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Throwing for distance and 
accuracy with your non-dominant 
hand 
Achievement Standard: 91328 
Credits 5
Movements at Joints 
Throwing for distance and accuracy
Flexion 
 Refers to movement where the angle between two bones 
decreases. 
 Flexion is commonly known as bending. 
 Example: Bicep Curl
Extension 
 Refers to movement where the angle between two bones 
increases. 
 Extension is otherwise known as straightening. 
 Example: Tricep Extension
Adduction 
 Is movement of a body segment toward the midline of 
the body. 
 Example: bringing legs together in a star jump
Abduction 
 Is movement of a body segment away from the midline 
of the body. 
 Example: moving legs/arms away in star jump
Circumduction 
 This is a movement where the joint is the pivot and the 
body segment moves in a combination of flexion, 
extension, adduction and abduction 
 Example: Butterfly in swimming
Rotation 
 Refers to a pivoting or ‘twisting’ movement. Rotation is 
broken down further into medial and lateral rotation. 
 
Example: Head rotating on 
vertebrae
Supination
Pronation 
 Movement so the palm of the hand faces down 
 
Example: Wrist pronation – rotating 
hand from a supinated to a 
pronated position
Inversion 
 Is the movement of the foot to bring the sole of the foot 
to face inward.
Eversion 
 Is the movement of the foot to bring the sole of the foot 
to face outward.
Dorsiflexion 
 Is moving the top of the foot toward the shin or ‘raising’ 
the toes.
Plantarflexion 
 Is moving the top of the foot away from the shin or 
‘pointing’ the toes.
Types of Joints 
 Gliding - Carpals 
 Hinge - knee 
 Pivot – atlas and axis of neck 
 Condyloid/Ellipsoid – carpal and radius 
 Saddle – metacarpal of thumb 
 Ball & Socket – shoulder & hip
BIOMECHANICAL PRINCIPLES 
Throwing for distance and accuracy
Inertia 
 An object as rests tends to remain at rest unless acted 
upon by some external force 
 An object’s resistance to movement
Momentum 
 An object that is moving will continue to move in the 
direction the force was applied until another force is 
applied
Stability 
 The ability to hold or maintain a position in space
Balance 
 An ability to maintain the line of gravity of a body within 
the base of support
Centre of Mass/Gravity 
 The point in the body at which all parts of the body are 
in balance OR at which gravity is centred
Force 
 Force is defined as a PUSH or a Pull 
 Kicking a ball, leg applies force to the ball
Force Summation/Kinetic Linking 
 The production of large forces by the body is dependent 
upon using each joint in the correct order, and using 
each joint at its most appropriate time.
Levers 
 A rigid structure, hinged at some part and to which 
forces are applied at two other points 
 3 Parts: Force, Load, Pivot
Projectile Motion 
 A projectile is any object released into the air. Once an 
object is in the air its flight path is governed by factors 
prior to its release. 
 Speed, Height, Angle of Release
Basic Performance Appraisal 
 Where do I ‘stack up’ compared to where I should be?
Skill Learning 
Throwing for distance and accuracy
Skill Classification: Fine 
 Involves small muscle groups, intricate precise 
movements. 
 High level of hand-eye co-ordination 
 Darts, Snooker
Skill Classification: Gross 
 Involves large muscle groups and/or the whole body 
 Shot Put, Swimming
Skill Classification: Open 
 The timing depends on external forces 
 Skills are perceptual and externally paced 
 Football pass
Skill Classification: Closed 
 Skills take place in a stable, predictable environment. 
 Skills are not affected by the environment 
 Movements follow set patterns 
 Free throw in Basketball
Skill Classification: Discrete 
 Single, specific skills that are well defined actions with 
clear beginning and end 
 Hockey penalty flick
Skill Classification: Continuous 
 No obvious beginning or end 
 Skill is repeated like a cycle 
 Running, Swimming
Skill Classification: Serial 
A group of discrete skills strung 
together to make a new and 
complex movement. 
The sequence of skills for the 
triple jump.
Phases of Learning
Cognitive or Understanding Phase 
 Performances are inconsistent and success is not 
guaranteed. 
 Process of trial and error with a success rate of 2-3 out 
of 10 attempts.
Needs of Cognitive Phase: 
 Requires all of your attention and rely on the external 
cues – teacher/coach 
 Correct performances must be reinforced through 
external feedback.
Phases of Learning: Associative 
 Performances more consistent as motor programmes are 
being formed. 
 Start to get a sense of internal 'kinesthetic' feedback. 
