Overview
This unit teaches volleyball, a fast team game in which two teams of six players try to ground the ball on the other side of a net. Each team may touch the ball up to three times before sending it back (a touch by a blocker does not count), so volleyball is built on teamwork: one player receives, another sets, a third attacks. The unit follows that same chain. You start with the two passes, the underhand (forearm or bump) pass used to receive serves and hard hits, and the overhead (finger) pass used to control higher balls. You then learn to start a rally with the underhand serve and the overhead serve, and to see how the body stores and releases energy when serving. Next come the skills at the net: setting the ball up for a teammate, spiking it hard into the opponent's court and blocking the opponent's spike. Digging, the emergency save of a hard-hit ball, completes the defensive skills. Finally you put everything together through rotation drills, a serving accuracy contest, a catch-and-throw game that teaches rotation, and an 11-point match. Each skill is taught in phases (stance, execution and follow-through), with a warm-up, a lead-up game, a cool-down and a circle-time discussion on safety, fair play and self-control.
हिंदी में पढ़ें
वॉलीबॉल एक तेज़ टीम खेल है जिसमें छह-छह खिलाड़ियों की दो टीमें हर बार अधिकतम तीन स्पर्शों में गेंद को नेट के दूसरी ओर ज़मीन पर गिराने का प्रयास करती हैं। इस इकाई में आप कौशल उसी क्रम में सीखेंगे जिसमें टीम उनका उपयोग करती है: अंडरहैंड पास से गेंद प्राप्त करना, ओवरहेड पास से ऊँची गेंदों को नियंत्रित करना, अंडरहैंड और ओवरहेड सर्विस से रैली शुरू करना, नेट के पास गेंद सेट करना, उसे स्पाइक करना, विरोधी की स्पाइक को ब्लॉक करना और तेज़ गेंदों को डिग करना। आप यह भी सीखेंगे कि रोटेशन कैसे होता है, सर्विस करते समय शरीर ऊर्जा कैसे संचित और मुक्त करता है, सुरक्षित ढंग से कैसे खेलें और गिरें, और 11 अंकों के मैच में अपनी प्रगति कैसे आँकें तथा निष्पक्ष व्यवहार कैसे करें।
Learning Objectives
- Describe the volleyball court, net, team and the main rules of touches, scoring and rotation.
- Perform the underhand (forearm) pass with a firm platform and direct it to a target.
- Perform the overhead pass using the fingertips and use it to set the ball.
- Serve legally using the underhand serve and the overhead serve, and explain the role of potential and kinetic energy in serving.
- Explain and practise the approach, jump and arm swing of the spike.
- Block a spike at the net without touching the net, and dig a hard-hit ball safely.
- Rotate correctly through the six court positions and play a short match using the skills learnt.
- Warm up, cool down, play safely and recognise and report signs of injury or distress in yourself and others.
- Assess your own skill level and behave with fair play during practice and matches.
Topics in this chapter
10 topics · tap a topic title to jump straight to it.
The game of volleyball: court, team and basic rules
1Think first
2The idea, in plain words
Volleyball was invented in 1895 in the USA by William G. Morgan as a gentler indoor game than basketball. It is now an Olympic sport played in almost every country. In India it is popular in schools, villages and the armed forces. The Volleyball Federation of India runs the national game, and players such as Jimmy George made Indian volleyball known abroad.
Court and equipment
- Court: 18 m long and 9 m wide, divided into two halves of 9 m x 9 m by the centre line under the net.
- Attack line: 3 m from the centre line on each side. It separates the front zone from the back zone.
- Net: 2.43 m high for men and 2.24 m for women in senior play; lower nets are used for younger players. Two antennae mark the sides of the crossing space.
- Ball: about 65-67 cm round and 260-280 g.
The team. Six players are on court: three in the front row and three in the back row. Players have special roles: setters who set up attacks, spikers (hitters) who attack, blockers who defend at the net and the libero, a back-row defensive specialist who wears a different coloured shirt.
Key rules
- Each team may touch the ball up to three times before it crosses the net. A touch by a blocker at the net does not count as one of the three.
- The same player cannot touch the ball twice in a row (except after a block).
- The ball must be hit cleanly, not caught or thrown.
- Players must not touch the net while playing the ball.
- Rally point scoring: a point is scored on every rally, whichever team served. A set goes to 25 points with a 2-point lead. A match is the best of five sets, and a deciding fifth set goes to 15.
- When a team wins back the serve, its players rotate one place clockwise.
How lessons are built. Each skill has a warm-up (side walking, skipping, arm swings), the skill taught in phases, a lead-up game, a cool-down (calf, hamstring and shoulder stretches) and a circle time discussion. Call 'Mine!' loudly when you take a ball, so teammates do not collide with you.
- Court: 18 m x 9 m; attack line 3 m from the centre line.
- Senior net height: 2.43 m (men), 2.24 m (women).
- Maximum 3 team touches; the block touch is not counted.
- Sets to 25 points with a 2-point lead; deciding fifth set to 15.
3Worked example
- A team receives the serve with a bump (1), sets (2) and spikes (3): three touches, all legal.
