4B v2 for Achievement Standard 91330
PAGE FOR TEACHER USE
!
NZQA
Approved
Internal Assessment Resource
Physical Education Level 2
This resource supports assessment against:
Achievement Standard 91330
Perform a physical activity in an applied setting
Resource title: Turbo Touch
4 credits
This resource:
•
Clarifies the requirements of the standard
•
Supports good assessment practice
•
Should be subjected to the school’s usual assessment quality assurance
process
•
Should be modified to make the context relevant to students in their school
environment and ensure that submitted evidence is authentic
Date version published by
Ministry of Education
December 2012 Version 2
Quality assurance status
These materials have been quality assured by NZQA.
To support internal assessment from 2013
NZQA Approved number: A-A-12-2012-91330-02-5271
Authenticity of evidence
Teachers must manage authenticity for any assessment
from a public source, because students may have access
to the assessment schedule or student exemplar material.
Using this assessment resource without modification may
mean that students’ work is not authentic. The teacher
may need to change figures, measurements or data
sources or set a different context or topic to be
investigated or a different text to read or perform.
This resource is copyright © Crown 2012
Page 1 of 9
Internal assessment resource Physical Education 2.4B v2 for Achievement Standard 91330
PAGE FOR TEACHER USE
Internal Assessment Resource
Achievement Standard Physical Education 91330: Perform a
physical activity in an applied setting
Resource reference: Physical Education 2.4B v2
Resource title: Turbo Touch
Credits: 4
Teacher guidelines
The following guidelines are designed to ensure that teachers can carry out valid and
consistent assessment using this internal assessment resource.
Teachers need to be very familiar with the outcome being assessed by Achievement
Standard Physical Education 91330. The achievement criteria and the explanatory
notes contain information, definitions, and requirements that are crucial when
interpreting the standard and assessing students against it.
Context/setting
Turbo Touch is a fast-paced indoor game that combines elements of Touch, Netball,
Basketball, and Ultimate Frisbee.
For the purposes of keeping this rubric open for a variety of school settings, this
resource refers to ripper tags rather than tackling.
Conditions
Provide students with instructions and training on observing and assessing their
peers. Assign each student a peer observer or allow students to select their own peer
observer. This must be the same peer observer for all assessments of the student’s
performance to maintain a degree of consistency. The contribution of self- and peer
assessment targets effective learning. It may also provide additional evidence to
support your final judgments.
Ensure that you oversee all games and record your own on-going evidence to
confirm that the self- and peer assessments are fair and consistent. Final grades will
be based on your observation of each student’s performance level. Final
assessments by self and peers will be used as additional evidence. It is suggested
that teachers use the detail outlined in the rubrics to create checklists/observation
sheets to allow sufficient evidence to be gathered over time to verify the level of
consistency and effectiveness of demonstration of skills.
Specified dates and times in which the students’ cumulative assessments will take
place against opponents of similar level. If opponents of a similar level are not
available, you or the coach will need to provide suitable opposition.
This resource is copyright © Crown 2012
Page 2 of 9
Internal assessment resource Physical Education 2.4B v2 for Achievement Standard 91330
PAGE FOR TEACHER USE
Resource requirements
Turbo Touch ball, court markings (tape can be used to mark the active zone)
Resource A: Performance rubric
Resource B: Validation Sheet
Additional information
Further information about the game of Turbo Touch can be found at Turbo Touch
New Zealand http://www.turbotouch.co.nz.
Teaching activities and learning to referee the game are skills that Turbo Touch New
Zealand can help with. Video footage of the game can be found on YouTube.
It is expected that this assessment activity will follow a programme of teaching that
will include passing, defence, team tactics, and a clear outline of the game rules.
This resource is copyright © Crown 2012
Page 3 of 9
Internal assessment resource Physical Education 2.4B v2 for Achievement Standard 91330
PAGE FOR STUDENT USE
Internal Assessment Resource
Achievement Standard Physical Education 91330: Perform a
physical activity in an applied setting
Resource reference: Physical Education 2.4B v2
Resource title: Turbo Touch
Credits: 4
Achievement
Achievement with Merit
Achievement with
Excellence
Perform a physical activity in
an applied setting.
