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MINDANAO STATE UNIVERSITY


General Santos City

MODULE IN PED 003


INDIVIDUAL AND DUAL SPORTS
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INTRODUCTION

Table Tennis (or ping-pong, as it 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 if games and points. The player due to strike
the ball first is the server and the player who receives the ball is the receiver. It is
an indoor game and could be played 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!

HISTORY AND DEVELOPMENT

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 1900, 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 inverting the name “ping pong”, which was supposed to have
been derived from the sound of the ball. John Jacques registers “Ping Pong” as a
trade name in England. The American rights to the name are sold to Parker
Brothers.
Table Tennis is controlled by the worldwide organization, International Table
Tennis Federation (ITTF), founded in 1926 in Berlin, at which time it sponsored the
first World Table Tennis Championship in London. ITTF adopted uniform rules and
standardized the implements of play. The table tennis official rules are specified in
the ITTF handbook.
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 be 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 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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VALUES AND 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 that 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 ever 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 around, day or night, and you don’t have to worry about
bad weather or covering up to those harmful UV rays off.
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 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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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 it out of the way.
4. Wear proper playing attire.
5. Do warm-up before playing and do cool-down after playing.

ETHICS AND ETIQUETTE

1. Observe sportsmanship when playing.


2. Control of temper and language is important.
3. Learn to win and lose gracefully.
4. Never question the official’s decisions.
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EQUIPMENT AND FACILITIES

1. Table

The table is 2.74m (9 ft) long, 1.525m (5 ft) wide, and 76m (30 inch) high,
layered with a smooth coating. The table or playing surface is divided into two
halves by a 15.25cm (6 inch) high net. The table surface is often in a green, blue or
dark color (see ITTF Laws).

Fig. 1. Table Tennis showing the dimensions

2. Ball

The international rules specify that the game is played with a light 2.7 gram,
40mm 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 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. Racket Sandwich Rubber

and ball

Fig. 3. Ordinary Pimpled Rubber

4. Net Assembly

This is stretched across the center of the table by a cord attached to a post
at either end. It measures 6ft long and the ball must pass
over if for a rally to continue (see ITTF Laws).

Fig. 4. Net and its Assembly

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 Laws).
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FUNDAMENTAL SKILLS

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 and 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. 5.Shakehand Grip


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COMMON ERRORS AND CORRECTIONS

ERROR CORRECTIONS
1. Either your forehand or 1. Rotating the top of the racket forward
backhand shots feel erratic (when holding in front of the body with a
or unstable. shakehand grip) will make the backhand
2. The soft part of your thumb more stable but the forehand less stable;
touches the racket. rotating it backward will do the reverse.
Most players find the compromise
between the two extremes.

2. This gives you an erratic forehand as well


as less power on the backhand. Your
thumbnail should be perpendicular to the
racket. Review figure 1.

3. This gives a good forehand. It also gives


Fig. 6
less hitting area for the backhand. Keep
3. Your index finger sticks out your index finger near the bottom of the
to the surface on backhand blade.
side of the racket.
4. Relax your grip. Holding the racket too
tightly costs you both power and control.
A good way to tell if you’re holding the
racket too tightly is to imagine someone
sneaking up behind you as you play and
grabbing your racket. If the person would
have trouble pulling it from your grip, you
Fig. 7 Grip. The penhold grip are
 Penhold holding
is also thenamed
aptly racket because
too tightly.
you hold
the paddle like a pen, only grasping the paddle at the top of the handle.
4. Your grip is too tight.
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 Penhold grip. The penhold grip is also aptly name because you hold the
paddle like a pen, only grasping the paddle at the top of the handle.
Because the “penholders” often use paddles with special handles more
comfortable for them.

Mechanics:

Preparation Phase

a. Grip racket loosely.


b. Thumb and index finger meet in front of racket perpendicular to
racket.
c. Curl 3 fingers on back of racket or extend 3 fingers on back of
racket.

Fig. 8a. Chinese Penhold Fig. 8b. Korean Penhold

It is your choice which grip you want to use, but the shakehand grip is
suggest 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.
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COMMON ERRORS AND CONNECTIONS

ERROR CORRECTIONS

1. Either your forehand 1. Rotate the right side of the racket


or your backhand forward to make your forehand stronger
grip feels weak or (see Figure a); rotate the right side of
erratic the racket backward to make your
backhand stronger (see Figure b). It’s
usually compromise between the two
with a neutral grip (see Figure c).