- A ball touches the blocker's hands and the blocker's teammate then plays three more touches; this is legal because the block touch does not count.
- The score is 24-24 in the first set; play continues until one team leads by 2, such as 26-24.
4Your turn
How many times may a team touch the ball before sending it over the net, not counting a block?
5Remember this
Underhand pass (forearm pass or bump)
1Think first
2The idea, in plain words
The underhand pass, also called the bump or forearm pass, is the most important skill for receiving a serve or a hard-hit ball. The ball is played off a flat platform made by the forearms, below chest height, and sent up to a teammate, usually the setter.
1. Hand position (making the platform)
- Make a loose fist with one hand and wrap the other hand over it, or lay one palm in the other.
- Keep the thumbs side by side, parallel, pointing forward and slightly down.
- Straighten and lock the elbows, and turn the wrists down. The flat inside of both forearms, just above the wrists, is your hitting surface.
2. Stance
- Feet shoulder-width apart, one slightly ahead of the other.
- Knees bent, back straight, leaning a little forward.
- Arms relaxed and ready in front, below the chest. Stay low; a low position gives better balance and control.
3. Execution
- Move your feet to get your body behind the falling ball, so it comes to the middle of your body.
- Let the ball meet your forearms with the elbows still locked.
- Lift the ball with your legs, extending the knees, and a small upward movement from the shoulders. Do not swing the arms wildly.
- To send the ball higher, extend the knees more strongly.
4. Follow-through
- Keep the platform steady and pointed at your target after contact.
- Get ready for the next ball, because the rally may come straight back.
Think of four snapshots: ready, move to position, contact, extend to target.
Lead-up game: Keep it up. Two teams each form a circle. On the whistle, each team passes the ball around its circle using only underhand passes. If the ball falls, pick it up and restart. After the set time, the team with the fewest drops or the most passes wins.
Judge your pass. Does the ball rise higher than the net and drop near your partner? Did you move your feet, or reach with your arms? A good pass comes from the legs and from being in position, not from a big arm swing. Always call 'Mine!' before you play the ball.
- Platform: hands joined, thumbs parallel and pointing down, elbows locked, contact on the forearms above the wrists.
- Power for the pass comes from the legs, not from swinging the arms.
- Get behind the ball first, then pass.
3Worked example
- A float serve comes towards Asha's right; she shuffles right, gets behind the ball and bumps it to the setter near the net.
- A player swings the arms hard and the ball flies backwards out of court; keeping the arms still and using the legs fixes it.
- In the circle game a team makes 28 passes without a drop in two minutes.
4Your turn
In the underhand pass, where should the ball make contact?
5Remember this
Overhead pass (finger pass)
1Think first
2The idea, in plain words
The overhead pass is used when the ball comes high, at about face level or above. It is played with the fingertips, which makes it the most accurate pass in volleyball. That is why setters use it to set up attacks.
1. Hand position and contact
- Raise the hands above the forehead, palms facing up and slightly forward.
- Bring the thumbs and index fingers close to form a triangle (or 'window') through which you can see the ball.
- Spread the fingers and curve them to the shape of the ball, like holding a big bowl.
- Contact the ball with the pads of the fingers and thumbs, never the palms.
2. Body position
- Feet shoulder-width apart, one foot slightly ahead for balance.
- Knees slightly bent; body positioned under the ball.
- Elbows bent and pointing outwards, making a stable cup shape.
3. Execution
- Move quickly to get under and slightly behind the ball. Face the direction you want to send it.
- Meet the ball above your hairline, in line with the middle of your body.
- As the ball touches your fingers, extend the arms and legs together, pushing the ball up and out in one smooth action.
4. Follow-through
- Finish with arms fully stretched and hands pointing at the target.
- Stay balanced, ready for the next move.
Legal and illegal. The ball must leave the hands quickly. If it rests in the hands, it is a catch (held ball). If it spins badly because one hand touched it before the other, it may be called a double contact. Both are faults. Soft, quick fingers and equal pressure from both hands prevent them.
Lead-up game. Use the same circle game as for the bump, but now only overhead passes are allowed. Count the passes before a drop.
Shapes to notice. The underhand pass makes a flat platform with the forearms. The overhead pass makes a triangle with the fingers and a cup with the arms. Bent knees and elbows make angles that act like springs. Discuss which shapes your body made during each pass.
Judge yourself. Is the ball going up with little spin? Does it land where your hands pointed? A spinning ball usually means uneven hands.
- Overhead pass: hands above the forehead, thumbs and index fingers forming a triangle, contact on the finger pads.
- Get under the ball and face the target before contact.
- A ball held in the hands is a catch; uneven contact can be a double contact; both are faults.
3Worked example
- A high, slow ball comes back over the net; a player moves under it and finger-passes it to the setter.
- A student pushes the ball with the palms and it slaps loudly and spins; switching to fingertips gives a soft, clean pass.
- Two friends practise wall volleys, finger-passing the ball against a wall 20 times without a drop.
4Your turn
Which part of the hand should touch the ball in an overhead pass?
