FOUNDATION UMPIRE AWARD
© England Hockey Board 2010-11 1
Presentation to new umpires
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What is Foundation Umpiring?
The Foundation Umpire Award is
An INTRODUCTION to umpiring 11 a-side hockey Designed primarily for YOUNG people (U16 years) The Course represents a commitment of 3 hours There is a presentation (this) There is a written test (only 20 minutes) There is a practical session which we will do together (30
minutes) Our aim is to help you develop CONFIDENCE &
COMPETENCE with a whistle in a safe and appropriate environment
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The England Hockey Umpiring Structure
Young (Mini Hockey) Umpire
Foundation Umpire
Level 1
Level 2
Level 3
National Badge
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Where do Foundation Umpires practice? In junior section of
club
School club link activity
In clubs – at training and friendly games
At Junior Development Centres
At Junior Academy Centres
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Umpiring the gameTools of the trade
Whistle (supplied) Match score-pad (supplied) Set of warning cards Pen / pencil Coin (to toss) Stop-watch (to keep time)
UMPIRES
SCORE-
PAD
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Umpiring the gamePresentation is Important
The umpires are the 3rd team on the pitch
They should wear the same colour shirt
To look like an umpire is important
The umpires in England usually wear pink or
yellow
Shoes suitable for turf are important
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Communication
Verbal- with colleague - with players- with whistle
Be the 3rd team – talk to each other and help each other
Talk to the players – be friendly and be helpful
Talk through your whistle- little beep for small offences or errors- sharp blast for big offences or misconduct
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Communication
Visual- body language- presentation - signalling
Look the part – be calm, confident, friendly, strong and in controlThe occasional smile helps – show some personalityThe way you look and the way you present yourself is important
Your signals need to be clear and held high and long enough for everyone to see
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Signalling
All of the umpires signals are listed in the
FIH Rules of Hockey book
Deliver your signals with confidence
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Control
Control comes from:
- UNDERSTANDING the play- KNOWING the Rules
- RECOGNISING the players intentions- Securing a SAFE environment- Applying APPROPRIATE control That is correct use of penalties & personal penalties (e.g. progressing free –hits up 10 or reversing them and the use of warning cards)
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Mobility & Positioning
The best umpires are mobile and they position
themselves well
Keep play on the left (Stay ahead of it)
Move with the play (Read it – know where it’s going)
When it’s an attack in the 23, be in or close to the circle
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Personal Rules – manage yourself!
PREPARE - Be at the pitch early - 30 minutes before it starts! - Look the part! - Get warmed up! - Meet your colleague and have a pre-game chat - Recognise you need to be the 3rd team
DO - Be calm, look confident - Be fair, be consistent - Be neutral, be helpful - Be in control
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Personal Rules – when to whistle
Umpires blow the whistle to:
Start and end each ½ of the match
Award a penalty
Start and end a penalty stroke
Indicate a goal
Re-start the game after a goal
For kitted GK substitutions
Re-start the match after a penalty stroke (if no goal was scored)
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The Hockey Pitch
Divided into 4 quarters
Centre line
2 x 23m lines
2 x shooting circles
2 x back-lines
2 x side-lines
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Rule 1
Applying the RulesThe Rules are in place to:
- protect skilful play and - penalise offences
Intentional offences must be penalised firmly
AdvantageIt’s not necessary for every offence to be
penalised- A penalty is awarded only when a player or team has been disadvantaged by an opponent breaking the Rules.)
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Rule 2
Penalties
Umpires have a variety of penalties that they can apply
1. Advantage
2. Free Hits
3. Penalty Corners
4. Penalty Strokes
5. Personal Penalties
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Rule 3
Time2 x periods of 35 minutes each and between 5 and 10
at half-time
Number of players11 per team plus up to 5 substitutes
Game StartWith a centre pass
Scoring a Goal• Circle lines are part of the circle• Ball must completely cross the goal line• Must be touched/played by an attacker while it (the
ball) is in the shooting circle
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Rule 4
PENALTY CORNERS are awarded for any one of 5 reasons:
1.For an offence by a defender in the circle which does not prevent the probable scoring of a goal
2.For an intentional offence in the circle by a defender against an opponent who does not have possession of the ball or an opportunity to play the ball
3.For an intentional offence by a defender outside the circle but within the 23m area they are defending
4.For intentionally playing the ball over the back-line by a defender
5.When the ball becomes lodged in a player’s clothing or equipment while in the circle they are defending
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Rules 5
Penalty Strokes A penalty stroke is awarded: For an offence by a defender in the circle which
prevents the probable scoring of a goal
For an intentional offence in the circle by a defender against an
opponent who has possession of the ball or an opportunity to
play the ball
For defenders persistently crossing over the back-line before
permitted during the taking of penalty corners.
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Rule 6
Free-Hits- Players can pass to themselves!- It really speeds the game up so be ready!
Self-pass can be played at- Centre pass, any free hit, corners and side-line
re-starts
At a free hit, which is not a ‘self-pass’, the ball must move at least 1 metre before it can be played by a teammate.
All opposition players must be a minimum of 5m away.
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Rule 7
InjuryIf there is a serious injury stop time immediately
How to restart the game after an injury - If injury was due to an offence – award a free hit, PC, etc. - If the injury was not due to an offence – award a bully
If there is a minor injury do not stop time. The player should leave the pitch for treatment and a substitute player should come on.
Never interfere or offer to move someone who is seriously Injured unless you are First Aid qualified
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Rule 8
Substitutions• Rolling subs
• Maximum of 5 players
• All can come on at once!
• Cannot enter pitch until • outgoing player has stepped off
Substitution is permitted at any time except within the period from the award of a penalty corner until after it has been completed
(one exception = injured defending GK)
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Time for Questions
We have 5 minutes…
NOTEYour 20 minute test will follow and it will be
based on this presentation. It will not ask any questions that haven’t been covered!