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Republic of the Philippines

POLYTECHNIC UNIVERSITY OF THE PHILIPPINES


COLLEGE OF HUMAN KINETICS

Instructional Materials
in
PHED 10032
Physical Education 3

Prepared by:

ORLANDO P. AGBU, MBA


Instructor 1

2022 Revision

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TABLE OF CONTENTS
Lesson 1: Badminton 1
 History and development of badminton 1
 Facilities and Equipment 2
 Laws of the game 4
 Terminology 6
 Badminton strokes 7
 Footwork 8
 Events 9
Lesson 2: Table Tennis 10
 Table Tennis History and Development 11
 Facilities & Equipment 15
 Styles of Play 21
Lesson 3: Basic Arnis 26
 History 26
 Equipment 27
 Proper gripping 28
 12 striking points 30

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LESSON 1
Badminton

Topics:
1. History and development of badminton
2. Facilities and Equipment
3. Laws of the game
4. Terminology
5. Badminton strokes
6. Footwork
7. Events

LEARNING OUTCOMES
At the end of the lesson, you should be able to:
 Demonstrate physical skills, leadership, and managerial capabilities in all
activities and programs for both normal and differently abled individuals.
 Exhibit and promote active and healthy lifestyle, value of fitness and
experience and lifelong activity.
 Develop discipline, leadership, and sportsmanship.
 Apply the motto of physical education learning by doing.
 Acquired knowledge in playing and officiating.
 Analyze the movements and level of efforts applied the execution of skills.
 Promote active and healthy life.
 Understand sport history, foundation of physical education and sports, and
the essentials of fitness and wellness, analyze scientifically and
understand the body parts and how it functions in various physical
movement and activities.
 Define the importance of physical education, lifelong sports, fitness and
exercise, and recite and relate sports historical accounts in relation to
present-day and cultural activities and trends.
 Demonstrate proficiency and efficiency in all movements forms;
Apply movement concepts and principles to the learning and development of
physical/motor activities.

TOPIC 1: History and development of badminton

The game developed from the ancient pastime known as battledore and
shuttlecock. The game was learned in India as ‘poona’, it was brought to England
about 1870 by British army officers stationed in India. The Duke of Beaufort
introduces the game at his country place, Badminton, in Gloucestershire. Not having
a name at that time, the Game was referred to as “that Badminton game.”

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The oldest badminton club in the world is the Badminton Club of the City of
New York, which was founded in 1878, however, the game did not become widely
popular in the United States until the middle 1930’s. The US Badminton Association
was formed in 1936.
The International Badminton Federation, the world governing body for the
sport, was founded in1934. The premier international men’s team is the “Thomas
Cup,” which was established in1948 and its counterpart in the women’s competition
is the “uber Cup,” which was founded in 1956.
In 1977, the World Badminton Federation (WBF) was founded. It sponsored
the first World Championship in the same year in Malmo Sweden. This was the start
of several international competitions all over the world. The “Suderman Cup” in
1989 was established in memory of the former IBF Vice President Dick Suderman.
He was also considered the “Father of Indonesian Badminton.

TOPIC 2: Facilities and Equipment

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Court
The official court measures 44 ft. long by 22ft. wide for doubles game
and 44 ft. long and 17 ft. wide for singles game. A 1 ½ ft. alley on each side is
commonly referred to as double alleys. There is also space 2 ½ ft. wide at
both ends of the court, which are the back alleys. There are two service areas
on each side of the net, the right and left service court bounded by a line
running parallel to the net, called the short- service line.
The ceiling height should be 30 ft. for official game, and 24 ft. for
instructional game. Floor surface is traditionally wood, but many synthetics is
traditionally wood, but many synthetic and plastic courts have been
developed.
Singles 44 feet long and 17 feet wide
Doubles 44 feet long and 20 feet wide

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Net
The net should be made of a dark- colored mosh, 2 ½ feet deep, with a 1 ½
inch white tape extending across the top. The top of the net should be 5 feet
above the floor at a point equidistant from the sidelines; and 5 feet and 1 inch
in height at point above the double’s sidelines.

Post
5 feet and 1 inch in height from the floor.

Racket
It is light and can be made of wood, aluminum metal or synthetic material
such a graphic or carbon. It can be up to 68 cm long and it is usually weighing
about 100grams. Most strings are made of synthetic such as nylon but world-
class players use lamb.
Gut is more expensive than synthetic and has disadvantages of a short
lifespan when strung tightly or not protected from moisture. String diameter
ranges from 19-22 gauge. Most competitive players prefer 21 to 22-gauge
strung string at 14 to 15 pounds of tension, that provides power and control.
For school and recreational use, with 20-gauge string at a tension of 12 to 13
pounds is adequate.

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Shuttlecocks
It is made from 14-16 g00se feathers that are placed in a leather- covered
cork head, made
of either plastic or
nylon. Synthetic
shuttles are
suitable for
recreational
games but
feathered or
official shuttlecock
weighs from 4.74
to 5.50 grams.

TOPIC 3: Laws of the game

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Basic Rules and Regulations


1. Tossing for Serve
Before a match begins, opponents can toss a coin, spin a racket, or toss a
shuttle to determine who shall get the choice of “serve” or “side”.

2. Scoring
The rally point system is used in scoring the badminton game which means
any fault committed by the serving or receiving team gains point.

Love – designates a score of zero


Love- all – is called when both opponents and teams have a score of zero.
In side – is called for the serving player or team
Out Side – is called for the receiving player or team
Game Point – is the point that a server won which results to the server’s
winning the match

3. Setting the score


If the score tied at 13- all or 14- all (9-all or 10-all for women’s singles), the
Side that first scored 13 or 14 has the choice of setting (extending) or not
setting the game. When the game has been set, both scores revert to zero,
and a player must win according to the according to the conditions illustrated
below:

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How to Set the Score

POINTS IN GAME SCORE TIED AT GAME MAY BE SET TO


11 9 – all 3 points
11 10 – all 2 points
15 13 – all 5 points
15 14 – all 3 points
4. Change of Ends

Players change ends of the court at the beginning of the second game and at
the beginning of the third game if the third game is necessary. In the third
game, players change ends when either player first reaches 8 in a game of 15
points or 6 in an 11 – point game. If players forget to change ends as
prescribed by the rules, they should do so as soon as the mistakes is
discovered.