5Remember this
Underhand serve
1Think first
2The idea, in plain words
Every rally begins with a serve from behind the end line. The underhand serve is the easiest serve to learn and the most reliable for beginners. The arm swings from below like a pendulum, and the ball travels in a gentle arc over the net.
Rules to remember
- Serve from the service zone behind the end line. Do not step on or over the end line until you have hit the ball.
- Serve within 8 seconds of the referee's whistle.
- Toss or release the ball and hit it with one hand or arm.
- A serve that touches the net and still goes over into the court is in play.
1. Stance (right-handed server)
- Stand facing the net with the left foot slightly ahead, toes pointing forward.
- Hold the ball in the left hand, slightly cupped, at about upper-thigh height in front of the hitting arm.
- Bend the knees a little and lean the shoulders forward over the ball, hips slightly back, upper back straight.
2. Execution
- Swing the right arm back and then forward like a pendulum, keeping it straight.
- Strike the bottom-back of the ball with a firm surface: the heel of the hand or a closed fist.
- Shift your weight onto the front (left) foot as you hit.
- Many servers drop the ball just before contact; some hit it straight out of the holding hand. Either is fine if it is clean.
3. Follow-through
- Let the arm continue upward in an arc towards the target, finishing high.
- Let the whole body move forward and up with the swing. Then step quickly into the court to your position.
Lead-up game: Serve and catch. In pairs, one serves and the other catches. Start 6 m apart. After a few serves, swap roles. As you succeed, move further apart until you can serve from behind the real end line over the net.
Sense of space. Try aiming at different parts of the court: deep, short, left, right. Notice how a small change in where you hit the ball, or how high your arm finishes, changes where it lands. Placing a serve in an empty space is the first step to scoring aces.
Judge yourself. Out of ten serves, how many cleared the net and landed in court? Aim for at least eight before learning the overhead serve.
- Underhand serve: opposite foot forward, pendulum swing with a straight arm, contact on the bottom-back of the ball, weight onto the front foot.
- Serve from behind the end line within 8 seconds of the whistle; no foot on the line before contact.
3Worked example
- A beginner's serves keep hitting the net; finishing the arm swing higher sends the ball over.
- Hitting with a bent arm makes the serve go sideways; a straight pendulum swing sends it straight.
- Serve-and-catch partners move from 6 m to 9 m apart over three lessons.
4Your turn
For a right-handed underhand serve, which foot should be forward?
5Remember this
Overhead serve and the energy behind it
1Think first
2The idea, in plain words
The overhead serve (overhand serve) is hit from above the head, like throwing a ball overarm. It travels faster and flatter than the underhand serve and is harder to receive, so it is the serve used by almost all school and club players once they are ready.
1. Stance (right-hander)
- Stand behind the end line, feet shoulder-width apart, left foot forward (opposite the hitting hand).
- Hold the ball in the left hand at about shoulder height in front of the hitting shoulder.
2. Execution
- Toss: lift the ball with the left hand, nearly straight up and a little in front of the hitting shoulder, just high enough for a full arm swing. A good toss is the secret of a good serve. In official rules you get only one toss, so a toss that is let fall to the floor is a fault; practise it until it is the same every time.
- Step: step forward with the left foot as the ball rises.
- Arm: draw the right arm back with the elbow high, at or above shoulder level, and the hand beside the head, like pulling back a bow.
- Hit: lead forward with the elbow, then whip the arm through and strike the centre-back of the ball with the heel of the open hand (the firm base of the palm), arm almost straight.
3. Follow-through
- Move your weight from the back foot to the front foot.
- Let the hitting hand drop naturally down past the thigh.
Potential and kinetic energy. A strong serve uses the whole body, not just the arm. When you bend the knees, rotate back and cock the arm, the stretched muscles store energy, rather like a stretched rubber band. This stored energy is called potential energy. When you step, straighten the legs, turn the body and swing the arm, that stored energy changes into the energy of motion, called kinetic energy, and is passed into the ball. The smoother the chain from legs to hips to shoulder to hand, the more energy reaches the ball.
Lead-up game: Pentagon target. Mark a large pentagon in the middle of the opponent's court, with its corners touching the end line and side lines. Each player serves ten overhead serves. Serves landing inside the pentagon score; serves landing outside the court score zero. The highest score wins.
Judge yourself. Is your toss landing in the same spot every time if you let it drop? Consistency of the toss decides consistency of the serve.
- Overhead serve: opposite foot forward, toss slightly in front of the hitting shoulder, high elbow, contact with the heel of the hand, weight back to front.
- Potential energy is stored when the body bends and the arm is cocked; it becomes kinetic energy in the swing and is passed to the ball.
3Worked example
- A server tosses too far behind the head and the ball goes high and long; tossing slightly in front fixes it.
- A player who hits with the fingers gets a weak serve; hitting with the heel of the hand gives a firm, straight serve.
- In the pentagon contest, Ravi lands 7 of 10 serves in the target.
4Your turn
Which part of the hand should strike the ball in an overhead serve?