 Success rate 5-7 out of 10.
Needs of Associative Phase 
 Simpler parts of the skill look fluent and are well 
learned, however, the more complex elements require a 
lot of attention. 
 Begin to detect and correct own errors
Phases of Learning: Autonomous 
 Performances have become consistent, fluid and 
aesthetically pleasing. 
 The motor programmes involved are well learned and 
stored in the long-term memory.
Needs of Autonomous 
 Attention can be focused on opponents and tactics. 
 Retaining the new skill must be constantly practiced to 
reinforce the motor programmes. 
 Success is now 9 out of 10.
Types of Practice:
Mass 
 the skill is practiced until learnt without taking a break.
Mass Practice 
 Risks: If individual has a 
low level of fitness and 
motivation performance 
will suffer 
 Benefits: best for simple 
skills. A rally in 
badminton where the 
learner must repeatedly 
perform drop shots. This 
causes fatigue and 
therefore simulates the 
late stages of a game
Distributed 
 practice is interspersed with breaks that can either be 
rest or another skill.
Distributed Practice 
 Risks: boredom for 
individuals with a high 
level of fitness and 
highly motivated. 
 Benefits: allows for rest 
and mental rehearsal. 
This is best used in 
difficult, dangerous or 
fatiguing skills and with 
young or lowly motivated 
individuals
Whole 
 When the skill is taught in its entirety; the whole 
movement.
Whole Practice 
 Risks: 
 Unsuitable for people 
with low attention spans, 
complex or dangerous 
skills 
 Benefits: 
 Good for simple skills 
that cannot be broken 
down into parts
Part 
 When skills are broken down into its associated parts or 
sub routines 
 E.g. volleyball serve – ball toss, stance, weight transfer, 
arm swing (contact and follow through).
Part Practice 
 Risks: 
 transfer of the skills from 
part to whole may not be 
effective and it may also 
reduce the kinesthetic 
awareness (feel) for the 
whole skill. 
 Benefits: 
 Can learn each key 
element and focus 
on an individual 
component as part 
of training
Drills 
 Learning a skill through repetition
Drills 
 Risks: 
 Not game like, or specific 
to sport 
 Benefits: 
 No external variables
Problem Solving 
 Learning through investigation
Problem Solving 
 Risks: 
 Skills best suited toward 
Open skills so Closed 
skills cannot be practiced 
 Benefits: 
 Creative solutions are 
required to perform
Mental 
 Performing the skill in your mind without physical 
movement
Mental Practice 
 Risks 
 Can over think things 
 You need to take a break 
in physical practice to 
perform mental tasks. 
 Benefits 
 Good in the resting 
phase of distributed 
practice
Physical 
 What we are familiar with. The skill is performed by 
active/physical movement.
Physical Practice 
 Risks 
 Fatigue, boredom 
 Benefits 
 Actively perform the skill
Factors effecting learning 
 Age – state of readiness 
 Gender – Differences in physique, interests and 
motivation 
 Mental State – Positive/Negative Self Talk 
 Skill Level – different levels of co-ordination, balance, 
speed and other skill-related fitness components that 
may contribute to faster learning. 
 Prior Knowledge – previous exposure to the skill being 
learnt will have both a cognitive and physical advantage. 
 Confidence – Mental State, Skill Level and Prior 
Knowledge combined
Sport Psychology 
Throwing for distance and accuracy
Self-talk 
 Thoughts and words athletes and performers say to 
themselves 
 Self-talk phrases (or cues) are used to direct attention 
towards a particular thing in order to improve focus or 
are used alongside other techniques to facilitate their 
effectiveness
Visualisation 
 Visualization is the process of creating a mental image 
or intention of what you want to happen or feel
Mental Rehearsal 
 Involves the athlete imagining themselves in an 
environment performing a specific activity using all of 
their senses (sight, hear, feel and smell). 
 The images should have the athlete performing 
successfully and feeling satisfied with their performance.
Routines 
 Helps you organise a consistent and systematic psych-up 
period before a race or game, without becoming 
psyched-out.
Arousal Control 
 Arousal is a measure of how excited or ‘hyped up’ you 
are to perform a skill or task. 
 Under Aroused – bored, not motivated, tired, lethargic 
 Over Aroused – Nervous, anxious, worried, scared, 
frustrated 
 Optimal Arousal – Ability to control your arousal levels, 
stress levels, and your emotions during your 
performance of sport/skill.
Goal Setting 
 Gives direction - you can see success as you achieve 
your goals which: 
 Focuses attention 
 Maintains and enhances motivation. 
