Practical: Game/Sport Skills, Fitness Testing and Record File
Domain focus
The practical section assesses game/sport skill, fitness-test administration and the record file. Marks come from correct technique, accurate measurement, safety and a complete, honest file.
Core concepts
- Game skills: choose one game and know its rules, court dimensions, scoring, fouls and basic technique - e.g., basketball dribbling and shooting; volleyball serve and pass; football passing and trapping; kabaddi raiding and tackling.
- Fitness tests: 50 m sprint (speed), 600 m run/walk (endurance), 30-second sit-ups (muscular endurance), sit-and-reach (flexibility), standing broad jump (power), 4 × 10 m shuttle run (agility), BMI.
- Protocol: standardise warm-up, footwear, surface, rest and measurement; record to the correct unit.
- Record file: personal data, fitness scores, game rules and diagrams, participation record, reflection; neat, dated and signed.
- Viva: be ready to explain why each test matches a component.
Worked example
In a 4 × 10 m shuttle run, a student turns early and clips the line. The correct ruling is that the trial is invalid and must be repeated. Reasoning: the test measures agility over a fixed distance; cutting the course short lowers the time and makes the score incomparable. Record the best valid trial, not the fastest invalid one.
Traps
- Skipping the warm-up before sprint or jump tests.
- Measuring sit-and-reach with bent knees or a jerky bounce.
- Copying a record file instead of recording your own data.
- Not knowing the dimensions and basic rules of your chosen game.