5. Service Rotation for Singles and Doubles

 Singles serve and receive in the right service court when the server’s
score is an even number. When the server’s score is an odd number,
the players serve from the receive in the left service court.
 In doubles, the service is determined by the serving team’s score and
by the court position of each player at the beginning of the game.
 In the first half inning, the first team to serve is entitled for only one
service or simply called as “one down initial service.” Thereafter the
initial serve, the partners will change service each after they lose a
rally.
 The first service in each half-inning is always from the right service
court, to the opponent’s right service court.
 The server changes courts after every point his team wins. The
receiving side does not change courts.
 When the score is even at the beginning of a half- inning, the players
who started the game in the right court should be in the right court and
should serve first in that half- inning.
 The winning team serves first in the next game. In double matches,
either player of the winning side may serve first in the next game and
either player of the losing side may be positioned in the right court to
receive.

6. Faults

 A team that violates the rules is charged with a fault. If the serving
team faults, a side – out results; if the receiving team faults, points are
for the serving team.
 It is the fault (loss of service “hand out” for the serving, or loss of point
for the receiving side) when:
a. Service is illegal (not correct);
b. If the server, in an attempt to serve, misses the shuttle;

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c. If on a serve, the shuttle is caught in or on the net, either
before or after passing over the net;
d. If in play, shuttle lands outside the boundaries of the court,
passes through or under the net, fails to pass the net, touches
the roof, ceiling, or outside walls, touches a player or dress of
a player, touches any objects or person outside the immediate
surroundings of the court, is caught and held on the racket
during the execution of a stroke.
e. If the initial point of contact with the shuttle is not on the
striker’s side of the net.
f. If when the shuttle is in play, a player touches the net or its
support with racket, or body except on follow- through.
g. If, during a game, a player deliberately distracts an opponent
by an action, such as shouting or making gestures.
h. If a player is guilty of flagrant or repeated misconduct
violations, such as deliberately causing a suspension of play,
interfering with the speed of the shuttle, or behaving in an
offensive manner.
7. Lets

When lets occurs, players who served serves again. The following are
considered lets:
a. A shuttle or player from an adjacent court encroaches, thus, interfering
with play or concentration.
b. A shuttle, after passing over the net, becomes caught in or on the net
except during service;
c. A shuttle hits an obstruction that hangs over the court and is lower
than the recommended 24-foot ceiling height;
d. During service, the receiver and server both fault at the same time;
e. The server serves before the receiver is ready, and
f. A line judge is not present and the umpire is unable to make decisions
TOPIC 4: Terminologies

t of badminton

1. Alley – an extension of the width of the court on both sides to be used in


doubles play.
2. Backhand – any stroke made on the side of the body opposite the racket
side.
3. Baseline – back boundary line.
4. Bird – the object that flies over the net, officially known as a shuttlecock.
5. Block – placing the racket in front of the bird and letting it rebound into the
opponent’s court. Carry – momentarily holding the bird on the racket during
the execution of a stroke.
6. Clear – a high shot that falls close to the baseline.
7. Double hit – contacting the bird twice in succession on the same stroke.
8. Doubles – a game of four players, two on each team.
9. Drive – a hard stroke that just clears the net on a horizontal plane.

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10. Drop – a shot made that barely clears the net with little speed.
11. Fault – any violation of the rules whose penalty is loss of serve or the point.
12. Forehand – any stroke made on the racket side of the body.
13. Hairpin (net) stroke – shot made from below and very close to the net with
the bird just clearing the net and dropping sharply downward.
14. Home position – the ideal spot for awaiting the opponent’s return.
15. Let – a play allowed to be replayed.
16. Match – best two out of three games.
17. Odd and even courts – in singles, the right half of the court is “even” and the
left half of the court is the “odd.” When the even player is serving from the
right the score is even, and odd when serving from the left.
18. Rally – rapid returns made by players.
19. Ready position – an alert body position enabling quick movement in any
direction.
20. Receiver – the player to whom the bird is served.
21. Server – the player who puts the bird in play.
22. Shuttlecock – the feathered/plastic object that is hit back and forth in
badminton.
23. Singles – a game involving one player on each end of the court.
24. Sling – an untrue hit, usually because of the bird momentarily resting on the
racket.
25. Smash – a powerful overhand stroke that sends the bird downward over the
net.
26. Stroke – the action of striking the bird with the racket.
27. Toss/spin – the method of deciding which side will serve first at the
TOPIC 5: Badminton strokes

t of badminton
beginning of the match.

Forehand Stroke – refers to any shock struck on the racket side of the body.
Backhand Stroke – these are hosts on the side away from the racket / left
side of right- handed, right side for left-handed.
Three Parts of Backhand of Forehand Stroke
 Backswing – involves all movements of the racket away from the
target.
 Hitting action – includes all forward motions until the racket contacts
the shuttle.
 Follow- Through – involves all movements from control contact until the
player is back in a position to wait the opponent’s next shot.
Underhand Stroke – when the approaching shuttle is low in front of the
player.
Steps in executing the underhand stroke

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 In a backswing position, drop the racket hand down and back
 Move the right foot forward in the direction of the spot where the shuttle will
hit the floor, weight will transfer to front foot.
 The wrist cocks back during the backswing, hyperextension on the forehand
side but flexing on the backhand side.
 Move forward the arm while the wrist remains cocked.
 Hit the target shuttle combining the three movements in accelerating with full
and rapid upward movement of the hand toward the target, including a
vigorous uncocking of the wrist.

Overhand Stroke – used to return the shuttle with a high trajectory coming form the
opponent’s court when the shuttle gets behind you.
Steps in executing the overhand stroke

 Lift both arms overhead. Sharply bend the elbow of the racket arm and move
the racket foot in the direction of the area where the shuttle would hit the floor.
 The non-racket hand provides balance. It should be higher than the head and
points toward the incoming shuttle when you are hitting a forehand, and it will
be nearer shoulder level and behind the shuttle when you are hitting a
backhand.
 During the execution of a smash (overhead shot sharply hit forcefully at a
steeper downward angle), the wrist sometimes moves fast extending to a flex
position during the follow-through.
Sidearm Stroke – if the opponent uses a drive (fast low shot with flat trajectory) to hit
the shuttle parallel to either sidelines or you reach it at a height between your waist
and your shoulder, return it with a sidearm stride.
(https://www.youtube.com/watch?v=jUjFMxH-HfM)
TOPIC 6 : Footwork

t of badminton

Ready Position the stance you assume while waiting for the opponent.

 Establish both feet at the moment the opponent is hitting the shuttle.
 Feet should be apart, one slightly ahead of the other for better balance.
 Knees remain flexed at all times, to move fast around the court.
 Remember to position yourself at the center court to reach any return.

Moving into hitting position the steps you take in getting into position to
stroke the shuttle.

