IACO Basketball Module 4 - Inter
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Transcript IACO Basketball Module 4 - Inter
Inter-Athletic Council of
Officials
New Official’s Basketball Class
Module #4
Sequence of Events
Sequence of events Part #1
Pre-Game Activities
Officials Ready to
start the game
Jump Ball
Team Control
Established
Backcourt Status
Front Court Status
Pivot Foot
Dribbling
Try
10 Second Count
Closely Guarded
Points
Ball at Disposal
Throw-in
Legal Guarding
Position
Airborne Shooter
PRE-GAME ACTIVITIES
Pre-Game Activities Key Terms
Table Personnel
Scorer
Timer
Referee Duties
Umpire Duties
10 Minute Mark
Captain’s Meeting
Blood Rule
Injury Rule
Rosters
Substitutions
Referee
Rule 2-4 (Pre-game duties)
Administrative leader or crew chief of the contest
Often assigned by Conference Assignor
Inspect and approve all equipment including:
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Court
Baskets
Ball
Backboard
Timer and scorer signals
Make decisions that are not discussed specifically at
any point in the rules
Umpire
During pre-game they assist the Referee in his/her
duties
During the contest all official share many of the
same duties
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Putting the ball in play
Determining a dead ball
Administering penalties
Grant timeouts
Beckon substitutes
Signaling 3 point shots
Penalize unsporting behavior of players and coaches
Officials Authority
No official has the authority to set aside or
question the decisions made by the other
official(s) within the limits of their
respective outlined duties
Entering the Court
15 Minutes
Jurisdiction starts when officials arrive on the floor
Watch and observe players
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Entering the court together
Uniforms
Jewelry
Dunking/Hanging on rim and net
Counting players
Table Personnel
Referee Duties
Table Personnel
10 Minute Mark
Verify the basketball
Check Alternating Possession Arrow
Scorer
Timer
Check the scorebook
Verify the information
Sign the book
Scorer
Keeps roster records
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Names
Numbers
Starters
Substitutes
Time outs
Fouls
Alternating Possession
Delay Warnings
Scorer
Notify officials of rules infractions with the
scorebook
Recommended they keep team members in
numerical order
Timer
Controls the clock and scoreboard
Times the timeouts
Sounds a warning horn for timeouts and intermissions
Sounds warning horn for disqualified or injured players
Read Rule 2-12
10 Minute Mark
Information in the scorebook must be
submitted by 10 minutes before the game
One Technical Foul is given if (Rule 3-2)
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Designated starter is changed
Adding a name to the team member list
Changing team member’s or player’s name in scorebook
Changing a number in the scorebook
Requiring a player to change to a (jersey) number in the book
Having identical numbers on team members and/or players
10 Minute Mark
Do everything to prevent a scorebook technical
foul
Go to the table around 12 minutes on clock
Immediately correct any obvious mistakes
Do not nitpick scorer mistakes as team mistakes
Do not go looking for trouble
After one of these technical fouls are given, you
allow any changes after the penalty
CAPTAIN’S MEETING
Captain
One player on each team (by rule)
Teams usually have two or more captains
May address official for interpretations and other
essential information in a courteous manner
Captain may request a defensive match up
Three or more subs are involved
Any player can request a timeout
Captains Meeting
Takes place near the scorer’s table
With Captains
With Head Coach
Captains Meeting
What needs to be addressed?
