PED003 MODULE Table Tennis
PED003 MODULE Table Tennis
PED003 MODULE Table Tennis
Physical Education 3 (P.E. 3) is a 2 unit course required for all students enrolled
in the University. It is an Individual and Dual Sports. P.E. 1 is the prerequisite of this
course.
In the actual classroom setting, students are required to undergo practical
application/demonstration of the physical education 3 activities. They are required to
perform activities/practical that will serve as a major basis for the evaluation of their
development.
This course is both an introduction to the fundamental skills and strategies of
organized outdoor/indoor Badminton and Table Tennis game and a course designed to
further develop individual skills of the student. Table Tennis requires development of the
following individual skills: Serving, Receiving, Smash, Forehand Drive, Backhand Drive,
Drop shot, and Chop. While Badminton requires development of the following individual
skills: Serving, Receiving, Smash, Clear, Drive, and Drop.
General Objectives:
Materials Needed:
Contents/Topics:
1. Table Tennis
A. History of Table Tennis and Development of the Game
B. Facilities and Equipment Used
C. Officials’ Responsibilities
D. Stretching Activities before and after the Game
E. Basic Skills:
● Serving
● Receiving
● Smash
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● Drop Shot
● Spin
● Chop
F. Tournament
INTRODUCTION
Table Tennis (or ping-pong, as it is often called), is a popular individual and dual
racket sport. Two opponents (in singles) or two teams of two opponents (in doubles) can
play a match consisting of games and points. The player due to strike the ball first is the
server and the player who receives the serve is called the receiver. It is an indoor game
and could be enjoyed by everybody, even the physically handicapped.
The overall objective of the game is to win the match by winning enough points to win
more than half of the number of maximum possible games to be played. A secondary
objective (and some would say the main objective) is to have fun and get a bit of exercise
at the same time!
Table tennis started in the early 1880s as a miniature version of tennis in England.
Hollow, banjolike, rectangular rackets, and rubber or cork balls were the equipment during
the first few years of the game. The game was sometimes called as indoor tennis, “whiff
whaff”’ “gossima”, or “gossamer”.
Englishman, James Gibb, in 1890, first introduced the celluloid ball, permitting
increased control of it. In 1902, E. C. Goode introduced the rubber-faced racket,
permitting variety of strokes and spins to be placed on ball. Some sources also credit Gibb
with inventing the name "ping pong", which was supposed to have been derived from the
sound of the ball. John Jacques register "Ping Pong" as a trade name in England. The
American rights to the name are sold to Parker Brothers.
Interest in table tennis rapidly increased in other countries. Since 1988, table tennis
has been an Olympic sport. Some reasons for its popularity are as follows: it is not an
elaborate sport; it could played indoor; equipment is inexpensive; it requires limited space;
it could be enjoyed by all; and could be played by physically handicapped individuals.
From 1970's up to present, China is the dominant force in both men's and women's
events on the world scene, winning multiple events at all world championships. In 1985,
the two color rule is adopted to reduce the effectiveness of combination rackets. In 2000,
the ITTF increases the ball diameter to 40mm. The following year, 2001, the ITTF changes
the scoring system, moving to 11 points in a game.
In the Philippines, Table Tennis Association of the Philippines (TATAP) which was
founded in 1951, is the governing body of table tennis recognized by the Philippine Olympic
Committee, Southeast Asian Table Tennis Association, the Asia Table Tennis Union, and
the International Table Tennis Federation.
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Lesson 2: VALUES/BENEFITS
1. Health and Fitness. Table tennis is good for your health - it's great for getting
up a sweat and getting the heart rate up. Played at the higher levels, it's one of
the fastest sports around. A couple of hours a week hitting the ball do wonders
for your fitness.
2. Gentle on Your Body. It's easy on the body. You can play the game according to
your own capabilities and limitations, and still be competitive. And being a non-
contact sport, you don't have to worry about those bruises or even broken bones
that you can get in contact sports.
3. It could be played by all. There's no age or gender barriers - it's common at
clubs for 60 year old veterans to be playing 15 year old juniors, or men playing
against women, and with everyone having a great time and a close match.
Families can all play each other. In fact, many athletes with disabilities can
compete on equal terms with able-bodied athletes at table tennis, since there is
much more to the game than sheer power or strength.
4. A Sport for Life. Table tennis is a lifelong sport that can be played competitively
right up to your eighties and beyond. It's never too late to start.
5. Keeps You Mentally Sharp. As you get older, table tennis is good for the brain.
There is an awful lot of thinking, planning, and strategizing going on out there on
the court, all of which helps keep the old grey matter active!
6. You Can Play Anytime. Table tennis is an indoor, non-seasonal sport. You can
play it all year round, day or night, and you don't have to worry about bad
weather or covering up to keep those harmful UV rays off you.