5Remember this
Setting
1Think first
2The idea, in plain words
Setting (also called boosting) is usually the team's second touch. The setter takes the passed ball and places it in the air near the net so that a spiker can hit it hard. A good set can make an ordinary spiker look great. A bad set can make the best spiker useless. The setter is like the playmaker in football or the captain who decides the plan.
1. Stance
- Watch the path of the passed ball and move to get under it early.
- Face the target, usually the left front (position 4) where most attacks are made.
- Raise the hands above the forehead in the overhead pass shape, with elbows bent and pointing outward to make a cup.
2. Execution
- Play the ball with an overhead (finger) pass, extending the arms and legs together.
- Choose the type of set:
- High set: a high ball near the net, which gives the spiker time to approach. Safest for beginners.
- Low or quick set: a fast, low ball that the spiker hits early, before blockers can get ready.
- Front or back set: forward to the hitter in front of you, or backward over your head to a hitter behind you, to surprise the blockers.
- Place the ball about 50 cm to 1 m away from the net, so the spiker can hit without touching the net.
3. Follow-through
- Finish with arms extended towards the target and watch the ball's path.
- Move to cover the spiker in case the ball is blocked back.
Lead-up game: Set into the bucket. A bucket is placed on a raised table near the net post. A feeder passes the ball to the setter five times. The setter must set so the ball rises at least about 30 cm (one foot) above the net height and then drops into the bucket. A set that does not rise above the net does not count. The setter with most successes wins.
Think like a setter. Which of your spikers is in the best position to win the point? Where are the opponent's blockers standing? Setting to the side where blockers are weakest, or faking one way and setting the other, helps the team dodge the block.
Judge yourself. Is the ball the same height and distance from the net each time? Spikers need sets they can trust.
- The set is usually the second team touch, played with an overhead pass.
- Set the ball about 50 cm to 1 m off the net, high enough for the spiker's approach.
- High set = safe and slow; quick set = fast and surprising; back set = over the setter's head.
3Worked example
- The passer sends the ball to the setter at position 3; the setter sets high to the left-front spiker at position 4.
- Seeing two blockers move to the left, the setter back-sets to the right side, where only one blocker is ready.
- A set that drops too close to the net forces the spiker to touch the net, which is a fault.
4Your turn
Why should a set land a little away from the net rather than right on it?
5Remember this
Spike (attack hit)
1Think first
2The idea, in plain words
The spike (also called the smash or attack) is a powerful downward hit that sends the ball over the net into the opponent's court. It is the main way of winning points. A spike can be hit from anywhere, but spiking near the net gives a steeper angle and is the most effective.
1. Approach (right-hander)
- Start about 3-4 m from the net, watching the setter and the ball.
- Take a three-step approach: left, right, left. The first step is short to judge the set, the second is long and fast, and the third closes the feet together for take-off. Left-handers do the opposite: right, left, right.
- Swing both arms back on the last steps, then bend the knees to load the jump.
2. Jump and arm swing
- Swing both arms forward and up and jump straight up from both feet, so you do not drift into the net.
- Raise the non-hitting arm to point at the ball, helping balance and aim.
- Draw the hitting arm back with the elbow high and the hand behind the head, like a bow being pulled.
- Turn the torso slightly. Power comes from the whole chain: legs, hips, trunk, shoulder and arm.
3. Contact
- Hit the ball at the highest point you can reach, slightly in front of the hitting shoulder.
- Use the open palm, with the hand firm, and contact the top-centre of the ball.
- Snap the wrist downward at contact to put topspin on the ball and send it down sharply.
4. Follow-through and landing
- The arm continues down and across the body, without touching the net.
- Land on both feet with bent knees to absorb the shock, then get ready for the next ball.
Safety. Never cross the centre line under the net on landing, because you may land on an opponent's foot and sprain an ankle. Warm up the neck, shoulders and legs before spiking practice.
Lead-up game: Feed and spike. In pairs, the spiker passes to the feeder, who sets the ball high, and the spiker spikes across the net. After five attempts swap roles. The pair with the most successful spikes wins.
Honesty in practice. Claiming more successful spikes than you really made may win the drill but stops you learning. Count truthfully, and settle disagreements by talking calmly or asking the teacher.
- Right-hander approach: left, right, left; left-hander: right, left, right.
- Contact at the highest point, in front of the hitting shoulder, with the open palm on the top-centre of the ball.
- Land on both feet with bent knees; do not touch the net or cross the centre line.
3Worked example
- A spiker who jumps forward instead of up lands under the net and touches it; jumping straight up from a closing step fixes it.
- A ball hit at full reach and snapped down lands steeply inside the opponent's attack line.
- A spiker who waits for the ball to drop to head height hits it into the net.
4Your turn
Where should a spiker contact the ball?
5Remember this
Block
1Think first
2The idea, in plain words
The block is the first line of defence against a spike. One, two or even three front-row players jump at the net with their hands raised to stop the ball or deflect it back into the opponent's court. A block touch does not count as one of your team's three touches.
Who can block? Only the three front-row players may block. Back-row players, including the libero, are not allowed to complete a block.
