3. Fundamental Skills of Kho-Kho · Class 6 Physical Education and Well Being
Practise 88 short and long answer questions on 3. Fundamental Skills of Kho-Kho from 3. Fundamental Skills of Kho-Kho. Try writing your own answer first, then tap the question to compare it with the model answer and read the explanation behind it.
Kho-Kho is an exciting Indian sport in which two teams compete; one team tags the opponents while they try to avoid being tagged.
The answer should mention two teams and tagging.
The court for sub junior boys and girls measures 14 × 24 square metre.
This figure is given in the "Did You Know?" box of the Sitting session.
The three types are simple touch kho, early kho and late kho.
All three types from the "Did You Know?" box are required.
The pole turn is used by the chasers to make quick turns and tag or tap the runners.
The book defines it as a chaser's skill.
They shout "Pancham".
The team that gives three actual and two fake kho first shouts "Pancham".
Both hands of the chaser should be placed outside the centre line.
This is given in the "Did You Know?" box of the Covering Chase session.
The two types are straight running and sidewards running.
Both types must be named.
A fake kho may also be used near a pole.
This is stated in the "Did You Know?" box of the Fake Kho session.
Kho-Kho involves quick movement, agility, speed and leg strength. It also involves teamwork, with players taking turns to defend and chase.
Any four of quick movement, agility, speed, leg strength and teamwork earn full marks.
The chaser sits on the toes in the block, places the hands on the ground forming a bridge with the fingers and thumb, and leans a little forward. The body weight is balanced on both toes and hands.
One mark for the position of toes and hands and one for balancing the weight while leaning forward.
The kho signal is given by tapping the back of the teammate and shouting "kho" at the same time. It is both an oral and a touch signal.
Both the tap and the shout, done together, are needed for full marks.
The chaser should take out the left leg first for running in the left direction. For running in the right direction, the right leg should come out first.
One mark for each direction.
At the time of giving kho, at least one of the legs should be behind the cross lane. The kho must also be given by tapping the back and shouting kho together.
The main mark is for the leg behind the cross lane.
Acceleration drills are drills of taking a quick start and gaining speed swiftly. They improve a player's ability to chase swiftly.
One mark for the meaning and one for the benefit.
The track can be prepared with markers or cones. The player should keep the eyes focused on the end-point to maintain a straight line.
Both the use of markers and focusing on the end-point are needed.
Dodging is a skill for the defender that allows them to move quickly and avoid the chasers' attempts to get them out. It combines quick footwork, agility and strategic movement.
One mark for naming the defender and one for the description.
The chaser moves at a consistent pace and then suddenly speeds up or slows down. This catches the opponent off guard.
Credit for describing the change of pace and its effect.
The team works together to create a barrier that moves along with the runners. The objective is to corner the runner and prevent them from crossing the centre line.
Both the moving barrier and its objective must be stated.
A fake kho is a strategy to mislead the defenders. It is used to create openings and gain an advantage.
One mark for the meaning and one for the purpose.
In the 3-2-3 chain, three players are in the front, two in the middle and three at the back. This forms a strong defence barrier.
The correct numbers in each row are essential for full marks.
As the defender approaches, the chaser extends one arm forward to tap the defender's toe or feet. This must be done without falling over the centre line.
One mark for the tap and one for not falling over the centre line.
Lateral movements are practised by crossing one foot over the other while changing direction between the cones. They help in improving agility and coordination.
One mark for the movement and one for the benefit.
The unit lists three kinds of work:
One mark for each point with a short explanation.
The circuit is organised as a competition:
Two marks for the circuit and one for a reasoned link to strength.
The book gives three points for the chaser's running technique:
One mark for each point.
Rise and Run trains quick starts from the sitting stance:
Two marks for the rules and one for the skill developed.
Proper running form has these features:
One mark for each feature.
The Modified Shuttle Run trains straight running:
One mark each for set-up, running and the restart rule.
Both are ways to mislead chasers:
Credit for both techniques and their effect on the chasers.
Move to Safety practises dodging:
One mark each for set-up, the aim and the scoring.
The book suggests a gradual approach:
One mark for each stage.
The pole turn has four stages:
One mark each for the approach, the execution and the push-off.
The Pole Shuttle Run is a team race:
One mark each for the set-up, the relay and the result.
Covering is an offensive skill for chasers:
Credit for the meaning of covering and the coordinated movement.
The relay practises covering and attacking:
One mark each for the start, the attack and the finish.
A chain works only when every player knows the plan:
One mark each for positions, coordination and signals.
The Sitting Relay Race trains quick response to kho:
One mark each for set-up, the kho chain and the result.
A fake works only if the defender cannot read it:
Credit for the importance of timing and unpredictability and how they are practised.
Ace-of-the-fake practises actual and fake kho:
One mark for each point.
The pole dive is executed as follows:
One mark each for body position, foot and hand placement, and use of the free arm.