◦ Head Coach
“Are your players properly Equip and ready to play”
◦ Sportsmanship talk
◦ Court and ground rule issues
If something unusual or needs to be addressed
Captain’s Meeting Video
After the Captain’s Meeting
Referee deals with any table issues if
necessary
Official(s) continue to watch and observe
players
Prepare for team introductions
Observe actions during introductions
Go to positions right before Jump ball
OFFICIALS READY TO
START THE GAME
Before Start of the Game
Introductions
Go to positions on the floor
Get ready for the jump ball
Running to the Block (2 Person)
Bench
Table
U1
Bench
R
Running to the Block (3 Person)
Bench
Table
U1
R
Bench
U2
Umpire 1 Checking with Table
(2 Person)
Bench
U1
Table
Bench
R
Umpire 1 Checking with Table
Bench
Table
U1
Bench
U2
R
Everyone is ready to go (3 Person)
Bench
Table
Bench
U1
U2
R
STARTING THE GAME
Jump Ball
Ball becomes live when:
◦ The ball leaves the Referee’s hand(s)
Referee (tossing official)
◦ Must toss the ball upward between jumpers
◦ Toss must be thrown at a right angle plane to the
sidelines
◦ Toss must be higher than both jumpers are able to
jump
(10 Feet is acceptable)
◦ Toss should drop between the jumpers
Jump Ball
If toss requirements are not met, Umpire 1
should call it back
Start the process all over again Umpire 1 makes
that decision
This does not happen very often, it probably
should
JUMP BALL
POSITIONING
Jump Ball Positions
Bench
Table
U1
R
Bench
Jump Ball Positions (3 Person)
Bench
Table
Bench
U1
R
U2
Jump Ball
When do you use a Jump Ball?
◦ Beginning of a game
◦ Beginning of Extra Period
When you would not use a Jump Ball?
◦ Technical Foul is administered before ball can
be jumped
JUMP BALL
MECHANICS
Where do the officials go?
After the Jump Ball
Referee (or tossing official)
◦ Waits for players to clear the area
◦ Becomes the Trail Official
Umpires 1 and 2
◦ If the ball is going in their direction, that official
becomes the New Lead
◦ The other official becomes the Center
Ball Goes Right
(Two Person)
Bench
Table
U1
R
Bench
Ball Goes Right
(Three Person)
Bench
Table
Bench
U1
R
U2
Ball Goes Left
(Two Person)
Bench
Table
U1
R
Bench
Trail Becomes Lead
(Two Person)
Bench
Table
U1
R
Bench
Ball Goes Left
(Three Person)
Bench
Table
Bench
U1
R
U2
Jump Ball Mechanics
TEAM CONTROL
Team Control
When is Team Control Established?
When a player of the team is in control of the
ball
While a live ball is being passed among
teammates
During an interrupted dribble
(New Rules may or may not apply to this
situation)
Team Control
When does Team Control end?
When the ball is in flight during a try or tap for
goal
An opponent secures the control of the ball
The ball becomes dead
BACKCOURT AND
FRONT COURT STATUS
Back court and front court
Front Court:
•Part of the court between
the end lines and nearest
edge of the division line
including the basket
Front
Court
Back Court
•Consists of the division line
and everything else
including the basket
Back
Court
PLAYER LOCATION
Player Location
Location of a player is determined by the player is
touching the floor as far as being:
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Inbounds
Out of Bounds
Frontcourt
Backcourt
Outside the 3 point line
Inside the 3 point line
Airborne player is located where they last touched
PIVOT FOOT
Pivot Foot
Rule 4-33
A Pivot takes place when a player who is
holding the ball steps once or more than
once in any direction with the same foot
while the other foot, called the pivot foot
is kept at its point of contact on the floor.