7. You Can Play Anywhere. It's space efficient. You don't need a huge amount of
space to have fun at home, in the dormitory lobby and a foldaway table can be
put away when you aren't using it.
8. Make New Friends. Table tennis is a great social sport. You'll get to meet plenty
of people down at the local clubs or in your PE Class. Play a competition once in a
while and you'll be able to compete and make friends with a whole bunch of
fellow table tennis enthusiasts.
9. You Don't Have to Spend a Fortune. You don't have to spend a lot of money to
play table tennis. A basic table tennis racket, net and a ball are not too costly
compared to other sports. Plus, the cost of joining a club and club fees are
usually quite low compared to sports such as golf or tennis.
10. Enjoy Yourself. It's fun! Table tennis is a wonderful sport to take up for life. It's
easy to play, yet difficult to master. You'll always have another challenge to look
forward to, and another mountain to climb.
You can't argue with all of those reasons, can you? So now that you're convinced
that table tennis is for you, let's take a look at what you will need to get started in the
sport.
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1. Table
The table is 2.74 m (9 ft) long, 1.525 m (5 ft) wide, and 76 cm (30 inch) high,
layered with a smooth coating. The table or playing surface is divided into two halves by
a 15.25 cm (6 inch) high net. The table surface is often in a green, blue or dark color
(see ITTF Laws).
2. Ball
The international rules specify that the game is played with a light 2.7 gram,
40 mm diameter ball. It is made of celluloid material, colored white or orange, with a
matte finish. Stars on the ball indicate the quality of the ball. Three stars indicate
that it is of the highest quality, and is used in official competition (see ITTF Laws).
3. Racket
Players are equipped with a laminated wooden racket covered with rubber on
one or two sides depending on the grip of the player. This is called either a paddle,
racket, blade or a bat. The wooden portion of the racket, is often referred to as the
"blade." There are no official restrictions on the shape or size of the blade itself,
however, these dimensions are optimal for most styles of play. International rules
specify that one side must be red while the other side must be black. The player has
the right to inspect his opponent's racket before a match to see the type of rubber
used and what color it is. There are two types of rubbers used by players: ordinary
pimpled rubber and the sandwich rubber (see ITTF Laws).
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Fig.2
Fig.3a Fig.3b
4. Net Assembly
Fig.4
5. Playing Conditions
The playing space shall be rectangular and not less than 14 meters long, 7
meters wide and 5 meters high, but the 4 corners may be covered by surrounds of not
more than 1.5 meters length. The playing area shall be enclosed about 75 cm high, all
of the same dark background color, separating it from adjacent playing areas and from
spectators (see ITTF Handbook).
Lesson 4: SAFETY
1. Before starting to play or practice, check the playing area. Choose a smooth and
safe surface to play.
2. Make sure all the equipment are safe to use especially the tables and surrounds.
Check that all legs are locked and stable.
3. Pick up unused and spare equipment and other items (bags, towels, bottles) and
place in out of the way.
4. Wear proper playing attire.
Lesson 6: WARM – UP
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1. Jog in place 5. Hips rotation
2. Head bending (head clock stretching) 6. Calf stretching
3. Arms stretching 7. Toes stretching
4. Back stretching
1. Grip. Grip means how to hold a racket. The main two grips are: shakehand
grip and penhold grip.
Shakehand Grip. The shakehand grip is aptly named because you hold the
racket or paddle as if you were shaking someone's hand, with your index finger
extending over the bottom part of the rubber on the backhand side and your
thumb slightly touching the rubber on the forehand side. Notice how only 3
fingers wrap around the handle.
Mechanics:
Preparation Phase
a. Blade rests in crook between thumb and
forefinger.
b. Thumbnail perpendicular to racket surface.
c. Index finger near bottom of racket.
d. Loose grip.
e. To strengthen forehand, rotate top of
racket toward you.
f. Strengthen backhand, rotate top of racket
away from you.
Fig.6 CORRECTION
1. Rotating the top of the racket forward (when
3. Your index finder sticks out holding the racket in front of the body with a
shakehand grip) will make the backhand
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more stable but the forehand
less stable; rotating it 3. This gives a good forehand, but an unstable
backward will do the reverse. backhand. It also gives less hitting area for
Most players find the the backhand. Keep your index finger near
compromise between the two the bottom of the blade.
extremes.
Penhold Grip. The penhold grip is also aptly named because you hold the paddle
just like a pen, only grasping the paddle at the top of the handle. Because of this,
"penholders" often use paddles with special handles more comfortable for them.
Mechanics:
a. Preparation Phase
It is your choice which grip you want to use, but the shakehand grip is
suggested especially for beginners. Also, the shakehand grip makes table tennis a
lot easier to play, because it gives you freedom of wrist and allows you to hit easily
from both forehand and backhand sides.
