⚽ Year 7 Physical Education

Fitness, sport rules, the human body, and training — the theory behind physical education.

Health & Fitness Basics

Health vs Fitness

  • Health: a state of complete physical, mental, and social wellbeing — not merely the absence of illness (WHO definition)
  • Fitness: the ability to meet the demands of the environment (being able to do daily tasks without undue fatigue)
  • You can be healthy without being highly fit, and highly fit but with poor health (e.g. overtraining injuries)

Benefits of Exercise

  • Physical: stronger heart and lungs, lower blood pressure, stronger muscles and bones, healthy weight, improved flexibility
  • Mental: releases endorphins (mood-boosting chemicals), reduces stress and anxiety, improves sleep, builds confidence
  • Social: teamwork, communication, making friends, learning to win and lose graciously

Recommended Activity Levels

  • Children (5–17 years): at least 60 minutes of moderate-to-vigorous physical activity every day
  • Moderate activity: raises heart rate and breathing but you can still talk (e.g. brisk walking, cycling)
  • Vigorous activity: you are working hard and can only say a few words (e.g. running, swimming fast, competitive sport)
  • Include muscle-strengthening activities (gym, gymnastics, sport) at least 3 times a week

Components of Fitness

Health-Related Components

  • Cardiovascular endurance (aerobic endurance): the ability of the heart and lungs to deliver oxygen to working muscles over time. Important for: long-distance running, swimming, cycling
  • Muscular strength: the maximum force a muscle can exert in a single effort. Important for: weightlifting, rugby scrums, gymnastics vaulting
  • Muscular endurance: the ability of a muscle to work repeatedly over time without fatigue. Important for: rowing, cycling, swimming
  • Flexibility: the range of movement possible around a joint. Important for: gymnastics, dance, martial arts
  • Body composition: the ratio of fat to lean tissue (muscle, bone) in the body

Skill-Related Components

  • Speed: how quickly you can move a body part or the whole body. Key in: sprinting, boxing, reaction sports
  • Power: a combination of speed and strength (power = force × speed). Key in: throwing, jumping, kicking
  • Agility: the ability to change direction quickly and accurately. Key in: football, basketball, tennis
  • Balance: maintaining stability when stationary (static) or moving (dynamic). Key in: gymnastics, surfing, martial arts
  • Coordination: the ability to use two or more body parts together smoothly. Key in: most sports
  • Reaction time: the time between a stimulus and the start of a response. Key in: sprint starts, goalkeeping, catching

Fitness Testing

  • Multi-stage fitness test (bleep test): measures cardiovascular endurance
  • Sit and reach test: measures flexibility
  • Illinois agility test: measures agility
  • Grip dynamometer: measures muscular strength in the hand/forearm
  • 30-metre sprint test: measures speed

Training Principles (FITT & SPORT)

FITT Principle

  • Frequency: how often you train. To improve, you should train regularly (e.g. 3–5 times per week)
  • Intensity: how hard you work. Use the training zone (60–80% of maximum heart rate for aerobic training)
  • Time: how long each session lasts. Government guidelines: at least 60 minutes per session for children
  • Type: what kind of training you do (should match the sport). e.g. a swimmer should train in the water, not mainly on a bike

SPORT Principles

  • Specificity: training should be specific to your sport and the muscles/energy systems used
  • Progression: gradually increase the demands placed on the body over time
  • Overload: you must work harder than normal to stimulate improvement
  • Reversibility: if you stop training, you lose your fitness gains ("use it or lose it")
  • Tedium: vary your training to keep motivation high and prevent boredom

Heart Rate

  • Resting heart rate (RHR): average adult ≈ 60–80 bpm. A fit athlete may have an RHR of 40–60 bpm
  • Maximum heart rate (MHR): estimated as 220 − your age
  • Training zone: 60–80% of MHR for aerobic improvement
  • After exercise, heart rate returns to resting faster in fitter individuals (recovery rate)

Team Sports Rules

Football

  • 11 players per side on a rectangular pitch; 90 minutes (two 45-minute halves)
  • Score by getting the ball in the opposing goal
  • Offside: a player is in an offside position if they are nearer the goal line than both the ball and the second-to-last defender when the ball is played to them
  • Fouls: deliberate contact, handling the ball (except goalkeepers in their own area) → free kick or penalty (if in the penalty area)
  • Yellow card = warning; red card = sent off

Netball

  • 7 players per side; 4 quarters of 15 minutes; played on a court divided into thirds
  • Ball must be caught and passed within 3 seconds; cannot run with the ball
  • Only GS (Goal Shooter) and GA (Goal Attack) can shoot; only in the shooting circle
  • Players are restricted to specific areas of the court based on their position

