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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