 Increases confidence
Confidence 
 How strongly you believe in your ability to achieve your 
goals.
Concentration 
 Your ability to maintain and completely focus attention 
for a period of time.

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12SPS Throwing for distance and accuracy

  • 1. Throwing for distance and accuracy with your non-dominant hand Achievement Standard: 91328 Credits 5
  • 2. Movements at Joints Throwing for distance and accuracy
  • 3. Flexion  Refers to movement where the angle between two bones decreases.  Flexion is commonly known as bending.  Example: Bicep Curl
  • 4. Extension  Refers to movement where the angle between two bones increases.  Extension is otherwise known as straightening.  Example: Tricep Extension
  • 5. Adduction  Is movement of a body segment toward the midline of the body.  Example: bringing legs together in a star jump
  • 6. Abduction  Is movement of a body segment away from the midline of the body.  Example: moving legs/arms away in star jump
  • 7. Circumduction  This is a movement where the joint is the pivot and the body segment moves in a combination of flexion, extension, adduction and abduction  Example: Butterfly in swimming
  • 8. Rotation  Refers to a pivoting or ‘twisting’ movement. Rotation is broken down further into medial and lateral rotation.  Example: Head rotating on vertebrae
  • 10. Pronation  Movement so the palm of the hand faces down  Example: Wrist pronation – rotating hand from a supinated to a pronated position
  • 11. Inversion  Is the movement of the foot to bring the sole of the foot to face inward.
  • 12. Eversion  Is the movement of the foot to bring the sole of the foot to face outward.
  • 13. Dorsiflexion  Is moving the top of the foot toward the shin or ‘raising’ the toes.
  • 14. Plantarflexion  Is moving the top of the foot away from the shin or ‘pointing’ the toes.
  • 15. Types of Joints  Gliding - Carpals  Hinge - knee  Pivot – atlas and axis of neck  Condyloid/Ellipsoid – carpal and radius  Saddle – metacarpal of thumb  Ball & Socket – shoulder & hip
  • 16. BIOMECHANICAL PRINCIPLES Throwing for distance and accuracy
  • 17. Inertia  An object as rests tends to remain at rest unless acted upon by some external force  An object’s resistance to movement
  • 18. Momentum  An object that is moving will continue to move in the direction the force was applied until another force is applied
  • 19. Stability  The ability to hold or maintain a position in space
  • 20. Balance  An ability to maintain the line of gravity of a body within the base of support
  • 21. Centre of Mass/Gravity  The point in the body at which all parts of the body are in balance OR at which gravity is centred
  • 22. Force  Force is defined as a PUSH or a Pull  Kicking a ball, leg applies force to the ball
  • 23. Force Summation/Kinetic Linking  The production of large forces by the body is dependent upon using each joint in the correct order, and using each joint at its most appropriate time.
  • 24. Levers  A rigid structure, hinged at some part and to which forces are applied at two other points  3 Parts: Force, Load, Pivot
  • 25. Projectile Motion  A projectile is any object released into the air. Once an object is in the air its flight path is governed by factors prior to its release.  Speed, Height, Angle of Release
  • 26. Basic Performance Appraisal  Where do I ‘stack up’ compared to where I should be?
  • 27. Skill Learning Throwing for distance and accuracy
  • 28. Skill Classification: Fine  Involves small muscle groups, intricate precise movements.  High level of hand-eye co-ordination  Darts, Snooker
  • 29. Skill Classification: Gross  Involves large muscle groups and/or the whole body  Shot Put, Swimming
  • 30. Skill Classification: Open  The timing depends on external forces  Skills are perceptual and externally paced  Football pass
  • 31. Skill Classification: Closed  Skills take place in a stable, predictable environment.  Skills are not affected by the environment  Movements follow set patterns  Free throw in Basketball
  • 32. Skill Classification: Discrete  Single, specific skills that are well defined actions with clear beginning and end  Hockey penalty flick
  • 33. Skill Classification: Continuous  No obvious beginning or end  Skill is repeated like a cycle  Running, Swimming
  • 34. Skill Classification: Serial A group of discrete skills strung together to make a new and complex movement. The sequence of skills for the triple jump.
  • 36. Cognitive or Understanding Phase  Performances are inconsistent and success is not guaranteed.  Process of trial and error with a success rate of 2-3 out of 10 attempts.
  • 37. Needs of Cognitive Phase:  Requires all of your attention and rely on the external cues – teacher/coach  Correct performances must be reinforced through external feedback.