Perform a physical activity to
a high level in an applied
setting.
Perform a physical activity to
an outstanding level in an
applied setting.
Student instructions
Introduction
This assessment activity requires you to play two games of Turbo Touch. Turbo
Touch is a fast-paced indoor game that combines elements of Touch, Netball,
Basketball, and Ultimate Frisbee.
Your teacher will observe and assess your performance in each game and you will
complete a self-assessment. Also, one of your peers will complete a peer
assessment using the same criteria. Your teacher will also gather evidence of your
performance during the teaching and learning programme.
You will be assessed on the level and consistency of the skills that you demonstrate.
Teacher note: This resource uses the context of Turbo Touch. However, you can
modify the context to suit the needs of your students and/or your school’s
resources, for example, kayaking, te āo kori, or aquatics. If you choose an
alternative context, ensure that you modify the student instructions and
assessment schedule accordingly.
Task
Resource A is the assessment rubric (checklist). Use a new copy for each game. Use
the same copy of Resource B, the verification sheet, for both games.
Game 1
Participate in a game of Turbo Touch. After the game, self-assess your performance
according to the criteria outlined in Resource A: Turbo Touch Performance Rubric.
Indicate what level (A, M, or E) you believe your performance was at for all criteria
and include the date that you took part in the game.
A peer and your teacher will also need to assess your performance in this game,
using the same criteria from Resource A. You should keep these assessments, as
This resource is copyright © Crown 2012
Page 4 of 9
Internal assessment resource Physical Education 2.4B v2 for Achievement Standard 91330
PAGE FOR STUDENT USE
your peer’s and teacher’s assessment will provide further evidence of your
performance and will help you learn which skills you need to work on.
Along with your peer and your teacher, complete the appropriate columns for
Verification 1 in Resource B: Verification Sheet.
Keep this verification sheet, as you will need to fill it in again at part 2.
Game 2
Participate in a second game of Turbo Touch. At the end of your unit of work, selfassess your performance again, according to the criteria outlined in Resource A.
The same peer and your teacher will also need to assess your second performance
according to the criteria outlined in Resource A: Turbo Touch Rubric.
Along with your peer and your teacher, complete the appropriate columns for
Verification 2 in the same Resource B: Verification Sheet you used in part 1.
Your self-assessment and peer assessment, along with your teacher’s judgment, will
then be used to make a decision about your final grade.
Your teacher will decide your final grade based on their own on-going observations of
your performance. Your self and peer assessments will provide supporting evidence
but will not be the final determinants of your grade.
This resource is copyright © Crown 2012
Page 5 of 9
Te a m s t r at e g y s
heet
2
- After t
he secon
d touch
- After a
n incorr
ect tap
- When th
e ball g
oes to g
- When a
round
touchdow
n occurs
- When th
ere is a t
ouch and
- When th
pass
e ball g
o
e
s out of
- When an
bounds
attacking
player en
the active
ters
zone bef
ore it is
o
pen
(offside)
2
2
Play is r
estarted
with a ta
p
2
which defensive system will your team
adapt? make a schematic drawing of the
ppl in their positions
question: when is a
player offside?
Attacking plays
Draw/
describe
3-4
attacking
plays.
Add what
every
player
does in
your
picture
List 2 strategies that will give you
advantage during a game
team Captain:
Strengths and limitations of
each player
In your group discuss the strengths and limitations of each player on your team. The
player who is discussed can not add themselves; their team mates evaluate what the
strengths and limitations are of the player concerned
if you analyse the other teams in the tournament, what
would their strengths be?
How have they scored most of their points and what can
you do to counter those attacks?
describe some tactics below
What are penalty
offences? List a few
below
how do you do a
correct tap ball?