ERROR
1. Either your forehand or
your backhand grip
feels weak or erratic.
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2. Your grip is too tight. make your backhand stronger (see
Figure b). It’s usually best to make
compromise between the two with a
neutral grip (see Figure c).
Fig.9
2. Relax your grip. Holding the racket
too tightly costs you both power and
control. A good way to tell if you’re
CORRECTION holding the racket too tightly is to
1. Rotate the right side of imagine someone sneaking up behind
the racket forward to you as you play and grabbing your
make your forehand racket. If the person would have
stronger (see Figure a); trouble pulling it from your grip, you
rotate the right side of are holding the racket too tightly.
the racket backward to
2. Ready Position/Footwork
Before you can properly execute any table tennis shot, you need to learn a
correct ready position. Player should directly face the table with his legs slightly flexed, his
feet spread about eighteen inches apart, and his body in a crouched position. Racket should
be table height and in front of the body (for easy transfer to forehand and backhand).
Mechanics:
ERROR
1. Your feet bounce too high CORRECTION
or lift off the ground. 1. Your feet should stay low to the
2. You’re not in position at ground, almost sliding.
the end of the movement. 2. Make adjustments during and after
3. Your heels are on the the movement
ground. 3. Your weight should be on the
4. You’re reaching got the inside balls of your feet.
ball. 4. Try not to reach for the ball, but
instead use the two-step footwork.
Move the leg that is in the direction
you want to go and follow up with
the other leg.
3. Basic Strokes
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Forehand Drive The forehand drive is generally the strongest shot in the game. It
is an aggressive topspin shot and is important for 3 reasons: you need
it to attack shots to your forehand side; it will probably be your primary attacking
shot; and it’s the shot you’ll use most often to smash.
Mechanics:
Preparation Phase
a. In ready position.
b. Arm relaxed.
c. Racket slightly open against backspin, slightly closed or
perpendicular against topspin.
d. Wrist loose and cocked slightly down.
e. Move into position, right foot slightly back for forehand.
Fig.11a
Fig.11c
Backhand Drive
Mechanics:
Preparation Phase
a. In ready position.
b. Arm relaxed.
c. Racket slightly open against backspin, slightly closed or
perpendicular against topspin.
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d. Wrist loose and cocked slightly down.
e. Move into position, right foot slightly back for forehand.
Fig.12a
ERROR
1. The ball goes into
the net or off the
end. 4. You’re off balance during the shot.
CORRECTION
2. The shot feels 1. Read the spin and adjust racket angle. If you’re
strained or erratic. going into the net, aim higher and contact more
under the ball. If you’re going off the end aim
lower with a closed racket.
2. Make sure you’re executing each part of the
forward swing in the correct sequence. On the
forehand shot, the order should be weight
transfer, hip and waist rotate, then forearm snap.
3. No power On the backhand, the order should be forearm
snap, then turn the top of the wrist over so it
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faces the table. 3. Accelerate the racket into the ball more, using all
Make sure your parts of the stroke, Make sure you have a strong
muscles are elbow snap. On the forehand, use more weight
relaxed. shift. On the backhand, increase the length of the
backswing. Relax your muscles.
4. Move to the ball, don’t reach.
The push is a passive backspin shot generally done against a backspin serve or
push that you do not feel comfortable attacking, either for tactical reasons or because
pushing is a more consistent way of returning backspin. Keep the ball low, place it well,
and give it a good backspin.
Forehand Push
Preparation Phase
a. In ready position.
b. Move into position.
Fig.13a
Fig.13b
Fig.13c
Preparation Phase
a. In ready position.
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b. Move into position.
Fig.14a
Fig.14b
Fig.14c
ERROR CORRECTION
1. The ball goes into the net or 1. Read the spin and adjust the racket angle.
off the end, or pops up. 2. Graze the ball more at contact. Contact
2. You’re not getting enough more under the ball; use your wrist.
backspin. 3. Make sure your stroke is smooth, not
3. You don’t have control of the jerky. The push is slow control shot, so
ball. don’t stroke too fast. The aim is to keep
the ball low with good backspin. Make
sure you’re moving to the ball, not
reaching.
Table tennis is a game of spin. Nearly every stroke and serve imparts some type of
sin to the ball, and to understand each type of spin.
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All good players put spin on their shots. An attacker uses topspin to control her or
his attack, a defender uses backspin to control his or her defense. Nearly all players use
sidespin on their serves to keep their opponents from using a strong return. Without spin,
the game would be very different and a lot less exciting.
Because your opponents will be using spin, you must also. The types of spin you use
against various shots will depend on what type of style you develop. If you wish to develop
your game fully, you must learn how to use spin and how to play against it. There are three
basic types of spin: topspin, backspin and sidespin (see Figure 14). You can use
combinations of them, or use no spin at all (“no spin”).