Example: Pivot Foot
Example: Pivot Foot
TRAVELING
Traveling
“Running with the ball”
Player who catches the ball with both feet on the
floor may,
◦ Use either foot as pivot foot
◦ First foot lifted is not pivot foot
Catching the ball while moving or dribbling,
player may stop and establish a pivot foot
Traveling
Player has ball and both feet off the floor then player
lands, simultaneously on both feet
◦ Either foot may be the pivot foot
Player has ball and both feet off the floor then player
lands, on foot followed by the other foot
◦ First foot to touch is pivot foot
Pivot Foot
◦ Once established, this cannot be lifted and put back down to the
floor
◦ Cannot be lifted to start a dribble
Traveling
Jump Stop (player in the air or stopping a dribble)
◦ Land on one foot and jump off that foot and land
simultaneously land on both feet
Bottom line
◦ Know which is the pivot foot
DRIBBLE
Dribble
Definition:
◦ Intentionally striking the ball with the hand(s)
◦ Or pushes the ball to the floor once or several times
Dribble starts by “…….” to the floor before the
pivot foot is lifted
◦ Pushing
◦ Throwing
◦ Batting
Dribble
Dribble ends:
◦ Ball comes to rest in one or both hands
◦ Dribbler palms/carries the ball allowing it to come to
rest
◦ Simultaneously touches the ball with both hands
◦ Ball touches or is touched by an opponent and causes
the dribbler to lose control
◦ Ball becomes dead
Not a double dribble
INTERRUPTED DRIBBLE
Interrupted Dribble
Interrupted Dribble
◦ When the ball is loose after deflecting off of the
dribbler
◦ Momentarily gets away from a dribbler
◦ No player control of ball
Interrupted Dribble
During an interrupted Dribble:
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No closely guarded
Player control foul cannot take place
Time out shall not be granted
Out of bounds violation on player involved in
the interrupted dribbler
SHOOTING, TRY, TAP
Shooting, Try, Tap
Act of Shooting
◦ Begins simultaneously with the start of the try or
tap
◦ Ends when the ball is clearly in flight
Try
◦ For a Field Goal is an attempt to score two or
three points by throwing the ball at a team’s own
basket
◦ Officials use their judgment to determine when
this starts
Shooting, Try, Tap
Habitual Motion:
◦ Try starts with this motion and precedes the
release of the ball
Guideline:
◦ Once the dribble is picked up the habitual
motion begins
Habitual Motion Example
AIRBORNE SHOOTER
Airborne Shooter
Definition
◦ Player that has released the ball on a try for
goal
◦ Player that has tapped the ball
◦ Airborne shooter is considered in the act of
shooting
◦ Considered a shooter until player has returned
to the floor
Airborne shooter example
REBOUNDING
Rebounding
Attempt to secure possession of the ball
following a try or tap
In a rebounding situation no one can
establish team or player control until
ball is secured
Rebounding
Every player has a right to a spot on the
playing court provided that they got there
first without illegally contacting an
opponent.
We will also cover Rebounding in
Module #12
TEN SECONDS
Ten Seconds
A player nor team shall be in continuous
control of the ball in his or her backcourt
for 10 seconds
Team Control is the main factor
Trail should always have a visual count
Example:Visual Count
CLOSELY GUARDED
Closely Guarded
A ball handler that is in the front court is considered
closely guarded if an opponent is within 6 feet of the
ball handler, holding or dribbling the ball
Measurement of the 6 feet applies to the forward
foot/feet of the defender to the forward foot/feet of the
ball handler
Closely guarded is terminated when:
◦ Ball handler gets his/her head and shoulders past the
defender
Closely Guarded
Ball
handler must be in front court
5 Seconds to
Hold the ball
Dribble the ball
Hold the ball
Interrupted Dribble
Cannot start during
Cannot continue during
Example: Closely Guarded
Six Feet Court Markings
6 Feet
6 Feet
6 Feet
Example: Not Closely Guarded
THROW-IN
Throw-In
Two Types of Throw-ins:
After a made basket
Designated Spot
◦ After a violation, foul or interruption of play
(e.g. timeout)
Throw-In
Thrower has:
◦ Once the ball is at the disposal of the thrower
◦ Five Seconds to release the ball and throw it
directly onto the court
◦ Throw-ins will be covered in Module #11
Throw-In
Team retains this privilege until:
◦ Team commits a violation
◦ Team commits a Common Foul
Before throw-in ends
Before Bonus is in effect
◦ When ensuing throw-in spot would have been
the end line
LEGAL GUARDING
POSITION
Legal Guarding Position
Rule 4-23
Guarding is an act to place the body in the
path of an offensive opponent.
Obtaining LGP
◦ Player must have both feet on the floor
◦ Front of the player’s torso must be facing the
opponent
Legal Guarding Position
Defender may move to maintain a Legal
Guarding Position in many ways
Will cover in detail in Module #12
Review
What does it take to establish LGP?
What does the Trail do on a 10 second
count?
When does an airborne shooter begin and
end?
When does the ball become live on a jump
ball?
Module 4
Questions?
New Officials Basketball Class
Module 4
Sequence of Events