Basketball

  • 5 players per side; 4 quarters of 10 minutes (FIBA) or 12 minutes (NBA)
  • Moving with the ball requires dribbling; walking without dribbling = travelling
  • Shot inside the 3-point line = 2 points; outside = 3 points; free throw = 1 point
  • Personal fouls: physical contact. Five personal fouls → player is fouled out

Rounders

  • Two teams of 9; batters hit a ball thrown by the bowler and run around four posts
  • Full rounder scored if you reach 4th post in one hit; half rounder with a stop on the way
  • Batter is out: caught, stumped (post touched while running), or run out

Individual Sports

Athletics

  • Track events: sprints (100m, 200m, 400m), middle distance (800m, 1500m), long distance (5000m, 10000m), hurdles, relay
  • Field events: long jump, high jump, triple jump, pole vault, shot put, discus, javelin, hammer
  • Key technique for sprinting: drive phase (push off blocks), acceleration phase, maximum velocity phase, deceleration phase

Gymnastics

  • Artistic gymnastics: floor, vault, parallel bars, beam, rings, pommel horse
  • Key skills: forward roll, backward roll, cartwheel, handstand, bridge
  • Balance: distributing your weight evenly; core strength is essential
  • Sequences: linking movements together smoothly with clear start and finish positions

Swimming

  • Four main strokes: front crawl (fastest), backstroke, breaststroke, butterfly (most difficult)
  • Front crawl: alternating arm pull, flutter kick, head to the side to breathe
  • Breaststroke: symmetrical arm pull, frog kick, breathe at the front of the stroke
  • Turns: tumble turn in front crawl; touch the wall for breaststroke and butterfly

Muscles & the Skeleton

The Skeleton

  • The human body has 206 bones
  • Functions of the skeleton: support, protection, movement (with muscles), blood cell production (in bone marrow), mineral storage
  • Key bones: skull, clavicle (collar bone), sternum (breastbone), humerus (upper arm), radius and ulna (forearm), femur (thigh), tibia and fibula (lower leg), patella (kneecap), pelvis
  • Types of joint: hinge (knee, elbow — movement in one plane), ball and socket (hip, shoulder — movement in all directions), pivot (neck — rotation), gliding (wrist), saddle (thumb)

Major Muscles

  • Biceps (front upper arm) — flexes elbow | Triceps (back upper arm) — extends elbow
  • Pectorals (chest) — pulls arm across body | Deltoids (shoulder) — raises arm
  • Trapezius (upper back) — moves shoulder blades | Latissimus dorsi (back) — pulls arms down
  • Rectus abdominis (abs/core) — flexes trunk | Gluteus maximus (buttocks) — extends hip
  • Quadriceps (front thigh) — extends knee | Hamstrings (back thigh) — flexes knee
  • Gastrocnemius (calf) — plantar flexion (pointing toes)

Antagonistic Pairs

  • Muscles work in pairs: one contracts (agonist) while the other relaxes (antagonist)
  • Biceps/Triceps: when you flex your elbow, the biceps is the agonist and triceps is the antagonist; when you extend, the roles reverse
  • Quadriceps/Hamstrings: work together for running and jumping

Warm-Up & Cool-Down

Why Warm Up?

  • Gradually increases heart rate and blood flow to muscles
  • Raises muscle temperature, improving elasticity and reducing injury risk
  • Prepares the nervous system for coordinated movements
  • Mentally prepares you for the activity

A Good Warm-Up Has 3 Phases

  • Phase 1 – Pulse raiser: light aerobic activity (jogging, skipping) to gradually increase heart rate (3–5 minutes)
  • Phase 2 – Mobility: dynamic stretching and joint mobilisation (arm circles, leg swings, hip rotations)
  • Phase 3 – Sport-specific activity: movements specific to the sport (dribbling a ball, passing practice, footwork drills)

Cool-Down

  • Gradually lowers heart rate back to resting levels
  • Helps remove lactic acid from muscles (reducing soreness)
  • Prevents blood pooling in the legs (can cause dizziness)
  • Phase 1: gradual reduction in activity (light jog, then walking)
  • Phase 2: static stretching (holding each stretch for 15–30 seconds)

Types of Stretching

  • Static stretching: hold a stretch in position; good for cool-down; improves flexibility over time
  • Dynamic stretching: controlled, moving stretches; used in warm-up; prepares muscles for action
  • PNF (Proprioceptive Neuromuscular Facilitation): advanced stretching technique; contract then relax; most effective for flexibility gain