Topspin. If you hit the ball so that the top half of it rotates away from you, you
create topspin. This is done by hitting the back of the ball (usually toward the top)
with an upward stroke.
Characteristics of topspin:
a. The ball travels in a downward arc (see Figure). This means that a hard-hit ball
that would normally go off the end of the table can still hit the table. This makes
topspin ideal for attackers because you can control the attack by forcing the ball
down.
b. The ball jumps after it hits the table, throwing off an opponent’s timing and
making it difficult to return.
c. The ball will be returned high or off the end of the table if the spin is not taken
into account.
Backspin. If you hit the ball so that the bottom half of it rotates away from you,
you create backspin (also known as underspin or chop). This is done by hitting the
back of the ball (usually toward the bottom) with a downward stroke.
Characteristics of backspin:
a. The ball travels in a line (see Figure 15). This keeps the ball at the same
height or longer period of time than other balls, which makes it easier to keep
the ball low. This makes backspin ideal for defensive players. (Actually,
backspin makes the ball curve upward- but this is balanced out by gravity
pulling the ball down, so the ball tends to go in line.)
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b. The ball will be returned into the net if the spin is not taken into account.
c. The ball will slow down after it hits the table, throwing off an opponent’s
timing and making it difficult to return.
d. A good backspin serve usually will keep an opponent from attacking the
serve, often forcing a backspin return that can be attacked.
Sidespin. If you hit the ball so that the side of it moves away from you, you
create sidespin. This is done by hitting the back of the ball (usually toward the side)
with a sideways stroke. The ball spins like a record on a record player.
Characteristics of sidespin:
a. The ball curves sideways. This can throw off an opponent’s timing.
b. The ball will bounce sideways when it hits the table, throwing off an
opponent’s timing and making it difficult to return.
c. The ball will be returned off to the side if the spin is not taken into account.
d. Sidespin is especially effective on serves. A good sidespin serve can force
and opponent into error.
No Spin. A ball without spin is also a good variation, especially on the serve.
Characteristics of no-spin:
a. Unless the ball is very low, it can be attacked easily if read properly.
b. A short no-spin ball will often be mistaken for backspin, with the results that it is
popped up; or it can be mistaken for topspin or sidespin and put in the net.
c. Any spin shot can be done without spin as a variation.
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ERROR
1. You return opponent’s backspins 2. Close your racket more and aim lower.
into the net.
2. You return opponent’s topspin off 3. Make sure you’re reading which type of
the end. sidespin your opponent is using, and aim
in the opposite direction that the ball is
3. You return opponent’s sidespins coming.
off to the side. 4. Watch your opponent’s racket just before
and after contact. Try to judge racket
speed at contact and speed of the
4. You misread the amount of spin incoming ball. Racket speed converts to
on the incoming ball speed and spin, so the slower the
incoming ball is (relative to racket speed),
the more spin it has. Watch the ball
CORRECTION carefully as its arc can also tell you how
1. Open your racket more and aim much spin it has-topspin drop quickly,
higher. backspins float.
5. Basic Serving
Service is a shot that initiates the rally in a game. Players serve from behind the
table to their opponent so that the ball bounces first on their half of the table and then on
their opponent’s half of the table. If the service hits the net on the way over, but is
otherwise a successful service then this is termed a “let” service and the server may have
another serve. Service alternates after every two points. There are basic 4 serves: forehand
topspin, backhand topspin, forehand backspin, and backhand backspin.
The ball tossed vertically and, with a sweeping upward motion, the racket should
brush behind and above the ball. Backhand topspin serve is made with the same
motion, as the forehand topspin serve.
Mechanics:
Preparatory Phase
1. Racket roughly perpendicular to floor.
2. Wrist loose and cocked slightly down
3. Arm flexed.
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Fig.17b Fig.18b
Fig.17c Fig.18c
In forehand backspin serve, the ball tossed vertically in the air to about shoulder
height. The racket should then be brought forward and downward so that the blade is
drawn across and a little below the center of the back of the ball.
Mechanics:
Preparatory Phase
1. Racket very open.
2. Wrist loose and cocked slightly up.
3. Arm relaxed.
Fig.19a Fig.20a
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2. Toss ball upward between 6 inches
and eye level.
Fig.19b Fig.20b
Fig.19b
Fig.19c Fig.20c
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6. Make sure the stroke and 7. Graze the ball more. Make the first
contact are the same each bounce near the net and very low.
time. Make sure your arm is 8. Make sure your arm is loose. Snap your
relaxed. forearm and wrist into the shot and hit
mostly forward.
Sidespin
Sidespin serve can be made from either a forehand or a backhand position. The
racket blade is angled slightly forward and the side stroking action starts sideward
toward the center of the body with only a slight forward motion of the racket.