 Consider to take a long first step with the racket foot when moving forward in
the court for effective technique

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 Pivot your left or right when moving to the rear of the court. If the shuttle is hit
to your backhand side, pivot is followed by crossover step with right foot.
 Use shuttle or short steps to reach the shuttle, avoiding further crossover
steps.
Footwork during the hitting action the relationship of the feet during the
hitting action.
Forehand:

 When the shuttle is behind you on the forehand side or directly overhead,
faces the forehand sideline or front corner.
 During the hitting action, transfer your weight to your front foot, raising the
heel of your back foot well off the floor.
 Powerful hitting could be displayed through hitch kick or scissors kick, in
which both feet come off the floor at the same time.
Backhand:

 When the shuttle is behind you, pivot and cross over so that you face the
backhand sideline or back corner.
 Transfer your weight onto the foot closest to your target as you stroke the
shuttle.
 Back heel will come high off the floor, and the toe of your back foot may drag
across the surface.
Footwork during the recovery returning to base before your opponent hits
again.

 If in front court, it is efficient to recover with long step with the racket foot,
followed by the shuffle steps as needed.
 When you have hit from the back 8 feet of the court, or your backcourt the
first recovery step will also be with the racket foot.
(https://www.youtube.com/watch?v=1UIhKZCPMYM)
Topic 6: Events

t of badminton

Tournament/Badminton Competition
Events Played in Badminton Competitions:
Mens Singles-1
Womens Singles-1
Mens Doubles- 2 regulars
-1 alternate player
Womens Doubles- 2 regular player
1 alternate player
Mixed Doubles 2 regular players

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1 alternate player

Mode of Tournament

Knock out system


LEARNING ACTIVITY 1.1: Shuttle Control

t of badminton
Double Elimination
Single Round Robin

Direction: Hit and control the shuttle base on the level indicated below.
(FOREHAND, BACKHAND and COMBINATION)
Equipment:
 Racket
 Shuttlecock
1st Level: From the waist level up to head
2nd Level: From waist level to 3 meters high
3rd Level: From waist level up to ceiling

LEARNING ACTIVITY 1.2: Service

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Link: https://youtu.be/3kRvce9ql40
Note: Watch the link on Youtube, comment down the name of your instructor,
your name and section, to know that you watched the video.

Direction: Use the Forehand and Backhand in serving the shuttlecock to the
opponent’s court.
 Forehand/Backhand serving ------- right to right service court and left to left
service court

Note:

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If you are right-handed that is your forehand and once you extend your right arm
towards your left side that is backhand
If you are left-handed that is your backhand and once you extend your left arm
towards your right side that is forehand
Link: https://youtu.be/b7gy7c0uJ8k

LEARNING ACTIVITY 1.3: Footwork

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Note: Watch the link on Youtube, comment down the name of your instructor, your
name and section to know that you watched the video.

Direction: Master the Badminton footwork.

 V Front
 Side to side (for defense)
 V Back
 Moving forward and backward

For more information, check the link: https://youtu.be/mAsM7ZOhbLs


Note: Watch the link on Youtube, comment down the name of your instructor, your

LEARNING ACTIVITY 1.4: Drills

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name and section to know that you watched the video.
Direction: See the link: https://youtu.be/mAsM7ZOhbLs

Note: Watch the link on Youtube, comment down the name of your instructor your
name and section to know that you watched the video.

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LESSON 2
Table Tennis
Topics:
1. Table Tennis History and Development
2. Equipment
3. Starting Game
4. Styles of Play

LEARNING OUTCOMES

At the end of the lesson, you should be able to:


 Demonstrate physical skills, leadership, and managerial capabilities in all
activities and programs for both normal and differently abled individuals.
 Exhibit and promote active and healthy lifestyle, value of fitness and
experience and lifelong activity.
 Develop discipline, leadership, and sportsmanship.
 Apply the motto of physical education learning by doing.
 Acquired knowledge in playing and officiating.
 Analyze the movements and level of efforts applied the execution of skills.
 Promote active and healthy life.
 Understand sport history, foundation of physical education and sports, and
the essentials of fitness and wellness, analyze scientifically and
understand the body parts and how it functions in various physical
movement and activities.
 Define the importance of physical education, lifelong sports, fitness and
exercise, and recite and relate sports historical accounts in relation to
present-day and cultural activities and trends.
 Demonstrate proficiency and efficiency in all movements forms;
Apply movement concepts and principles to the learning and development of
physical/motor activities.

TOPIC 1: History and development of Table Tennis

Table Tennis

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Table tennis is very popular, especially in East Asia and is among the most popular
sports in the world in terms of player numbers, as well as one of the newest of the
major sports.
Ping Pang Qiu- is the official name of the sport in Mainland China, Hong Kong,
Taiwan and Macau.
Takkyu is the official name of the sport in Japan.
Tak-gu is the name of the sport in Korea

The game is controlled by the International Table Tennis Federation (ITTF), founded
in 1926.

History
The history of table tennis (or ping-pong as it is also commonly
known) is a long and interesting sequence of events, which would require a
book to do it justice. This article provides a brief overview of the origins of the
game, as well as what are generally acknowledged as many of the important
highlights of the game's development.

There is often conflicting information available regarding the early


days of table tennis and all differing opinions are presented here for
completeness.
Early Origins of Table Tennis/Ping-Pong

 12th Century AD: The game of table tennis probably descended from the
game of "Royal Tennis" (also known as Real Tennis or Court Tennis), which
was played in the medieval era.
 1880's: Some sources claim that the sport was once known as indoor tennis,
and was played in the early 1880's by British army officers stationed
in India and South Africa. These officers are supposed to have used cigar box
lids as paddles, rounded wine bottle corks as balls, and books for an
improvised net.
 1880's: The game had become fashionable among the upper classes in
England.
 1887: According to the ITTF website, the first use of the name "Table Tennis"
appeared on a board and dice game made by J.H.Singer of New York.
 1890: The earliest existing evidence of a table tennis game is a set made by
David Foster, patented in England, which included table versions of Lawn
Tennis, Cricket and Football.
 1891: John Jacques of London introduce their "Gossima" game, which used
drum-type paddles, a 50mm web wrapped cork ball, and a 30cm high net.
 1890's: By this time, several patents with basic rules had been registered.
 1890's: Parker Brothers begin making an indoor tennis kit which included a
portable net, a small ball covered in netting, and paddles.
 1900: Englishman James Gibb is credited with bringing hollow celluloid balls
back to England from the USA, although some other sources claim they were
plastic balls. Previously most balls were solid rubber or cork, often covered in