1. Stance
- Stand close to the net, about an arm's length away, facing it.
- Knees slightly bent, weight on the balls of the feet, ready to move sideways.
- Hands raised in front of the shoulders, palms facing the net.
2. Reading the attacker
- Watch the setter first to see where the set goes.
- Then watch the spiker, not the ball: their approach line and the direction of the shoulder show where the hit will go.
- Move sideways with quick shuffle or crossover steps to line up in front of the spiker's hitting arm.
3. Execution
- Jump straight up slightly after the spiker jumps. Jumping too early means you come down while they are still hitting.
- Push the hands up and over the net into the opponent's space (this reaching over is allowed when blocking).
- Keep the fingers spread and firm and the thumbs close, so the ball cannot pass between the hands.
- Angle the hands down and in, so the ball drops into the opponent's court rather than flying out.
4. Landing
- Pull the hands back without touching the net.
- Land on both feet with bent knees to absorb the impact, then turn quickly to play the next ball.
Safety and rules. Touching the net while blocking is a fault. Landing over the centre line on the opponent's side can cause ankle injuries, so jump straight up. Keep fingers firm to protect them from a hard-hit ball.
Lead-up game: Clap over the net. Pairs face each other across the net. For 30 seconds they jump together and clap palms above the net, while moving along the net towards the side line. A clap with a net touch does not count. The pair with the most claps wins. This teaches timing, reach and sideways movement.
Anticipate. Discuss how to tell the real spiker from a decoy who runs in but does not get the ball.
- Only front-row players may block; the block touch is not one of the three team touches.
- Watch the setter, then the spiker; jump just after the spiker.
- Hands over the net, fingers spread and firm, angled down; no net touch; land on both feet.
3Worked example
- Two blockers line up on the left spiker; the ball hits their hands and drops straight down on the opponent's side for a point.
- A blocker jumps at the same moment as the spiker and is already falling when the ball is hit; jumping slightly later fixes it.
- A blocker with loose fingers has the ball bend them back; firm fingers protect the hand.
4Your turn
Which players are allowed to complete a block?
5Remember this
Dig and safe defence
1Think first
2The idea, in plain words
A dig is an emergency defensive pass that stops a hard-hit spike, or a sudden tip near the net, from touching the floor. The digger keeps the ball alive by sending it up, ideally towards the setter, so the team can counter-attack. Good diggers win matches without scoring a single spike.
1. Stance
- Feet wider than shoulder-width, knees well bent, body low.
- Weight forward on the balls of the feet for a quick start.
- Arms out in front, hands ready to join into a platform.
2. Execution
- Read the spiker's arm and move early to get behind the line of the ball.
- Join the hands and keep the arms straight, as in the underhand pass.
- Do not swing the arms. A spiked ball already has plenty of speed. Instead, absorb it: let the arms 'give' a little and use the bent legs as shock absorbers.
- Angle the platform so the ball rebounds upward towards the middle of your court and the setter.
- Use both hands together whenever possible. If the ball is out of reach, a one-arm dig or an open-hand dig can save it.
3. Follow-through and safe falling
- Stay balanced after contact and recover to your position.
- If you must dive or fall, roll onto the side of the hip and back, or slide on the chest with arms out, to spread the impact. Never land on a straight arm, the elbow or the knees directly.
- Only try dives after your teacher has taught safe falling on mats.
Lead-up game: Drop and catch. A feeder stands about 1.2 m (four feet) in front of the digger and holds a soft ball in each hand at shoulder height. The digger crouches in the ready stance with hands joined. The feeder drops one ball without warning, and the digger must react, get under it and catch it before it bounces. Ten attempts each; the most catches wins.
Concentration. The dig trains you to keep your attention fixed on the attacker and the ball for the whole rally. A digger who looks away for a moment is beaten.
Look after one another. In a fast game players fall and collide. If you or a teammate show signs of distress, such as wincing, limping, holding a joint, bruising, a rash, bleeding or sharp pain, stop and tell the teacher at once. Helping an injured player is part of good sportsmanship.
- Dig: low wide stance, straight arms, no swing, absorb the ball with the legs and angle the platform to the setter.
- Use both hands when possible; roll to spread the impact if you fall.
- Report injuries and distress signals to the teacher immediately.
3Worked example
- A hard spike comes at Neha's chest; she bends her knees, keeps her arms still and lets the ball pop up to the setter.
- A defender who swings at a spike sends it flying into the stands; absorbing the hit keeps it in court.
- A player who falls rolls onto the side of the hip instead of landing on the elbow and gets up unhurt.
4Your turn
What is the best way to control a very hard spike when digging?
5Remember this
Rotation, team drills and the 11-point match
1Think first
2The idea, in plain words
Volleyball is a team game, and the final lessons bring every skill together.
Court positions and rotation. The six places on each side are numbered:
| 4 (front left) | 3 (front middle) | 2 (front right) |
| 5 (back left) | 6 (back middle) | 1 (back right, server) |
The player in position 1 serves. When your team wins a rally on the opponent's serve, you win the right to serve, and every player moves one place clockwise before serving: 2 goes to 1 (and serves), 1 goes to 6, 6 to 5, 5 to 4, 4 to 3 and 3 to 2. If you win a rally on your own serve, the same server serves again and nobody rotates. Rotation makes every player play every position, front and back. Being in the wrong position at the moment of the serve is a fault.
