Ukraine 10 клас Physical Education
Chapters: 7
1. Invariant module: theory and methods
Theory for grade 10
- Fitness Testing: How We Measure Each Part of Fitness – A fitness test measures one component of fitness and gives a number. Each component has its own test: the multi-stage beep test for stamina, hand grip for strength, sit and reach for flexibility, a 30 m sprint for speed, the Illinois run for agility, jumps for power, the stork stand for balance, the ruler drop for reaction time and BMI for body composition. A good test is valid and reliable. Results are compared with norms and with your own earlier scores, tracked with simple devices, and used to plan training, including for job recruitment tests.
2. Invariant module: general physical training
General physical training
- Physical Fitness – Physical fitness is the body's ability to do daily work, play and sport with energy to spare. It has five health-related components (heart-lung endurance, muscular strength, muscular endurance, flexibility, body composition) and six skill-related ones (speed, agility, power, balance, coordination, reaction time). We improve it with a planned programme using FITT (frequency, intensity, time, type) and training principles like overload, progression, specificity, rest and reversibility.
3. Variative modules: team games
Team games
- Team Sports: How Teams Attack, Defend and Play Fair – Team games are grouped as invasion games, net and wall games, and striking and fielding games. When your team has the ball you attack: spread out (width and depth), move into space and pass quickly. When the opponent has it you defend: get compact, stay goal-side, mark a player or guard a zone, and win the ball back fairly. Each player has a role, the team communicates all the time, and officials apply the rules so the game stays fair and safe.
4. Variative modules: racket and target games
Racket and target games
- Team Sports: How Teams Attack, Defend and Play Fair – Team games are grouped as invasion games, net and wall games, and striking and fielding games. When your team has the ball you attack: spread out (width and depth), move into space and pass quickly. When the opponent has it you defend: get compact, stay goal-side, mark a player or guard a zone, and win the ball back fairly. Each player has a role, the team communicates all the time, and officials apply the rules so the game stays fair and safe.
5. Variative modules: athletics, gymnastics, water
Individual sports
- Athletics: Running, Jumping and Throwing – Athletics (track and field) is sport where performance is measured: races are timed, jumps and throws are measured in metres. Track events include sprints, middle and long distance, hurdles and relays. Jumps (long, triple, high, pole vault) have four phases: approach, take-off, flight and landing. Throws (shot put, discus, javelin, hammer) depend most on release speed, then on release angle and height. Clear rules on starts, lanes, lines and sectors keep it fair.
6. Variative modules: martial arts
Combat sports
- Traditional Games and Martial Arts – Traditional games are played with simple objects and rules passed down through families and communities, like tops, marbles, tag games, tug of war, kabaddi and kho-kho. They keep culture alive and build fitness and fair play. Martial arts and combat sports (judo, taekwondo, karate, wrestling, kalaripayattu, boxing) teach self-control, respect and technique. Every combat sport rests on the same basics: a bow of respect, a stable stance (centre of gravity over a wide base), safe falling (break-falls), clear rules and safety gear.
7. Variative modules: applied and outdoor
Applied and outdoor
- Physical Fitness – Physical fitness is the body's ability to do daily work, play and sport with energy to spare. It has five health-related components (heart-lung endurance, muscular strength, muscular endurance, flexibility, body composition) and six skill-related ones (speed, agility, power, balance, coordination, reaction time). We improve it with a planned programme using FITT (frequency, intensity, time, type) and training principles like overload, progression, specificity, rest and reversibility.