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material. Some sources also credit Gibb with inventing the name "ping pong",
which was supposed to have been derived from the sound of the ball
bouncing off the drum battledores (paddles), each of which had a different
sound.
 1901: John Jacques register "Ping Pong" as a trade name in England. The
American rights to the name are sold to Parker Brothers.
 1901: On the 12th December 1901, "The Table Tennis Association" is formed
in England. Four days later, "The Ping Pong Association" is also formed in
England.
 1901: Table tennis is first brought to China via western settlements.
 1902: Englishman E.C.Goode is credited with putting pebbled rubber on his
wooden blade, allowing him to put more spin on the ball. This is the
forerunner of the ordinary pimpled rubber racket, which will dominate table
tennis until 1952.
 1903: On the 1st May 1903, "The Table Tennis Association" and "The Ping
Pong Association" amalgamate, forming "The United Table Tennis and Ping
Pong Association". This association will later revert its name to "The Table
Tennis Association", before becoming defunct in 1904.
 1920's-1950's: Classic Hard Bat Era / Europe Dominates the Sport
 1920's: In the early 1920's the game began to revive in England and Europe.
 1922: "The Table Tennis Association" is reconstituted, with the name "English
Table Tennis Association" being adopted in 1927.
 1926: The International Table Tennis Federation is formed.
 1926-1931: Maria Mednyanszky of Hungary wins the Women's Singles event
at the World Championships five times in a row.
 1930-1935: Victor Barna of Hungary wins five of the six Men's Singles events
at the World Championships (and was runner up in 1931).
 1935: The American Ping Pong Association, US Amateur Table Tennis
Association, and National Table Tennis Association merge to form the US
Table Tennis Association (which was renamed USA Table Tennis in 1994).
 1936: Repainted tables (which made the playing surface very slow) and a
high net (6¾ inches high) combine to make attacking play very difficult at the
World Championships in Prague, Czechoslovakia. This results in the longest
rally ever in a World Championships taking place, lasting over two hours.
 1938: The ITTF lowers the net from 6¾ inches to 6 inches, and bans the
fingerspin serves which had been used with devasting effect by American
players.
 1940-1946: No World Championships held due to World War II.
 1950-1955: Angelica Rozeanu-Adelstein of Romania wins six Women's
Singles titles in a row at the World Championships. Since her last title win in
1955, every World Champion in Women's Singles has been an Asian player.
 1950's-1970's: Sponge Bat Era / Rise of Japan and China
 1952: Hiroji Satoh of Japan becomes notorious for his use of a wooden racket
covered in thick foam sponge rubber, which produces much more speed and
spin than conventional pimpled rubber rackets. He wins the 1952 World
Championships over Jozsef Koczian of Hungary, and begins a period of
Asian male domination in the sport which will last until Sweden rises to
supremacy from 1989 into the early 1990's.

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 1957: The World Championships changes to a biennial event (once every two
years), due to the logistics of hosting an event of such size, and difficulty in
finding suitable venues.
 1958: The first European Championships is conducted in Budapest, Hungary,
and sees the USSR's debut in international table tennis.
 1959-1960: The ITTF standardizes the thickness of ordinary pimpled rubber
and sponge rubber.
 1960's: In the early 1960's, the loop drive was invented and become popular
around the world.
 1960's: From around 1965 to 1971, China under the rule of Ma Tse-Tung
disappears from world table tennis events.
 1961-1965: Zhuang Zedong of China wins 3 Men's Singles titles in a row at
the World Championships, each time over compatriot Li Furong.
 1960's: In the early 1960's, Xhang Xi Lin of China uses a "Yin-Yan" bat with
normal rubber on one side, and long pimples on the other—the first recorded
instance of successful combination bat play.
 1971: China returns to International Competition at the 1971 World
Championships.
 1971: The US Table Tennis Team takes a "Ping-Pong Diplomacy" trip to
China, in a world first effort to use sport to establish and improve diplomatic
relations.
 1971: Jean-Paul Weber of France uses the first anti-spin rubber in the World
Championships in Nagoya, Japan, and enjoys some success with its use.
 1971: The first Commonwealth Championships are held in Singapore.
 1970's-2000's: The Age of Speed Glue & Technology
 1970's: Table tennis players discover that using bicycle tyre repair glue to put
rubber on a blade dramatically increases the speed and spin that can be
produced. This discovery is often credited to Dragutin Surbek of Yugoslavia,
and Tibor Klampar of Hungary. This discovery is called speed glue.
 1970's-1989: China is the dominant force in both men's and women's events
on the world scene, winning multiple events at all world championships.
 1980: John Hilton of England wins the European Championships using a
combination bat of normal rubber and antispin, twiddling the racket and
playing aggressively.
 1980: The first World Cup event is held in Hong Kong.
 1982: The initial World Veteran's Championships is conducted in Gothenburg,
Sweden.
 1980's: In 1985, the two-color rule is adopted to reduce the effectiveness of
combination rackets.
 1988: Table Tennis becomes an Olympic sport, in Seoul, South Korea.
 1989-1993: Sweden breaks the Chinese stranglehold in Men's World
Championships, winning the 1989, 1991, and 1993 Teams Events, and
producing the 1989 and 1991 World Men's Champions (Jan-Ove Waldner
and Jorgen Persson respectively). China continues its dominance in female
ranks.
 1995-present: China reasserts its control over the Mens Team and Mens
Singles events at the World Championships.
 1997: Jan-Ove Waldner wins the Mens Singles title at the World
Championships for the second time, this time without the loss of a single
game!

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 2000: A brief blip in the Chinese men's dominance occurs when the aging
Swedish trio of Jan-Ove Waldner, Jorgen Persson and Peter Karlsson
combine to steal the Mens Team title in a thrilling final.
 2000: The ITTF increases increases the ball diameter to 40mm.
 2001: The ITTF changes the scoring system, moving to 11 point games, and
using a best of 5 games or best of 7 games match.
 2002: Table Tennis becomes a Commonwealth Games Sport, at Manchester,
England.
 2003: Werner Schlager of Austria breaks the Chinese stranglehold on the
Men's Singles World Championship title, saving several match points along
the way against opponents in Wang Liqin and Kong Linghui. He meets Joo
Se Hyuk of South Korea in the final - Joo is the first defensive player to make
the Mens Singles final since the Eberhard Scholer of Germany in 1969
(Scholer also lost in his final, to Japan's Shigeo Itoh).
 2000's: In the early 2000's, frictionless long pimples become popular among
many players, in an attempt to negate the the power and spin produced by
modern technology and speed glue.
 2006: The intended banning of frictionless long pips and speed glues with
toxic organic solvents is announced by the ITTF.
 2007: The ITTF withdraws its approval of all table tennis glues, following a
health incident involving a speed glue user in Japan.
 2008: The use of speed glues with illegal VOCs is banned for all ITTF junior
competitions as of January 1. Machines that test for illegal VOCs are
introduced to check for rules infractions.