Team drills
- Ball rotation drill: three groups, setters, spikers and blockers. A setter sets, a spiker hits and a blocker on the other side blocks. Players move to the next group until everyone has set, spiked and blocked.
- Ace accuracy contest: two teams line up at the service line. Each player serves once, aiming at numbered target zones in the opponent's court. A serve into the named zone earns an extra point. An ace is a serve that wins the point directly.
- Ball throw game: teams of six play with catching and throwing instead of hitting. The receiving team catches the serve and must throw it back over within 3 seconds, staying in position. Teams rotate when they win the serve, and the first to 11 wins. This teaches rotation and court space without technique worries.
The 11-point match. Teams of six play a short match to 11 points using rally scoring and correct rotation. The winners play the next team. Before playing, find out and draw the real court dimensions and discuss the main rules with your classmates.
Assessment. Your teacher rates pass, serve, spike, block and dig on a five-level scale: from needing more practice (1), to demonstrating the skill (2), performing it correctly (3), choosing it to suit the game (4) and assessing and appreciating good play by the opponent (5). There is also a scale for overcoming self-distress, from reacting angrily without thinking to calmly learning from setbacks.
Personal behaviour. Shake hands, applaud a strong opponent and support teammates who make mistakes. Report any injury or sign of distress straight away.
- Positions: 1 back right (server), 2 front right, 3 front middle, 4 front left, 5 back left, 6 back middle.
- Rotate one place clockwise each time the team wins back the serve; 2 moves to 1 and serves.
- An ace is a serve that scores directly.
3Worked example
- Team B wins a rally on Team A's serve; Team B's player in position 2 moves to position 1 and serves.
- Team A serves and wins the point; the same player serves again and nobody rotates.
- In the ace contest, a player aims for zone 5 (back left) and the ball lands there for a bonus point.
4Your turn
Your team wins a rally while serving. What happens next?
5Remember this
Key Concepts
- Rally point scoring
- A scoring system in which a point is won on every rally, whichever team served.
- Attack line
- The line 3 m from the centre line that separates the front zone from the back zone of each half.
- Three-touch rule
- A team may touch the ball at most three times before returning it, not counting a block.
- Underhand pass (bump)
- A pass played off a platform of joined, straight forearms, used to receive serves and hard balls.
- Platform
- The flat surface formed by both forearms when the hands are joined and the elbows locked.
- Overhead pass
- A pass played with the fingertips above the forehead, giving accurate control of a high ball.
- Setting
- Placing the ball in the air near the net, usually as the second touch, so that a teammate can spike it.
- Spike
- A powerful jumping hit that sends the ball steeply downward into the opponent's court.
- Approach
- The run-up steps, left-right-left for a right-hander, that a spiker takes before jumping.
- Block
- A defensive action by front-row players who jump at the net to stop or deflect a spike.
- Dig
- A defensive pass that keeps a hard-hit or sudden ball from touching the floor.
- Ace
- A serve that wins the point directly without the opponents being able to return it.
- Libero
- A back-row defensive specialist who wears a different coloured shirt and may not block or attack from above net height.
- Rotation
- The clockwise movement of all six players by one position each time a team wins back the serve.
- Foot fault
- Stepping on or over the end line before hitting the serve.
- Held ball (catch)
- A fault in which the ball comes to rest in a player's hands instead of being hit cleanly.
- Potential energy
- Energy stored in the body when the knees bend and the arm is drawn back, ready for movement.
- Kinetic energy
- The energy of motion released as the body extends and swings, part of which passes to the ball.
End-of-Chapter Trial Paper & Test Questions
Topic-wise questions to test your understanding of every concept in this chapter.