Service is sometimes called the “Trick” part of table tennis. You should master a few
established serves, but you should also invent your own. Watch other player for ideas.
There are an incredible number of variations. You can also experiment with different types
of serves (different placements, spin, etc.). One of the most popular serve is high toss
serve. Also experiment with different contact points on the racket, mixing up no-spin and
spin.
1. Starting a game
According to ITTF rule 2.13.1, the first service is decided by lot, normally a other
hand (usually hidden under the table), allowing the other player to guess which hand the
ball is in. The correct or incorrect guess gives the "winner" the option to choose to serve,
receive, or to choose which ends of the table to use.
2. Service
In game play, the player serving the ball commences a point. The player stands
with the ball held in the palm of the freehand, with the hand behind the endline of the
table and higher than the surface of the table. The racket is held in the other hand, the
racket hand, and the server tosses the ball directly upward without spin, at least 16
centimeters (approximately 6 inches) high, and strikes the ball with the racket on the
ball's descent. The ball must remain behind the end line and above the height of the
table at all times during the service.
The server must strike the ball such that it bounces once on his or her half of the
table, and then bounces at least one time on the opponent's half. If the ball strikes the
net but does not strike the opponent's half of the table, then a point is awarded to the
opponent. However, if the ball hits the net, but nevertheless goes over and bounces on
the other side, it is called a let.
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3. Hitting the ball
Any hitting of the ball must be done such that the ball passes over or around the
net. If a player cannot return a legal hit over (or around) the net so that the ball
bounces on the opposite side of the table, the player loses the point.
4. Scoring
Points are awarded to the opponent for any of several errors in play (see ITTF
Laws).
5. Alternation of service
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TERMINOLOGIES
Anti or Anti-loop or Anti-spin- A smooth rubber with very low surface friction, used to
defend against excessive spin or to confuse the opponent. This type of rubber
deactivates spin and speed, returning a "dead" ball.
Assistant Umpire – The person appointed to assist the umpire with certain decisions.
Backhand- A shot executed where the back of your hand is pointing towards the opponent,
to the left of the elbow for a right handed player and vice versa for a left handed
player
Backspin- A type of spin used mostly on defensive shots. When you chop down on the ball,
you produce backspin. The bottom of the ball will move away from you.
Bat- An alternative name for the racket.
Blade- The wooden part of the racket.
Block- A topspin shot played close to the table with the racket making contact with the ball
just after it bounces.
Chop- A defensive return of a topspin stroke played with backspin, usually well away from
the table.
Closed Racket- A stroke played with the striking surface of the racket angled downwards,
eg. a topspin stroke or block.
Doubles- A game of table tennis where two people play on each side and alternate turns at
striking the ball.
Drive- A stroke played close to the table with your racket arm moving forward and slightly
upwards in the direction that the ball is going to travel.
Drop shot- A shot which drops very short over the net on your opponent's side of the
table. Usually played when your opponent is positioned away from the table.
Expedite- A rule which comes into operation if a game is unfinished after 10 minutes play
(or at any earlier time at the request of both players or pairs). Thereafter, each
player shall serve for 1 point in turn and if the receiving player or pair makes 13
returns, the receiver shall score a point.
Flick or Flip- A stroke played close to the table where you hit over the back or top of ball,
using a loose wrist action to impart topspin.
Forehand- A shot executed where the palm of your hand is facing your opponent, to the
right side of the elbow for a right handed player and vice versa for a left handed
player.
Free Hand- The hand not holding the racket.
Game- A game is won by the player or pair first scoring 11 points unless both players or
pairs score 10 points, when a game shall be won by the first player or pair
subsequently gaining a lead of 2 points.
High Toss Serve- A serve where the ball is thrown high into the air. This helps the server
to increase the amount of spin and speed imparted onto the ball.
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ITTF (International Table Tennis Federation)- The international governing body for
the sport of table tennis.
Inverted rubber- The most common racket covering. It consists of a sheet of rubber on
top of a layer of sponge. The pimples (pips) point inward, so the playing surface is
smooth.
Let- A rally where the result is not scored.
Let Serve- If the ball, in passing over or around the net, touches it, provided the
service is otherwise good, the serve is replayed - or - if your opponent is not ready,
the serve is replayed.
Lob- A defensive shot used against high-speed shots, where the ball is returned very high
in the air.
Long Pimples (Pips)- A type of racket covering. A sheet of rubber on top of a layer of
sponge. The pimples (pips) point outwards, so the playing surface is pimpled.
Depending on the length and hardness of the pimples, unusual types of spin can be
imparted.
Match- A match consists of the best of any odd number of games (usually 3, 5 or 7).
Open Racket- A stroke played with the striking surface of the racket angled upwards, eg. a
push or backspin shot.
Paddle- An alternative name for the racket.
Penhold- A style of grip in which the racket handle is held between the thumb and
forefinger. Used mainly by Asian players.