“By transferring individual skills and team
strategies from other invasion sports you will be
able to out play your opponent”
Turbo Touch Rules at a Glance
For Players and Referees
TAP
The TAP starts and restarts all parts of play. An incorrect TAP will result in a
change of possession. To perform a TAP
 Ball must be placed on the ground within 2 metres of where the play
stopped or in the TAP START ZONE at the centre back of the TOUCHDOWN
ZONE
 Ball must be released from both hands
 Ball is tapped with either foot a distance of not more than 1 metre
 Ball must be picked up cleanly
ATTACK
On ATTACK your ACTIVE ZONE is in play and cannot be entered into or scored
in until it is called OPEN by the referee
 After a TAP, the ball must connect with two players before the ACTIVE
ZONE is called OPEN (IE 2 passes or ‘flick-ons’).
 You may pass the ball forwards, backwards, sideways and use any style of
throwing or flicking to move the ball around.
 You have TWO chances to score. If the Defending team effects TWO
touches on your team before you score then it is a change of possession.
 After a TOUCHDOWN is scored or a TOUCH made, you must restart play
with a TAP. You have TWO seconds from the TAP until the defender can
advance to make a TOUCH.
 When you hear the referee call USE IT, this indicates the TWO (or FIVE if
tapping from the TAP START ZONE) seconds have passed & you can be
touched.
 When restarting play in the TAP START ZONE after a TOUCHDOWN is
scored, the TOUCHDOWN ZONE becomes a SAFEZONE for FIVE seconds
where no Defending player may enter or they will be deemed to be
OFFSIDE. Defenders may run through the SAFEZONE if the Attacking Team
passes twice before five seconds is up therefore opening both the ACTIVE
and the SAFE ZONES.
 If a ball is intercepted by a Defender, they are now on ATTACK and the
ACTIVE ZONE is automatically OPEN therefore they may score.
DEFENCE
 On DEFENCE you must TOUCH the attacking player carrying the ball to stop
them from scoring.
 You cannot enter the ACTIVE ZONE until it is OPEN
 You cannot interfere with any ATTACKING player who does not have the
ball, this includes body blocking. This will result in a PENALTY being
awarded
 You cannot TOUCH or call a TOUCH on an ATTACKING player before they
have caught the ball. The ball must be in contact with the players hands
when the TOUCH is effected
 If a DEFENDING player knocks down a ball possession stays with the
ATTACKING team and the TOUCH count goes back to ZERO
POSSESSION
A change of possession shall occur
 After the SECOND TOUCH
 After an incorrect TAP
 When the ball goes to ground
 When a TOUCHDOWN occurs
 When there is a TOUCH and PASS
 When the ball goes out of bounds
 When an ATTACKING player enters the ACTIVE ZONE before it is OPEN
 If an incorrect substitution is made
 Whenever the referee indicates and / or there is a penalty infringement
against the attacking team.
Play is recommenced with a TAP
OFFSIDE
You are deemed OFFSIDE when
 An ATTACKING or DEFENDING player enters the ACTIVE ZONE before it is
OPEN
 Playing the RESTRICTED version, you enter the ACTIVE ZONE at any time
before the ball is grounded for a TOUCHDOWN.
 A Defending player enters the SAFEZONE before the referee has called FIVE
seconds or USE IT
 A Defending player has not retired 2 METRES (radius) from a player or
given the attacker 2 Seconds (referee’s perception of 2 seconds) and tried
to or effected a TOUCH
SCORING
To SCORE a TOUCHDOWN
 A Touchdown can occur when the Touchdown zone is OPEN i.e. once the
ball has been passed or flicked-on two times or intercepted by the
Defending team.
 The ball must be placed on or into the ACTIVE ZONE
 No TOUCHDOWN will be awarded if any body part of an attacker is inside
the Touchdown zone before it is deemed OPEN
FLICK-ONS
A FLICK ON is when an attacking player does not attempt to catch the ball but
‘Flicks’ it (bats it on) to another player. If the attacking player is
simultaneously touched by a defender, the Touch WILL NOT count and play
will continue.