  • 38. Phases of Learning: Associative  Performances more consistent as motor programmes are being formed.  Start to get a sense of internal 'kinesthetic' feedback.  Success rate 5-7 out of 10.
  • 39. Needs of Associative Phase  Simpler parts of the skill look fluent and are well learned, however, the more complex elements require a lot of attention.  Begin to detect and correct own errors
  • 40. Phases of Learning: Autonomous  Performances have become consistent, fluid and aesthetically pleasing.  The motor programmes involved are well learned and stored in the long-term memory.
  • 41. Needs of Autonomous  Attention can be focused on opponents and tactics.  Retaining the new skill must be constantly practiced to reinforce the motor programmes.  Success is now 9 out of 10.
  • 43. Mass  the skill is practiced until learnt without taking a break.
  • 44. Mass Practice  Risks: If individual has a low level of fitness and motivation performance will suffer  Benefits: best for simple skills. A rally in badminton where the learner must repeatedly perform drop shots. This causes fatigue and therefore simulates the late stages of a game
  • 45. Distributed  practice is interspersed with breaks that can either be rest or another skill.
  • 46. Distributed Practice  Risks: boredom for individuals with a high level of fitness and highly motivated.  Benefits: allows for rest and mental rehearsal. This is best used in difficult, dangerous or fatiguing skills and with young or lowly motivated individuals
  • 47. Whole  When the skill is taught in its entirety; the whole movement.
  • 48. Whole Practice  Risks:  Unsuitable for people with low attention spans, complex or dangerous skills  Benefits:  Good for simple skills that cannot be broken down into parts
  • 49. Part  When skills are broken down into its associated parts or sub routines  E.g. volleyball serve – ball toss, stance, weight transfer, arm swing (contact and follow through).
  • 50. Part Practice  Risks:  transfer of the skills from part to whole may not be effective and it may also reduce the kinesthetic awareness (feel) for the whole skill.  Benefits:  Can learn each key element and focus on an individual component as part of training
  • 51. Drills  Learning a skill through repetition
  • 52. Drills  Risks:  Not game like, or specific to sport  Benefits:  No external variables
  • 53. Problem Solving  Learning through investigation
  • 54. Problem Solving  Risks:  Skills best suited toward Open skills so Closed skills cannot be practiced  Benefits:  Creative solutions are required to perform
  • 55. Mental  Performing the skill in your mind without physical movement
  • 56. Mental Practice  Risks  Can over think things  You need to take a break in physical practice to perform mental tasks.  Benefits  Good in the resting phase of distributed practice
  • 57. Physical  What we are familiar with. The skill is performed by active/physical movement.
  • 58. Physical Practice  Risks  Fatigue, boredom  Benefits  Actively perform the skill
  • 59. Factors effecting learning  Age – state of readiness  Gender – Differences in physique, interests and motivation  Mental State – Positive/Negative Self Talk  Skill Level – different levels of co-ordination, balance, speed and other skill-related fitness components that may contribute to faster learning.  Prior Knowledge – previous exposure to the skill being learnt will have both a cognitive and physical advantage.  Confidence – Mental State, Skill Level and Prior Knowledge combined
  • 60. Sport Psychology Throwing for distance and accuracy
  • 61. Self-talk  Thoughts and words athletes and performers say to themselves  Self-talk phrases (or cues) are used to direct attention towards a particular thing in order to improve focus or are used alongside other techniques to facilitate their effectiveness
  • 62. Visualisation  Visualization is the process of creating a mental image or intention of what you want to happen or feel
  • 63. Mental Rehearsal  Involves the athlete imagining themselves in an environment performing a specific activity using all of their senses (sight, hear, feel and smell).  The images should have the athlete performing successfully and feeling satisfied with their performance.
  • 64. Routines  Helps you organise a consistent and systematic psych-up period before a race or game, without becoming psyched-out.
  • 65. Arousal Control  Arousal is a measure of how excited or ‘hyped up’ you are to perform a skill or task.  Under Aroused – bored, not motivated, tired, lethargic  Over Aroused – Nervous, anxious, worried, scared, frustrated  Optimal Arousal – Ability to control your arousal levels, stress levels, and your emotions during your performance of sport/skill.
  • 66. Goal Setting  Gives direction - you can see success as you achieve your goals which:  Focuses attention  Maintains and enhances motivation.  Increases confidence
  • 67. Confidence  How strongly you believe in your ability to achieve your goals.
  • 68. Concentration  Your ability to maintain and completely focus attention for a period of time.