Pimples- A type of racket covering. A sheet of rubber on top of a layer of sponge. The
pimples (pips) point outwards, so the playing surface is pimpled. Depending on the
length and hardness of the pimples, unusual types of spin can be imparted.
Ping Pong- A trademarked name. Used predominantly in USA. Often used interchangeably
with table tennis by the general public.
Playing Surface- The upper surface of a table tennis table which lies in a horizontal plane
76cm (2ft 6in) above the floor.
Point- A unit of scoring in table tennis. A rally where the result is scored.
Push- A backspin shot usually executed over the playing surface.
Racket - The equipment used to hit the ball. Comprises of a wooden blade with
rubbers affixed to it.
Racket hand- The hand that is holding the racket.
Rally- The period during which the ball is in play.
Receiver- The player due to strike the ball second in a rally.
Referee- The person appointed to control a tournament.
Rubber- The racket covering. Sometimes refers only to the rubber on top of a sponge base.
Sandwich Rubber- A type of racket covering. A racket covering with pimples inwards or
outwards on top of a layer of sponge, having a total thickness including adhesive of
not more than 4mm.
Server- The player due to strike the ball first in a rally.
Service- The start of a point where one player strikes the ball.
Shakehand- A style of grip in which the racket handle is held in the palm of your hand so
that the start of the racket head fits snugly into the "V" shape formed by your thumb
and pointing
finger - similar to shaking hands with another person.
Short- Playing any shot which causes the ball to bounce very near to the net and, if not hit
by your opponent, would bounce at least twice on the table
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Short pimples- A type of racket covering. A sheet of rubber on top of a layer of sponge.
The pimples (pips) point outwards, so the playing surface is pimpled. Depending on
the length and hardness of the pimples, unusual types of spin can be imparted.
Sidespin- A type of spin imparted onto the ball causing it to move left or right before and
after it strikes the playing surface.
Smash- An aggressive shot hit with speed, often in response to a high bouncing return.
Speed Glue- A type of glue used to affix table tennis rubbers to the blade. Previously used
at regular intervals in order to increase the playing speed of the rubber, but this is
no longer permitted.
Spin- The rotation of the ball. A player can impart spin onto the ball by using a brushing
action with the racket surface.
Sponge- A type of racket covering used in sandwich rubbers. It is used under a sheet of
rubber with pimples.
Strike- Touching the ball in play with your racket, held in your racket hand, or with your
racket hand below the wrist.
Stroke- Any shot used by a player in a game.
Topspin- A type of spin imparted onto the ball causing it to arc over the net and down onto
the table surface.
Umpire- The person appointed to control a match.
Underspin- A type of spin used mostly on defensive shots. When you chop down on the
ball, you produce underspin. The bottom of the ball will move away from you.
Volley- Hitting the ball before it bounces on your side of the table. A player who volleys the
ball generally loses the point.
2.1.1 The upper surface of the table, known as the playing surface, shall be
rectangular, 2.74m long and 1.525m wide, and shall lie in a horizontal plane 76cm
above the floor.
2.1.2 The playing surface shall not include the vertical sides of the tabletop.
2.1.3 The playing surface may be of any material and shall yield a uniform bounce of
about 23cm when a standard ball is dropped on to it from a height of 30cm.
2.1.4 The playing surface shall be uniformly dark coloured and matt, but with a
white side line, 2cm wide, along each 2.74m edge and a white end line, 2cm wide,
along each 1.525m edge.
2.1.5 The playing surface shall be divided into 2 equal courts by a vertical net
running parallel with the end lines, and shall be continuous over the whole area of
each court.
2.1.6 For doubles, each court shall be divided into 2 equal half-courts by a white
centre line, 3mm wide, running parallel with the side lines; the centre line shall be
regarded as part of each right half-court.
2.2.1 The net assembly shall consist of the net, its suspension and the supporting
posts, including the clamps attaching them to the table.
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2.2.2 The net shall be suspended by a cord attached at each end to an upright post
15.25cm high, the outside limits of the post being 15.25cm outside the side line.
2.2.3 The top of the net, along its whole length, shall be 15.25cm above the playing
surface.
2.2.4 The bottom of the net, along its whole length, shall be as close as possible to
the playing surface and the ends of the net shall be as close as possible to the
supporting posts.
2.4.1 The racket may be of any size, shape or weight but the blade shall be flat and
rigid.
2.4.2 At least 85% of the blade by thickness shall be of natural wood; an adhesive
layer within the blade may be reinforced with fibrous material such as carbon fibre,
glass fibre or compressed paper, but shall not be thicker than 7.5% of the total
thickness or 0.35mm, whichever is the smaller.