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How many players of one team are on the court at a time in volleyball? (a) Five (b) Six (c) Seven (d) Eleven / वॉलीबॉल में एक टीम के एक समय में कितने खिलाड़ी कोर्ट पर होते हैं? (a) पाँच (b) छह (c) सात (d) ग्यारह
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(b) Six — three play in the front row and three in the back row, and they rotate through all six positions. / (b) छह — तीन आगे की पंक्ति में और तीन पीछे की पंक्ति में खेलते हैं, और सभी छह स्थानों पर बारी-बारी से घूमते हैं।
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Which part of the body is used for the underhand (bump) pass? (a) Fingertips (b) Palms (c) Forearms (d) Fists / अंडरहैंड (बंप) पास में शरीर के किस भाग का प्रयोग होता है? (a) उँगलियों के सिरे (b) हथेलियाँ (c) अग्रबाहु (कोहनी से कलाई तक का भाग) (d) मुट्ठियाँ
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(c) Forearms — the joined, straight forearms form a flat platform that gives a controlled rebound. / (c) अग्रबाहु — जुड़ी और सीधी अग्रबाहुएँ एक समतल मंच बनाती हैं जिससे गेंद नियंत्रित ढंग से लौटती है।
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A right-handed spiker usually takes the approach steps in which order? (a) Right, left, right (b) Left, right, left (c) Left, left, right (d) Right, right, left / दाएँ हाथ का स्पाइकर आमतौर पर किस क्रम में अप्रोच के कदम लेता है? (a) दायाँ, बायाँ, दायाँ (b) बायाँ, दायाँ, बायाँ (c) बायाँ, बायाँ, दायाँ (d) दायाँ, दायाँ, बायाँ
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(b) Left, right, left — the long right step builds speed and the closing left step sets both feet for a straight-up jump; left-handers reverse it. / (b) बायाँ, दायाँ, बायाँ — लंबा दायाँ कदम गति देता है और अंतिम बायाँ कदम दोनों पैरों को सीधी छलाँग के लिए तैयार करता है; बाएँ हाथ के खिलाड़ी इसका उल्टा करते हैं।
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When a team wins back the serve, its players rotate (a) clockwise by one position (b) anticlockwise by one position (c) by two positions (d) not at all / जब कोई टीम सर्विस वापस जीतती है, तो उसके खिलाड़ी कैसे घूमते हैं? (a) घड़ी की दिशा में एक स्थान (b) घड़ी की उल्टी दिशा में एक स्थान (c) दो स्थान (d) बिल्कुल नहीं
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(a) clockwise by one position — the player from position 2 moves to position 1 and serves. / (a) घड़ी की दिशा में एक स्थान — स्थान 2 का खिलाड़ी स्थान 1 पर आकर सर्विस करता है।
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Which players may complete a block? (a) Any player (b) Only back-row players (c) Only front-row players (d) Only the libero / ब्लॉक कौन-से खिलाड़ी कर सकते हैं? (a) कोई भी खिलाड़ी (b) केवल पीछे की पंक्ति के खिलाड़ी (c) केवल आगे की पंक्ति के खिलाड़ी (d) केवल लिबेरो
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(c) Only front-row players — back-row players, including the libero, are not allowed to block. / (c) केवल आगे की पंक्ति के खिलाड़ी — पीछे की पंक्ति के खिलाड़ी, लिबेरो सहित, ब्लॉक नहीं कर सकते।
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In the overhead serve, the stored energy in the bent knees and drawn-back arm is called (a) kinetic energy (b) heat energy (c) potential energy (d) sound energy / ओवरहेड सर्विस में मुड़े घुटनों और पीछे खिंची बाँह में संचित ऊर्जा को क्या कहते हैं? (a) गतिज ऊर्जा (b) ऊष्मा ऊर्जा (c) स्थितिज ऊर्जा (d) ध्वनि ऊर्जा
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(c) potential energy — it is stored before the movement and becomes kinetic energy when the body extends and the arm swings. / (c) स्थितिज ऊर्जा — यह गति से पहले संचित होती है और शरीर के फैलने तथा बाँह के घूमने पर गतिज ऊर्जा में बदल जाती है।
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Describe the correct technique of the underhand (forearm) pass. / अंडरहैंड (फोरआर्म) पास की सही तकनीक का वर्णन कीजिए।
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Join the hands by placing one fist inside the other hand, with the thumbs parallel and pointing forward and down. Lock the elbows and turn the wrists down to make a flat platform of the forearms. Stand with the feet shoulder-width apart, one slightly ahead, knees bent, back straight and body leaning a little forward. Move the feet to get behind the ball so it comes to the middle of the body. Let the ball meet the forearms above the wrists, and lift it by extending the knees rather than swinging the arms. After contact, keep the platform pointed at the target and get ready for the next ball. Call 'Mine!' before playing it. / एक मुट्ठी को दूसरे हाथ में रखकर हाथ जोड़ें, अँगूठे समानांतर और आगे-नीचे की ओर हों। कोहनियाँ सीधी रखें और कलाइयाँ नीचे मोड़ें ताकि अग्रबाहुओं का समतल मंच बने। पैर कंधों की चौड़ाई पर, एक पैर थोड़ा आगे, घुटने मुड़े, पीठ सीधी और शरीर थोड़ा आगे झुका रहे। पैरों को चलाकर गेंद के पीछे पहुँचें ताकि गेंद शरीर के बीच में आए। गेंद को कलाई के ऊपर अग्रबाहुओं पर लगने दें और बाँहें घुमाने के बजाय घुटने सीधे करके उसे ऊपर उठाएँ। संपर्क के बाद मंच को लक्ष्य की ओर रखें और अगली गेंद के लिए तैयार रहें। गेंद खेलने से पहले 'माइन!' बोलें।
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Explain the role of the setter and describe two types of set. / सेटर की भूमिका समझाइए और सेट के दो प्रकार बताइए।
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The setter usually makes the team's second touch. Using an overhead finger pass, the setter places the ball in the air near the net, about 50 cm to 1 m away from it, so that a spiker can hit it hard into the opponent's court. The setter decides which spiker gets the ball and tries to send it where the blockers are weakest. A high set goes well above the net and gives the spiker time to approach; it is the safest. A quick or low set is fast and low, so the spiker hits early before the blockers are ready. A back set goes backwards over the setter's head to a hitter behind, to surprise the block. / सेटर आमतौर पर टीम का दूसरा स्पर्श करता है। ओवरहेड फिंगर पास से वह गेंद को नेट के पास, उससे लगभग 50 सेमी से 1 मीटर दूर, हवा में रखता है ताकि स्पाइकर उसे ज़ोर से विरोधी कोर्ट में मार सके। सेटर तय करता है कि गेंद किस स्पाइकर को मिलेगी और उसे वहाँ भेजने का प्रयास करता है जहाँ ब्लॉकर कमज़ोर हों। ऊँचा सेट नेट से काफ़ी ऊपर जाता है और स्पाइकर को अप्रोच का समय देता है; यह सबसे सुरक्षित है। तेज़ या नीचा सेट तेज़ और नीचा होता है ताकि स्पाइकर ब्लॉकरों के तैयार होने से पहले मार सके। बैक सेट सेटर के सिर के ऊपर से पीछे खड़े हिटर को जाता है ताकि ब्लॉक चौंक जाए।
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What safety precautions should players take while spiking, blocking and digging? / स्पाइक, ब्लॉक और डिग करते समय खिलाड़ियों को कौन-सी सावधानियाँ रखनी चाहिए?