GAME MODIFICATIONS
Modifications may be made to the game to allow for player ability, age,
venue, time, and game standard.
All modifications need to be authorised by Turbo Touch Ltd management and
the controlling organization.
 RULINGS AROUND THE ACTIVE ZONE
The game can be played with two separate rulings around the ACTIVE
ZONE.
- Standard – Predominantly used for Adult grades. You may stand in the
Touchdown Zone after the ACTIVE ZONE has been opened but for no
more than 2 seconds or it will be deemed to be ‘CAMPING’.
- Restricted – Predominantly used for Junior grades. No player is
allowed to enter the ACTIVE ZONE at any time while the ball is in play.
To score the ball must be placed in the ACTIVE ZONE before any part
of the attacker makes contact with the ACTIVE ZONE.
 TOUCHES – The Touch count can be increased to allow teams with lesser
balls skills the chance to learn the game with longer possession
 TIME – Length of game and half times.
 COURT/FIELD DIMENSIONS – Smaller overall dimensions can be used to
meet the available playing area at the venue, however the TOUCHDOWN
ZONE measurements must be in proportion to the new overall size to
ensure there is still space to run around and jump over the ACTIVE ZONE
without going out of the boundary lines.
 BOUNDARIES – Indoor facilities may have no boundaries and use of walls
and nets may be used for deflections.
 DROPPED BALL OR BALL TO GROUND – Allowing Drop Balls to be counted
as a Touch is an option for Junior, lesser skilled or beginner players
Turbo Touch refereeing appraisal
Grade 10
CriterionDiLevelDescriptor
0
Thestudentdoesnotreachastandard
describedbyanyofthedescriptors
below.
•
Hasnoideaofwhattodoorwhatisgoingon
1-2 i.identifiesanddemonstrates
strategiestoenhanceinterpersonal
skills
•
Hadamoderatescoreoftherulestestidentifyinghandsignalsandlawsofthegame
•
Canidentifysomebasicfoulswhenrefereeingagamebutdoesrarelymakesacalloruseshand
signals.Missesmanyfoulsinthegame
3-4 i.outlinesanddemonstrates
strategiestoenhanceinterpersonal
skills
•
Notconfidentasreferee,playershardlynoticethatthereisareferee
•
Hasdonesatisfactoryonrulesandhandsignalstest
•
Canoutlinebasicruleswhenrefereeingagame,usessomehandsignalsandcalls.Callsplayerson
somefouls,butisinconsistentornotaccurateattimes
5-6 i.describesanddemonstrates
strategiestoenhanceinterpersonal
skills
•
Lessconfidentasreferee,wouldratherbeassistantreferee
•
Hasdonegoodontherulesandhandsignalstest
•
Candescribetheruleswhenrefereeing,usinghandsignalsandcallsduringthegame.Missessome
foulsbutisgenerallyconsistentmakinggoodcalls
7-8 i.explainsanddemonstrates
strategiestoenhanceinterpersonal
skills
•
Moreconfidentasreferee,playerspayattentiontotherefereeandfollowcalls
•
Hasdonegoodonrulesandhandsignalstest
•
Canexplainrulesandsituationstoplayerswhenrefereeingthegame,useshandsignalsandclear
callsduringthegame.Makesgoodandfairdecisionsinmostsituations
•
Confidentasareferee,playersplaythewhistleandrefereeleadsthegame
Turbo Touch Basic Training Session 45mins-1hour
Time
2mins
40-45mins
Activities
Notes


Introduction
Goals of session
- To ensure players have a sound understanding of the rules of Turbo
Touch in a practical environment
Verbal Introduction to the rules - S.T.O.P., 4 X 2’s & I.F.
Game setup: Ensure players are all standing along the Touchdown Zone
facing the trainer to picture the full playing environment.
Tap start zone
x
x
x
x
x
Read through & have
an understanding of
the full lesson plan
before conducting.
Trainer
EXPLAIN THE DEFINITION OF:
S.T.O.P.