2.4.3 A side of the blade used for striking the ball shall be covered with either
ordinary pimpled rubber, with pimples outwards having a total thickness including
adhesive of not more than 2mm, or sandwich rubber, with pimples inwards or
outwards, having a total thickness including adhesive of not more than 4mm.
2.4.3.1 Ordinary pimpled rubber is a single layer of non-cellular rubber, natural or
synthetic, with pimples evenly distributed over its surface at a density of not less
than 10 per sq. cm and not more than 30 per sq. cm.
2.4.3.2 Sandwich rubber is a single layer of cellular rubber covered with a single
outer layer of ordinary pimpled rubber, the thickness of the pimpled rubber not being
more than 2mm.
2.4.4 The covering material shall extend up to but not beyond the limits of the blade,
except that the part nearest the handle and gripped by the fingers may be left
uncovered or covered with any material.
2.4.5 The blade, any layer within the blade and any layer of covering material or
adhesive on a side used for striking the ball shall be continuous and of even
thickness.
2.4.6 The surface of the covering material on a side of the blade, or of a side of the
blade if it is left uncovered, shall be matt, bright red on one side and black on the
other.
2.4.7 Slight deviations from continuity of surface or uniformity of colour due to
accidental damage or wear may be allowed provided that they do not significantly
change the characteristics of the surface.
2.4.8 At the start of a match and whenever he changes his racket during a match a
player shall show his opponent and the umpire the racket he is about to use and
shall allow them to examine it.
2.5 DEFINITIONS
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2.5.2 The ball is in play from the last moment at which it is stationary on the palm of
the free hand before being intentionally projected in service until the rally is decided
as a let or a point.
2.5.3 A let is a rally of which the result is not scored.
2.5.4 A point is a rally of which the result is scored.
2.5.5 The racket hand is the hand carrying the racket.
2.5.6 The free hand is the hand not carrying the racket.
2.5.7 A player strikes the ball if he touches it in play with his racket, held in the
hand, or with his racket hand below the wrist.
2.5.8 A player obstructs the ball if he, or anything he wears or carries, touches it in
play when it is above or travelling towards the playing surface and has not passed
beyond his end line, not having touched his court since last being struck by his
opponent.
2.5.9 The server is the player due to strike the ball first in a rally.
2.5.10 The receiver is the player due to strike the ball second in a rally.
2.5.11 The umpire is the person appointed to control a match.
2.5.12 The assistant umpire is the person appointed to assist the umpire with certain
decisions.
2.5.13 Anything that a player wears or carries includes anything that he was wearing
or carrying, other than the ball, at the start of the rally.
2.5.14 The ball shall be regarded as passing over or around the net assembly if it
passes anywhere other than between the net and the net post or between the net
and the playing surface.
2.5.15 The end line shall be regarded as extending indefinitely in both directions.
2.6.1 Service shall start with the ball resting freely on the open palm of the server's
stationary free hand.
2.6.2 The server shall then project the ball near vertically upwards, without
imparting spin, so that it rises at least 16cm after leaving the palm of the free hand
and then falls without touching anything before being struck.
2.6.3 As the ball is falling the server shall strike it so that it touches first his court
and then, after passing over or around the net assembly, touches directly the
receiver's court; in doubles, the ball shall touch successively the right half court of
server and receiver.
2.6.4 From the start of service until it is struck, the ball shall be above the level of
the playing surface and behind the server's end line, and it shall not be hidden from
the receiver by any part of the body or clothing of the server or his doubles partner;
as soon as the ball has been projected, the server’s free arm shall be removed from
the space between the server’s body and the net.
2.6.5 It is the responsibility of the player to serve so that the umpire or the assistant
umpire can see that he complies with the requirements for a good service.
2.6.5.1 If the umpire is doubtful of the legality of a service he may, on the first
occasion in a match, declare a let and warn the server.
2.6.5.2 Any subsequent service of doubtful legality of that player or his doubles
partner will result in a point to the receiver.
2.6.5.3 Whenever there is a clear failure to comply with the requirements for a good
service, no warning shall be given and the receiver shall score a point.
2.6.6 Exceptionally, the umpire may relax the requirements for a good service where
he is satisfied that compliance is prevented by physical disability.
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2.7 A GOOD RETURN
2.7.1 The ball, having been served or returned, shall be struck so that it passes over
or around the net assembly and touches the opponent's court, either directly or after
touching the net assembly.
2.8.1 In singles, the server shall first make a good service, the receiver shall then
make a good return and thereafter server and receiver alternately shall each make a
good return.
2.8.2 In doubles, the server shall first make a good service, the receiver shall then
make a good return, the partner of the server shall then make a good return, the
partner of the receiver shall then make a good return and thereafter each player in
turn in that sequence shall make a good return.
2.9 A LET
2.10 A POINT
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2.10.1.10 if his opponent's free hand touches the playing surface;
2.10.1.11 if a doubles opponent strikes the ball out of the sequence established by
the first server and first receiver;
2.10.1.12 as provided under the expedite system (2.15.2).