The book describes the push-off in these steps:
One mark for each step.
The Elbow Lock Challenge is a lead-up activity of the Pole Dive session:
One mark each for the set-up, the song and the scoring.
Toe tapping is done by a sitting chaser:
One mark each for position, anticipation and timing.
Grab the Cone trains reaching without crossing a line:
One mark each for set-up, the task and the increase in difficulty.
The 3-2-3 chain is taught step by step:
One mark each for positioning, demonstration and practice.
Standing Kho-Kho is played in a circle:
One mark for each rule.
Both are skills used at the pole, but they differ:
Credit for a clear comparison of method and finish.
This Circle Time follows the session on running on a straight line:
Credit for the task and the value of self-correction.
A chaser must sit correctly and then rise and run correctly.
Marks for the stance, footwork and running technique.
Giving kho is the basic action that passes the chase from one chaser to another.
Marks for the signal, the rule, the types and the practice of anticipation.
Dodging allows defenders to avoid being tagged by the chasers.
Marks for the techniques and their link to the lead-up activity.
Zig-zag running includes straight running and sidewards running.
Marks for the stages in order and their link to game skills.
The pole turn is a skill used by chasers to make quick turns and tag runners.
Marks for each stage of the skill and for the practice activity.
Covering chase teaches chasers to pursue the defender in coordination with teammates.
Marks for the meaning, the movements, the drill and the relay.
The chain is a team skill in which players work together to form a moving barrier.
Marks for the concept, its elements and the link to the lead-up activity.
Fake kho is a strategy to mislead defenders, create openings and gain advantage.
Marks for the meaning, the key qualities and the practice methods.
The pole dive is a quick movement at the pole to get a defender out.
Marks for the technique and for sensible safety instructions linked to the Circle Time task.
Toe tapping is a chaser's skill done from the sitting position.
Marks for the skill and the clear link to the lead-up activity.
The 3-2-3 chain is a defence strategy in Kho-Kho.
Marks for the formation, its purpose, positions and the reason for practice without a chaser.
Kho-Kho is a team game in which players depend on one another.
Marks for three skills clearly linked to teamwork.
Kho-Kho is fast, so players who anticipate and react quickly have an advantage.
Marks for explanation and at least four relevant examples.
Team, to play well we must master the basic skills we have learnt.
Credit for a well-organised talk covering the main skills and values from the unit.
This Circle Time follows the 3-2-3 Chain session and asks whether we will appreciate the opposing player's performance.
Credit for a reasoned answer linked to the unit's aims.
Jaya's stance is incorrect, which slows her start.
One mark per sub-part.
Karan's kho broke two requirements.
One mark per sub-part; (iv) needs a sensible method of anticipation.
The case is based on running on a straight line.
One mark per sub-part.
The defender has used dodging to mislead the chaser.
One mark per sub-part.
Manav has skipped the gradual stages of practice.
One mark per sub-part.
Ritu's technique is incorrect in two ways.
One mark per sub-part.
Rohit did not follow the relay pattern.
One mark per sub-part.
The team failed to act as one unit.
One mark per sub-part.
The case is based on the Fake Kho session.
One mark per sub-part.
Sameer used the wrong footwork for a right dive.
One mark per sub-part.
The case is based on the Toe Tapping session.
One mark per sub-part.
The case is based on the 3-2-3 Chain session lead-up.
One mark per sub-part.
The extract is from the Dodging session.
One mark per sub-part.
The extract introduces the 3-2-3 chain.
One mark per sub-part; (i) requires adding the rows correctly.
Varun responded to the wrong signal.
One mark per sub-part.
The case is based on the Pole Turn session.
One mark per sub-part.
The Elbow Lock Challenge is played in the Pole Dive session.
It is the lead-up activity listed after the pole dive skill.
They are marked 20 metres apart.
The book gives this distance for the dodging lead-up activity.
It is a one-on-one drill in which covering chasers try to chase a single runner. It improves speed, timing and the ability to anticipate the runner's movements.
One mark for the drill and one for the abilities.
Practising in slow motion lets players focus only on the action of forming the chain. It helps them learn to move together as a unit before playing at full speed.
Credit for focusing on the action and learning to move as a unit.
Students explain why footwork is important for the pole dive with examples. They also write a set of instructions on avoiding head or leg collisions with the pole.
One mark for each task.
The warm-up is On the spot run to fast feet and Head-to-Toe Stretch. The cool-down is Hamstring Stretch, Calf Stretch and Crossed-leg Toe Touch.
One mark for the warm-up and one for the cool-down.
Once players are confident, the teacher calls out directions or uses visual cues to prompt random changes in the zig-zag pattern. This challenges players to react quickly.
One mark for the teacher's random cues and one for the purpose.
Several habits can cut this time:
Credit for stance, anticipation and practice, all drawn from the unit.
The lead-up uses the game itself:
Credit for the activity, the winner and the skills developed.