Start area (Tap Start Zone) behind Touchdown zone in the middle
(other defence and attacking players may assemble anywhere in the court as
long as defence doesn’t move past the top of the touchdown zone where the
ball is being tapped from).



4 x 2’s




Tap – ball on ground, hands off, tap with foot, regather
Offsides – (Around the Touchdown Zone – don’t step into the
Touchdown Zone being attacked)
Passing – (Forward/Back/any type of pass ok as long as its catchable)
2 (or more) Passes before you can score
2 Touches allowed (4 for kids)
2 Metres back on defence
Wait 2 seconds before you can go forward unless player runs outside
of the 2metre area before 2 seconds is up
(Junior modifications)
o 4 Touches
o Dropped ball counts as a Touch
PLAY 5-7 MINS
Stop & bring in I.F.
 Intercepts – you don’t need to pass twice before scoring (open
immediately)
 Flick-ons - used as a pass but the Touch and Pass ruling doesn’t apply
if a Flick-on is used. The ball is flicked to the player rather than the
player gaining possession & then passing on.
PLAY 5-7 MINS
Stop bring in:
10 mins
5 or 30 mins
ADDITIONAL RULES : SAFE ZONE (defence waits 5 seconds not 2 before they
can advance from the Tap Start Zone behind the Touchdown Zone)
 Bring in exception to the 2 metre ruling around the Touchdown
Zone – Defender doesn’t have to retire 2m when around the
Touchdown Zone but the 2 second ruling still applies.
 Offside – Touchdown Zone being attacked is the only zone that is
offside ie: players can run through & stand in the Inactive Zone (end
not being attacked)
Extension - Attacking plays / Defensive plays
 Attacking: Triangle/Open early with 2 passes / Quick tap / Run holes
 Defensive: Man on man / Zone D / Tracking players / Blocking /
Timing for Intercepts
12 or 60 Question Test – 12 question overleaf, 60 question available on
request
©2010 Touch NZ Incorporated.
Date created 1 March 2014 – Basic 1 Lesson Turbo Touch® Session SH
QUESTIONNAIRE
1.
What does S.T.O.P. stand for?
S. ……………………
T. ……………………
O. ……………………
P. ……………………
2.
Where do you start in a Turbo Touch game.
a) The middle of the court
b) The end of the court
(What is the name of this area : …………. ………….. ……………)
3.
Can you pass the ball forwards in Turbo Touch?
a) Yes
b) No
4.
Can you run with the ball in Turbo Touch?
a) Yes
b) No
5.
Explain the 4 steps to performing a Tap Ball?
a) ……………………………………………………………….
b) ……………………………………………………………….
c) ……………………………………………………………….
d) ……………………………………………………………….
6.
Name four rules with the number 2 in it.
a) ……………………………………………………………………………………………………………
b) ……………………………………………………………………………………………………………
c) ……………………………………………………………………………………………………………
d) ……………………………………………………………………………………………………………
7.
If you intercept a ball are you allowed to score a Touchdown without passing twice providing you aren’t
touched?
a) Yes
b) No
8.
How many seconds do you need to wait before advancing as a defender when the attacking team taps off in
the Tap Start Zone at commencement of a game or after a Touchdown has been awarded?
a) 2
b) 5
c) 4
9.
Refer question 8, what is this area called?
a) Touchdown Zone b) Safe Zone
c) Active Zone
10.
If an attacking player taps the ball & moves 1 metre or within radius of the defender, can the defender
impede the pass or attempt to touch the player.
a) Yes
b)No
11.
What does the referee say when 2 passes have occurred?
a) Use it
b) Open
c) Touch 2
12. What does I.F. stand for?
I. ……………………………………
F. ………………………………………………
Explain what these mean.
…………………………………………………………………………………………………………………………………………………………………………
©2010 Touch NZ Incorporated.
Date created 1 March 2014 – Basic 1 Lesson Turbo Touch® Session SH