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Warm up the neck, shoulders, back and legs before practice and cool down afterwards. When spiking and blocking, jump straight up rather than forward, so you do not touch the net or land across the centre line on an opponent's foot, which can sprain an ankle. Land on both feet with bent knees to absorb the impact. Keep the fingers firm while blocking so a hard ball does not bend them back. When digging, keep the body low and, if you have to fall, roll onto the side of the hip and back instead of landing on a straight arm, elbow or knees; learn diving only on mats under the teacher. Call 'Mine!' to avoid collisions, and report any pain, limping, swelling, bleeding or other sign of distress to the teacher at once. / अभ्यास से पहले गर्दन, कंधों, पीठ और पैरों का वार्म-अप करें और बाद में कूल-डाउन करें। स्पाइक और ब्लॉक करते समय आगे की बजाय सीधे ऊपर कूदें ताकि नेट न छुए और आप केंद्र रेखा पार करके विरोधी के पैर पर न गिरें, जिससे टखने में मोच आ सकती है। दोनों पैरों पर घुटने मोड़कर उतरें ताकि झटका कम हो। ब्लॉक करते समय उँगलियाँ मज़बूत रखें ताकि तेज़ गेंद उन्हें पीछे न मोड़े। डिग करते समय शरीर नीचा रखें और गिरना पड़े तो सीधी बाँह, कोहनी या घुटनों पर गिरने के बजाय कूल्हे के बगल और पीठ पर लुढ़कें; डाइव करना केवल गद्दों पर शिक्षक की देखरेख में सीखें। टकराव से बचने के लिए 'माइन!' बोलें और किसी भी दर्द, लँगड़ाने, सूजन, खून बहने या परेशानी के संकेत की सूचना तुरंत शिक्षक को दें।
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Explain how potential and kinetic energy are used in a powerful overhead serve. / एक शक्तिशाली ओवरहेड सर्विस में स्थितिज और गतिज ऊर्जा का उपयोग कैसे होता है, समझाइए।
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Before the serve, the player bends the knees, turns the body back and draws the hitting arm back with the elbow high. The stretched muscles store energy, much like a stretched rubber band; this is potential energy. As the player steps forward, straightens the legs, turns the hips and shoulders and whips the arm through, the stored energy is released as kinetic energy, the energy of motion. When the heel of the hand strikes the ball, part of this kinetic energy passes into the ball and sends it fast over the net. The smoother the sequence from legs to hips to shoulder to hand, the more energy reaches the ball, which is why a whole-body swing serves harder than an arm-only swing. / सर्विस से पहले खिलाड़ी घुटने मोड़ता है, शरीर को पीछे घुमाता है और कोहनी ऊँची रखते हुए मारने वाली बाँह पीछे खींचता है। खिंची हुई मांसपेशियाँ खिंचे रबर बैंड की तरह ऊर्जा संचित करती हैं; यह स्थितिज ऊर्जा है। जब खिलाड़ी आगे कदम रखता है, पैर सीधे करता है, कूल्हे और कंधे घुमाता है और बाँह को तेज़ी से आगे लाता है, तो संचित ऊर्जा गतिज ऊर्जा, अर्थात गति की ऊर्जा, के रूप में मुक्त होती है। जब हथेली का निचला भाग गेंद से टकराता है, तो इस गतिज ऊर्जा का कुछ भाग गेंद में चला जाता है और उसे तेज़ी से नेट के पार भेजता है। पैरों से कूल्हों, कंधे और हाथ तक का क्रम जितना सहज हो, उतनी अधिक ऊर्जा गेंद तक पहुँचती है, इसीलिए पूरे शरीर से की गई सर्विस केवल बाँह की सर्विस से अधिक शक्तिशाली होती है।