TOPIC 2: Facilities and Equipment

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The Table
It the table shall be made of any material and shall yield a uniform bounce of
not less than 220mm, and not more than 250mm, when a standard ball is dropped
from a height of 305 mm, above its surface. The playing surface shall be dark-
colored, preferably dark green and matt, with a white line of 20mm, broad along each
edge. The line at the 1.525m. edges, or ends, shall be termed as end lines and the
lines at the 2.74m. edges or side, shall be termed as side lines.
For doubles, the playing surface shall be termed center line, divided into
halves by a white line 3mm, broad, running parallel to the side lines. The center line
may, for convenience, be permanently marked in full length on the table and this in
no way invalidates the table for singles play.
The upper surface of the table, known as the playing surface, shall be
rectangular 9 feet (2.74m) in length and 5 feet (1.52mm) in width. The playing
surface shall be in a horizontal plane 2 ft. 6 inches (76cm.) above the floor.
The playing surface shall include the top below the edges. The playing
surface shall be made of any material and shall yield a uniform bounce of about
23cm, when a standard ball is dropped to it from a height of 30cm. The playing
surface shall be divided into 2 equal courts by a vertical net running parallel with the

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end lines and shall be continuous over the whole area of each court; For doubles,
each court by a white center line 3mm wide running parallel with the side lines. The
centerline shall be the part of each right half court.

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The Net
The net shall be suspended by a cord attached at each end to an upright post
15.25cm high, the outside units of a post being 15.25 cm outside the side line. The
top of the net along its whole length shall be 15.25 cm above the playing surface and
bottom of the net shall be as close as possible to the playing surface along its whole
length and the net shall be as close as possible to the playing surface along its whole
length and the ends of the net shall be as close as possible to the supporting posts.

The Ball
The International rules specify that the game is played with a light 2.7 gram,
40 mm (formerly 38mm) diameter ball. The ball is required to have a coefficient of
restitution of 0.94. the 40mm ball was introduced at the 2003 Work Table Tennis
Championship.
Balls are usually white, but some are orange. They vary in price from cheap
10-cent balls that break on contact with a racket to three-star quality balls that cost
nearly a dollar each. A poorly made ball tends to be lopsided, with soft spots, so that
it not only breaks easily, it doesn't bounce the same way each time. You should
probably go for the expensive three-stars. They bounce better, and in the long run
they're cheaper because they last much longer. Balls are usually marked either one,
two, or three-star. Get the three-stars. If there are no stars, avoid them.

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The Racket
Players are equipped with a wooden blade covered with rubber on one or two
sides depending on the grip of the player. This is called either a paddle, racket or bat
depending on where in the world the game is being played. In the USA the term
“paddle” is common, in Europe the term is “bat,” and the official ITTF term is “racket.”
This section will use the ITTF term.
Table tennis regulations allow different surfaces on each side of the racket.
The different types of surface provide various levels of spin or speed, or in some
cases, nullify spin. For example, a player may have a rubber that provide much spin
on one side of his racket, and no spin on the other side of the racket. By flipping the
racket in play, different types of returns are possible. To help a player distinguish
between different types of rubber used by his opposing player, international rules
specify that one side must be red while the other side must be black. The player the
right to inspect his opponent’s racket before a match to see the type of rubber used
and what color it is. Despite high speed play and rapid exchanges, a player can see
clearly what side of the racket was used to hit the ball.
Racket construction and new rubber technology (skilled elite players typically
select and attach the rubber to their own rackets and glue them before every match)
contribute significantly to the amount of deviation from the expected ball flight path.
The fairly recent development of speed glue speeds up the departure of the ball from
the rubber considerably, through at the cost of some ball control.

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Different Types of Rubber Sheets

 Inverted (non-Chinese): This is the most widely used rubber type. The surface
is smooth, with the pimpled side facing inwards toward the blade. This
enables the player to generate high level of spin and speed. Spin is mainly
generated not by the action of the top sheet alone, but also by the ball sinking
into the sponge and allowing greater surface area to contact the ball.
 Inverted (Chinese): Chinese rubbers typically have sticker (or “tackier”) top
sheets. Spin is generated mainly by the top sheet, as opposed to the sponge,
which is relatively more condensed and firmer. The result is usually a far
better short game and potential power capabilities than normal inverted.
 Short pimples (or “pips”): Short pimples-out rubbers are usually used by
close-to-the-table hitters (for example, Liu Guoliang). They do not generate as
much spin as inverted rubbers, but also make the user less susceptible to the
opponent’s spin. Speed generated from a short pip rubber is generally faster
than the inverted with the same sponge. Depending on the thickness of the
sponge it is also possible to play a chopping game with short pimples by
varying the spin of the return. While blocking and attacking a “dead ball” effect
is often noticed. Ding Song is an exponent of this style.
 Long pimples (or “pips”): Long pimples- out rubbers carry relatively long and
soft pips. They do not have the ability to generate any real spin of their own,
but feed off the opponent’s spin back upon impact as the pips bend and slide.
They are usually used by closed-to-the-table blockers or choppers. They are
usually only used on the backhand side, as they offer very limited attacking
capabilities. Depending on the grip of the pimples and the thickness of the
sponge it is also possible to play an aggressive game with long pips, though
with not much spin capability.
 Anti-spin: Anti-spin rubbers may look similar to inverted ones, but the surface
is really slick. Like long pimples, they cannot generate much real spin, but just
allows the user to produce a non-spin ball. Anti-spin in also not very
susceptible to the opponents incoming spin, due to the low coefficient of
friction of the rubber’s surface. This is also used to confuse the opponent, and
is not widely used at international level.

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Starting Game

In top-flight competition, service is decided by a coin toss, at lower


levels it is common for one player (or the umpire/scorer) to hide the ball in
one or the 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, or to choose which side of the
table to use. In recreational games, the players may have a rally for a
minimum set number of 10 hits, after which the rally is played out, with the
winner either choosing to serve or choosing the table side. Others use the “P-
O-N-G” or “P-I-N-G” method rallying back and forth spelling a letter of P-O-N-
G or P-I-N-G after every hit. After P-O-N-G or P-I-N-G is spelled the person to
win the rally also wins the serve.

Service
In game play, the player serving the ball commences a point. Standing
behind the end game of the table, with the ball in the palm of one hand- over
the table’s height –and the paddle in the other, the server tosses the ball
without spin, upward, at least sixteen centimeters (approximately 6 inches).

He or she then must hit 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 (or net-in). Play stops, and the ball must be served again with no penalty.
Unlike the old service rules, where a player may only commit three lets, now a
players may commit any number of lets without penalty.

If the service is “good” return- by returning the ball before it bounces


on his or her side of the table a second time. Returning the serve is one of the
most difficult parts of the game, as the server’s first move is often the least
predictable.

Hitting the ball

Any hitting of the ball must be done such that the ball passes over or
around the net. If the ball is struck such that it travels around the net, but still
lands on the opponents cannot return it over (or around) the net and make it
bounce on your side, then win the point.