2.11 A GAME
2.11.1 A game shall be won by the player or pair first scoring 11 points unless both
players or pairs score 10 points, when the game shall be won by the first player or
pair subsequently gaining a lead of 2 points.
2.12 A MATCH
2.12.1 A match shall consist of the best of any odd number of games.
2.13.1 The right to choose the initial order of serving, receiving and ends shall be
decided by lot and the winner may choose to serve or to receive first or to start at a
particular end.
2.13.2 When one player or pair has chosen to serve or to receive first or to start at a
particular end, the other player or pair shall have the other choice.
2.13.3 After each 2 points have been scored the receiving player or pair shall
become the serving player or pair and so on until the end of the game, unless
both players or pairs score 10 points or the expedite system is in operation, when
the sequences of serving and receiving shall be the same but each player shall serve
for only 1 point in turn.
2.13.4 In each game of a doubles match, the pair having the right to serve first shall
choose which of them will do so and in the first game of a match the receiving pair
shall decide which of them will receive first; in subsequent games of the match, the
first server having been chosen, the first receiver shall be the player who served to
him in the preceding game.
2.13.5 In doubles, at each change of service the previous receiver shall become the
server and the partner of the previous server shall become the receiver.
2.13.6 The player or pair serving first in a game shall receive first in the next game
of the match and in the last possible game of a doubles match the pair due to
receive next shall change their order of receiving when first one pair scores 5 points.
2.13.7 The player or pair starting at one end in a game shall start at the other end in
the next game of the match and in the last possible game of a match the players or
pairs shall change ends when first one player or pair scores 5 points.
2.14.1 If a player serves or receives out of turn, play shall be interrupted by the
umpire as soon as the error is discovered and shall resume with those players
serving and receiving who should be server and receiver respectively at the score
that has been reached, according to the sequence established at the beginning of the
match and, in doubles, to the order of serving chosen by the pair having the right to
serve first in the game during which the error is discovered.
2.14.2 If the players have not changed ends when they should have done so, play
shall be interrupted by the umpire as soon as the error is discovered and shall
resume with the players at the ends at which they should be at the score that has
been reached, according to the sequence established at the beginning of the match.
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2.14.3 In any circumstances, all points scored before the discovery of an error shall
be reckoned.
2.15.1 Except where both players or pairs have scored at least 9 points, the expedite
system shall come into operation if a game is unfinished after 10 minutes' play or at
any earlier time at the request of both players or pairs.
2.15.1.1 If the ball is in play when the time limit is reached, play shall be interrupted
by the umpire and shall resume with service by the player who served in the rally
that was interrupted.
2.15.1.2 If the ball is not in play when the time limit is reached, play shall resume
with service by the player who received in the immediately preceding rally.
2.15.2 Thereafter, each player shall serve for 1 point in turn until the end of the
game and if the receiving player or pair makes 13 good returns the receiver shall
score a point.
2.15.3 Once introduced, the expedite system shall remain in operation until the end
of the match.
ACTIVITY 1. Draw and label the parts and measurement of the following equipment of
table tennis on the space provided.
1.2. Racket
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1.3. Ball
2.1. server
2.2. umpire
2.3. rally
2.5. point
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2.6. strikes
2.7. receiver
ACTIVITY 3. Essay.
3.1. What is the different between forehand stroke and backhand stroke?
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3.2. Which is the most appropriate or effective way of handling a racket between
snake grip and pen hold grip. Then explain your answer.
REFERENCES
Letts, Greg. “What is the Objective of the Game of Table Tennis/ Ping-Pong?” About.com.
Retrieved June 20, 2015 from http://tabletennis.about.com/
od/objectiveofthegame/a/objective.htm
Cassady, Donald R. (1979). Sports Activities for Men. New York: MacMillan Co.
The ITTF Archives. (n. d.) Retrieved June 29, 2015 from
http://www.ittf.com/museum/archives/index.html
Table Tennis. Retrieved June 20, 2015 from http:// en.wikipedia.org/wiki/Table tennis
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Letts, Greg. “Top Ten Reasons to Play Table Tennis”. About.com. Retrieved June 20, 2015
from http://tabletennis.about.com/od/beginnersguide/tp/reasonstoplay.htm
Hodges, Larry (1998). Table Tennis: Steps to Success. Champaign, Ill: Human Kinetics.
ITTF Handbook for Match Officials 2011-2012. (June 2011). 14th ed. Switzerland: The ITTF.
“Table Tennis Terminology”. All About Table Tennis.com. Retrieved June 29, 2015 from
http://www.allabouttabletennis.com/ table-tennis-terminology.html
Cassady, Donald R. (1979). Sports Activities for Men. New York: MacMillan Co.
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