Scoring
Points are awarded to the opponent for any of several errors in play:

 Allowing the ball to bounce on one’s own side twice


 Not hitting the ball after it has bounced on one’s own side
 Having the ball bounce on one’s own side after hitting it
 Hitting the ball before it has bounced on one’s own side of the table

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 Double hitting the ball. Note that the hand below the wrist is considered part
of the bat and making a good return of one’s hand or fingers is allowed, but
hitting one’s hand or fingers and subsequently hitting the bat is a double strike
and an error.
 Allowing the ball to strike anything other than the bat (see above for definition
of the bat)
 Causing the ball not to bounce on the opponent’s half (i.e., not making a”good
return”)
 Placing one’s free hand on the playing surface or moving the playing surface
 Offering and failing to make a good serve (i.e., making a service toss and
failing to strike the ball fairly into play)
 Making an illegal serve (e.g., one preceded by a player’s hiding the bail or his
failing to toss the ball at least 16 centimeters (six inches) in the air).
 Hitting the net with bat or any body part, or moving the table.
Alternative Service
Service alternates between opponents every two points (regardless of
winner of the rally) until a player reaches 11 points with at least a two-point
lead, or until both player have 10 points apiece. If both players reach 10
points, then service alternatives after each point, until one player gains a two-
point advantage.

In doubles, service alternates every two points between sides, but


also rotates between players on the same team. At the end of every points,
the receiving player becomes the server, and the partner of the serving player
becomes the receiver.

In the older 21-point game system, service would alternate every 5


points. If both players reached a score of 20, then service would alternate
each point until one player gains a two- point advantage. When a match point
occurs, the server is allowed three attempts at serving and 2 lets before he
loses the point.

Series of Games
After each game, players switch sides of the table and in the fifth or
seventh, game “for the match”, players switch sides when the first player
scores 5 points, regardless of whose turn is to serve. In competition play,
matches are typically best of five or seven games.

Recreational Variations
Some recreational players may choose to use a volleyball style system of
scoring and play. Such variations include, but are not limited to, allowing the let
serve, not requiring the server to hit the ball on his half of the table first (but still
allowing it), allowing the volleying of returns and relaxing other small rules in doubles
to make the game easier to play. Common recreational scoring styles includes best
of three game side out scoring to 15, 21, 25, or 30 points per game with a third game
being played rally style to 15; best of five game rally style play with each game, save
the fifth (to 15), played to 30 points; and traditional tennis scoring.

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Doubles Game
In addition to games between individual players, pairs may also play table
tennis. In doubles, all the rules of single play apply except for the following. A line
painted along the long axis of the table to create double courts bisects the table: this
line’s only purpose is to facilitate the doubles service rule, which is that service, must
originate from the right hand “box” in such a way that the first bounce of the serve
bounces once in said right hand box and then must bounce at least once in the
opponents side’s right hand box (far left box for server). Play then continues normally
with the exception that players must alternate hitting the ball. For example, after a
player serves the receiving player make his or her return, the server’s partner returns
the ball and then the service receiver’s partner would play the ball. In wheelchair
doubles side. The point proceeds this way until one side fails to make a legal return
and point is the point is then awarded to the other team. Also, when the game
reaches the final set, the teams must switch side and the team that receives the
service must switch server when one of the teams reach 5 points. Singles the
doubles are both played in international competition, including the Olympics Games
since 1988 and the commonwealth Games since 2002.

TOPIC 4: Styles Play

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In 2005, the ITTF has announced that doubles table tennis will be featured
only as a part of teams’ events in the 2008 Olympics.

Grip
Competitive table tennis players grip their bats in a variety of ways. The manner in
which competitive players grip their bats can be classified into two major families of
styles. One is described as pen hold, and the other shake hand. The Laws of the
Table Tennis do not prescribe the manner in which one must grip the bat, and
numerous variations on gripping styles exist.

Penhold
The penhold grip is so-named because one grips the bat to the way one holds a
writing instrument. The style of play among penhold players can vary greatly from
player to player. The style usually referred to as the Chinese penhold style, involves
curling the middle, ring, and fourth finger back. In contrast, another styles, sometimes
referred to as the Japanese penhold, involves splaying those three fingers out across
the back of the bat. Penhold styles are popular among players originating from Asian
nations such as China, Taiwan, Japan and South Korea.
Traditionally, penhold players use only one side of the bat to hit the ball during
normal play. The side which is in contact with the last three fingers is generally not
use. However, the Chinese have developed a new technique in which a penholder

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utilizes both sides of the bat. This is referred to as the Reverse penhold backhand
(RPB).

Shakehand
The Shakehand grip is so-named because one grips the way one performs a
handshake. The grip is sometimes colloquially referred to as a “tennis grip” or a
“Western grip.” The shakehand grip is most popular among players originating in
Western nations. Today, though, there are many Asian players using the shakehand
grip.

Unsual grips

V-grip
As an experimental style being developed in China, it is held by forming a “V for
victory” sign and gripping the blade between the forefinger and middle finger, while
having the other fingers rest under and on top of the handle; it requires a modified
blade to grip successfully. A noticeable spin benefit is noticed due to the longer lever
and mechanics utilized in the forehand and backhand (much like those found in the
Western grip in tennis).

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Seemlier grip
A grip that was made famous by Danny Seemiller, an American champion. This grip
is a variation of the shakehand grip. In this grip, the forefinger and thumb are placed
on the same side of the bat , which allows the backhand and forehand shots to use
the same side of the rubber. This grip also has the nickname “windshield wiper” due
to the motion of the backhand and forehand.

Types of shots
In table tennis, the strokes break down into generally offensive (producing topspin)
and defensive (producing backspin). Spin exceptions are the smash, block, and lob.
The types of strokes include backhand and forehand.

Offensive Strokes

Speed drive
In table tennis it is not similar to strokes of a racket sport like tennis. The bat
is primarily perpendicular to the direction of the direction of the stroke, and most of
the energy applied to the ball results in speed rather than spin, creating a shot that
does not are much, but is fast enough that it can be difficult to return. A speed drive
is used mostly for keeping the ball in play, applying pressure on the opponent and
potentially opening up an opportunity for a more powerful attack.
Loop drive
It is essentially the reverse of the speed drive. The bat is much more parallel
to the direction of the stroke (“closed”) and the bat thus grazes the ball, resulting in a
large amount of topspin. A good loop drive will arc quite a bit, and once striking the
opponent’s side of the table will jump forward much like a kick serve in tennis. A loop
drive is dangerous because of its topspin- while not as difficult to return as a drive, it

25
is more likely to rebound off the opponent’s bat At a very high angle, setting up an
easy smash on the follow up. As the loop drive requires a lot of topspin, players
generally use their entire body to generate the movement required. Variations in spin
and speed adds to effectiveness of this shot.

Chinese players categorized loop-drives in 3 variations based on trajectories:


1. The “Loop”
(or is called the “ultra-topspin”) Produces a more pronounced loopy arc, with
a higher trajectory and extreme topspin, but is typically slower.
2. The “Rush”
Produces a flatter trajectory than a typical “Loop” but carries much stronger
topspin than a regular speed-drive. It can be as fast as a speed-drive ,and in
modern table tennis has come to replace it in virtually all cases. The ball
seems to ”rush ” forward and downward upon hitting the table, and hence the
nickname. (Compared to the “kicking” or “jumping” actions resulted from the
high-arc “Loop”)
3. The “Hook”
Similar to a rectangular Loop, but carries a titled topspin (or is referred as the
‘’top-side” spin ), it bounces sideways and downward upon hitting the table.
Similar but stronger than the defensive “side-drive” described below.

Counter drive
Usually a counter attack against drives (normally high loop drives). You have
to close the bat and stay close to the ball (try to predict its path). The bat is held
closed and near to the ball, which is hit with a short movement “off the bounce”
(before reaching the highest point) so that the ball travels faster to the other side. If
performed correctly, a well-timed , accurate counter-drive can be as effective as a
smash.

Flip (or Flick in Europe)


When a player tries to attack a ball that has not bounced beyond the edge of the
table, he/she does not have the room to wind up in a backswing. The ball may still be
attacked, however, and the resulting shot is called flip because the backswing is
compressed into a quick wrist action. A flip is not a single stroke and can resemble
either a drive or a loop in its characteristics. What identifies the stroke is instead
whether the backswing is compressed into a short wrist flick. Also known as ”harai” in
Japanese.

Smash
The offensive trump card in table tennis. A player will typically execute a smash when
his or her opponent has returned a ball that bounces too high and/or too close to the
net. Smashing is essentially self-explanatory – large backswing and rapid
acceleration imparting as much speed on the ball as possible. The goal for a smash
is to get the ball to move so quickly that the opponent simply cannot return it.

26
Because the ball speed is the main aim of this shot, often the spin on a smash to
alter the ball’s trajectory significantly, although most intermediate players will smash
the ball with little or no spin. An offensive table-tennis player will think of rally as a
build-up to a winning smash; only a calculated series of smashes can guarantee a
point against a good opponent. However, most players will be able to return at most
one or two smashes consistently. Provided that the opponent is not too close to the
table or too far away from the ball, a smash can be lobbed, chopped, blocked or even
counter-looped, albeit with some difficulty. A player who smashes generally works
out a series of smashes (and possibly drop-shots) to rush the opponent out of
position out him off balance, or both. Smashers who fail to do this find it difficult to
win a point against an excellent defense.

Defensive Strokes

Slice
The slice is analogous to the speed drive in some respects- it is very simple, usually
used for keeping the point alive and creating offensive opportunities. A-Slice
resembles a tennis slice; the bat cuts underneath the ball, imparting backspin and
causing the ball to float slowly to the other side of the table. While not obvious, a slice
can be difficult to attack because the backspin on the ball causes it to drop toward
the table upon striking the opponent’s bat- in order to attack a slice a player must lift
the back over the net.

Chop
A Chop or cut is the defensive, backspin counterpart of the offensive loop drive. A
chop is essentially a bigger, heavier slice, taken well back from the table. The bat
face points primarily horizontally, perhaps a little bit upward and the direction of the
stroke is straight down.

Block
The block or short is a simple shot, barely worthy of being called a “stroke,” but
nonetheless can be devastating against an attacking opponent. A block is executed
by simple putting the bat in front of the ball- the ball rebounds back toward the
opponent with nearly as much energy as it came in with.

Push-Block
High level players may use what is called push block or block, adding speed to the
ball (with a small topspin movement). When playing in the Penhold Grip, Many
players use push blocks when being pressured on the backhand. Chinese pen-hold
players refer it as push-block as they literally “push” their backhand forward, instead
of simply blocking it.

Side Drive

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This Spin is alternately used as a defensive and offensive maneuver. The premise of
this move is to put a spin on the ball either to the right or the left of the bat. The
execution of this move is similar to a slice, but to the right or left instead of down.

Lob
The defensive lob is possibly the most visually-impressive shot in the sport of table
tennis, and it is deceptive in its simplicity. To execute a lob, a defensive player first
back of the table 8-10 feet (2.5 to 3m, advanced players sometimes go 20 feet or 6m
or more); then the stroke itself consists of simply lifting the ball to an enormous height
before it falls back to the opponent’s side of the table.
Stop
Stop (or drop shot) is a high level stroke, used as another variation for close to table
strokes (like harai and slice). You have to position the body close to the ball and just
let the ball touch the bat (without any hand movement) in a way that the ball stays
close to net with almost no speed and spin and touches the other side of the table

LEARNING ACTIVITY 2.1: Service

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more than twice if the opponent doesn’t reach it.

See the link below:


LEARNING ACTIVITY 2.2: Footwork

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https://www.youtube.com/watch?v=NfmPcpi4sfc

See the link below:

LEARNING ACTIVITY 2.3: Grip

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https://www.youtube.com/watch?v=M0v5SvlD1oQ

See the link below:

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https://www.youtube.com/watch?v=_Zq-OHCNx7o

LESSON 3
Arnis

Topics:
 History
 Equipment
 Proper gripping
 12 striking points

LEARNING OUTCOMES

At the end of the lesson, you should be able to:


 Demonstrate physical skills, leadership, and managerial capabilities in all
activities and programs for both normal and differently abled individuals.
 Exhibit and promote active and healthy lifestyle, value of fitness and
experience and lifelong activity.
 Develop discipline, leadership, and sportsmanship.
 Apply the motto of physical education learning by doing.
 Acquired knowledge in playing and officiating.
 Analyze the movements and level of efforts applied the execution of skills.
 Promote active and healthy life.
 Understand sport history, foundation of physical education and sports, and
the essentials of fitness and wellness, analyze scientifically and
understand the body parts and how it functions in various physical
movement and activities.
 Define the importance of physical education, lifelong sports, fitness and
exercise, and recite and relate sports historical accounts in relation to
present-day and cultural activities and trends.
 Demonstrate proficiency and efficiency in all movements forms;
Apply movement concepts and principles to the learning and development of
physical/motor activities.

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TOPIC 1: History

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Arnis was developed by the indigenous populations of the Philippines, who
used an assorted range of weaponry for combat and self-defense. Encompassing
both simple impact and edged weapons, arnis traditionally involved rattan, swords,
daggers and spears.
In 1521, equipped with nothing more than bladed weapons and their
fearsome arnis abilities, Filipino islanders defeated Ferdinand Magellan’s armored,
musket-bearing Spanish conquistador forces when they tried to invade.
When the Spanish eventually returned and successfully conquered parts of
the Philippines, the traditions of arnis were preserved, despite its prohibition, in the
forms of ritual dance, performance and mock battles. While earlier Filipino martial
arts were influenced by Spanish colonization, the modern forms have been affected
by the country’s contact with both the United States and Japan after gaining
independence in 1898. Just over a century later, in 2009, the government of the
Philippines declared arnis to be the martial art and national sport of the Philippines.
Arnis  is the system of Filipino martial arts founded by the late Remy Presas
as a self-defense system . His goal was to create an injury-free training method as
well as an effective self-defense system in order to preserve the older Arnis
systems . The term Modern Arnis was used by Remy Presas’ younger brother
Ernesto Presas to describe his style of Filipino martial arts ; since 1999 Ernesto
Presas called his system Kombatan . It is derived principally from the traditional
Presas family style of the Bolo(Machete) and the stick-dueling art of Balintawak
Eskrima , with influences from other Filipino and Japanese martial arts . Arnis -
Arnis is a Philippines’ national martial art or sport , After President Gloria
Macapagal-Arroyo signed the Republic Act. No. 9850 in 2009. The act mandates the
Department of Education to include the sport as a Physical Education course . Arnis

TOPIC 2: Equipments

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will be included among the priority sports in Palarong Pambansa (National Games)
beginning 2010.

WEAPON

 The padded stick shall be the official weapon of the player.


 The specification of which shall be in accordance with the i-ARNIS standard.
 No other similar material will be allowed to be used in any local, national or
international competition.
 Each padded stick shall be properly foam-cushioned and shall have a
maximum grip diameter of not more than 3.81cm.(1 ½ inch) and length of
76.20cm (30 inches for men and women).The length of padded stick shall be
27 inches for boys and girls.
 Both padded stick shall be color-coded, one red and the other blue.

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HEAD PROTECTOR

 Refers to a pair of protective head gear to include an impact worthy face


mask, the specifications of which shall be in accordance with the I-ARNIS
standard.
 Both headgears must be color-coded, one red the other blue, to match the
padded stick of the player.
BODY PROTECTOR

 Refers to a pair of protective body protector, properly cushioned, the


specifications of which shall be in accordance with the i-ARNIS standard.
 Male and female player must both wear body protector and groin protector.
 Body protector and groin protectors specifications shall be in accordance with
the i-ARNIS standard.
 Both body protectors and groin protectors shall be color coded to match the
color of the player.
 Forearm and shin guards are compulsory.
 The specifications shall be in accordance with i-ANIS standard. Both shin &
forearm guards must be color of the player.
SCOREBOARDS

 A pair of scoreboard, either manually or electronically operated, the


specifications of which shall be in accordance with the i-ARNIS standard.
 Two score boards per contest area shall be placed at diagonally opposite at
diagonally opposite corners outside the playing area, inside the competition
area within the free zone, right where the judges are positioned.
FLAGS

 Two sets of red and blue flags, the size of which is 30 cm by 25 cm, are used
by the judges in declaring decisions or asking for consultations.
 One yellow flag, size 30 cm by 25 cm.
 For timer’s use to signal the start and the end of each round and to declare a
time-out and resumption of the game.
OTHER EQUIPMENT

 Stopwatch is use to keep the two-minutes per round.


 This include interruptions such as injury, changing of broken stick.
 A gong and mallet or other similar audible substitutes such as whistle, bell or
buzzer shall be provided for the timer to indicate the start and end of the
round.
 A table shall be provided for the TIMER and RECORDER which shall be
situated one (1) meter in front of the playing area so that time signals are
TOPIC 3: Fundamental Skills in Arnis

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audible enough to both players and referee.

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The stick is the principal weapon in learning arnis. It is made of rattan stick
approximately 28-30 inches long and a diameter of around 1 inch.

GRIP
 2 inches from the line
 No extension downward
 6 inches from the base or butt
 Middle grip
 4-6 inches from the tip or “susi” or “daga” or knife

TOPIC 4: 12 striking points

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1. Left side of the head attack.  

A diagonal downward forehand swing to the left temple. From the position,
the warrior will hold the stick with one hand at 1 o’clock moving his stick in
slashing motion while his free hand on his chest.
2. Right side of the head attack.

A diagonal downward backhand swing striking to the right temple. Assuming


a fighting stance like the left temple strike, the warrior this time held his stick
at 11 o'clock with his free hand kept on his chest.

3. Left side of the body or torso, to the left arm or elbow.  

The 3rd striking technique allows the practitioner to extend his weapon hand
making it easier for him to strike any part of the opponent between its
shoulder and hips. The stick will be draw in a diagonal forehand slashing
swing making it easier to deliver a damage.

4. Right side of the body or torso, to the left arm or elbow.  


Same as the 3rd strike but this time the practitioner will extend the weapon
hand to strike any part of the body between the shoulder and the hips in a
backhand slashing swing located on the right side

5. Thrust to the stomach.  

In this strike, the practitioner will thrust the weapon hand to the stomach and
is followed by an upward motion that will cut through his opponent's body.

6. Right lower leg.  

Again, like the 8th strike, the main target here is the right lower leg which
immobilize the opponent. By doing this, the palm should face downward.

7. Left lower leg.

In this technique, the practitioner will deliver a powerful strike to the


opponent’s lower leg, mainly the knee, the angle or the ankle which throws off
the opponents balance and immobilize him. By doing this, the warrior is
supposed to lower his body (extending the weapon arm). Holding his palm
upward and hit any part of the opponent’s lower leg.

8. Right chest stab.

In this stance, the practitioner will practice the scooping action. The weapon
hand is then extended forward with the palm facing outward. To deliver the
strike properly, the elbow should be kept up puncturing the opponent’s right
lung.

9. Left chest stab.

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In this strike, the weapon hand is then extended to the front with the palm
facing outward and the elbow kept up where this strike can cause damage to
the rib cage.

10. Right eye poke.  

Same as the 10th strike technique. To execute it properly the practitioner will
have to hold his elbow down poking the right eye of the opponent.

11. Left eye poke.  

The target here is the left eye socket. In order to execute it properly, the
practitioner should assume fighting stance then extend the weapon hand
forward with the palm facing outward with its elbow kept down.

12. Strike to the crown/top of head.

The last strike will be a straight downward overhead swing directed towards
the crown of the head which could throw off the opponents’ mobility and
balance.

Link: https://youtu.be/_p-FnGX4dPU
Note: Watch the link on Youtube, comment down the name of your instructor and
your name to know that you watched the video.

REFERENCES
Tulio, D. (2008) Physical Education 3 for College. National Bookstore.
Remy Amado Presas, The Modern Arnis

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