2. Your grip is too tight. 2. Relax your grip. Holding the racket too
tightly costs you both power and control.
A good way to tell if you’re holding the
racket too tightly is to imagine someone
fig. 9.
sneaking up behind you as you play and
grabbing your racket. If the person would
have trouble pulling it from you r grip, you
are holding the racket too tightly.
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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:

 Stand in a ready position. To move to left


take a small step with the left foot
to the left.
 The right foot moves next
 To the left foot.
 The left foot moves to the left
 Into ready position.
Fig. 10. Ready position

COMMON ERROR AND CORRECTIONS

ERROR CORRECTION
1. Your feet bounce too high or 1. Your feet should stay low to the
lift off the ground. ground, almost sliding.
2. You’re not in position at the 2. Make adjustments during and
end of the movement. after the movement.
3. Your heels are on the ground 3. Your weight should be on the
4. You’re reaching got the ball. inside balls of your feet.
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.
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Basic Strokes

 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

Execution Phase – Backswing


a. Rotate body backward at waist and hips.
b. Rotate arm backward at elbow.
c. Rotate weight to back foot.

Fig. 11b

Execution Phase – Forward swing

a. Rotate weight to front foot.


b. Rotate body forward on waist and hips.
c. Rotate arm forward from the elbow.
d. Contact made in front and to the right side of
body.

Fig. 11c
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Follow Through Phase

a. Racket goes forward and slightly up naturally.


b. Ready to ready position.

Fig. 11d. Forehand drive

 Backhand drive

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 cocked slightly down.
e. Move into position, right foot slightly back for
forehand.

Fig. 12a

Execution Phase - Backswing

a. Bring racket straight toward the waist.


b. Against underspin, bring racket slightly down.
c. Cock wrist backward.
d. Racket perpendicular, or slightly closed, against
topspin, slightly against backspin.

Fig. 12b
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Execution – Forward Swing

a. Racket moves straightforward.


b. Elbow moves slightly forward.
c. Contact made in front and slightly to left side.
d. Turn top of wrist down at contact so it faces the
table, closing the racket.

Fig. 12c

Follow Through Phase

a. Racket goes in general direction ball is hit.


b. Return to ready position.

Fig. 12d. Backhand Drive


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COMMON ERRORS AND CORRECTIONS

ERROR CORRECTION
1. The ball goes into the 1. Read the spin and adjust racket angle. If
net or off the net. you’re 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. The shot feels 2. Make sure you’re executing each part of the
strained or erratic. forward swing in the correct sequence. On the
forehand shot, the shoulder should be weight
transfer, hip and waist rotate, then forearm
snap. On the backhand, the order should be
forearm snap, then turn the top of the waist
over so it faces the table. Make sure your
muscles are relaxed.
3. No power
3. Accelerate the racket into the ball more, using
all parts of the stroke. Make sure you have a
strong elbow snap. On the forehand, use
more weight shift. On the backhand, increase
the length of the backswing. Relax your
muscles.
4. You’re off balance
during the shot. 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.
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 Forehand Push

Preparation Phase

a. In ready position.
b. Move into position.

Fig.13a

Execution Phase – Backswing

a. Open racket.
b. Bring arm backward and slightly up, pivoting the
elbow.
c. Cock wrist back.

Fig. 13b

Execution Phase – Forward Swing

a. Move racket forward from elbow.


b. Snap wrist at contact.
c. Contact all ball in front and slightly to the right of
your body.
d. Graze back bottom of ball.

Fig. 13c

Follow Through Phase

a. Follow through forward and downward.


b. Return to ready position.

Fig. 13d. Forehand Push


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 Backhand Push

Preparation Phase
a. In ready position.
b. Move into position.

Fig. 14a

Execution Phase – Backswing

a. Open racket.
b. Bring arm backward and slightly up,
pivoting at elbow.
c. Cock wrist back.

Fig. 14b

Execution Phase – Forward Swing

a. Move racket toward from elbow.


b. Snap wrist at contact.
c. Contact ball in front your body.
d. Graze back bottom of ball.

Fig. 14c

Follow Through Phase

a. Follow through forward and downward.


b. Return to ready position.

Fig. 14d. Backhand Push


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COMMON ERRORS AND CORRECTIONS

ERROR CORRECTION

1. The ball goes into the net 1. Read the spin and adjust the racket angle.
or 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.
3. You don’t have control of 3. Make sure your stroke is smooth , not
the bat. jerky. The push is slow control shot, so
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.
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Basic Serving

Serving is 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.

 Forehand and Backhand Topspin Serve

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.

Forehand Topspin Serve BackhandTopspin Serve

Preparatory Phase

1. Racket roughly
perpendicular to floor.
2. Wrist loose and
cocked slightly down.
3. Arm flexed.

Fig. 17a Fig. 18a

Execution Phase- Backswing

1. Draw racket back roughly


1 foot.
2. Toss ball upward between
6 inches and eye level.

Fig. 17b Fig. 18b


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Execution Phase- Forward Swing

1. Racket moves forward.


2. Graze the back of the ball
upward for extra topspin.
3. Contact the back of the ball
very flat for extra speed.

Fig. 17c Fig. 18c

Follow Through Phase

1. Follow through naturally.


2. Follow through slightly up for
extra topspin.
3. Follow through straight
forward for extra topspin.
Fig. 17d. Forehand Fig. 18d. Backhand
Topspin Serve Topspin Serve

 Forehand and Backhand Backspin Serve

In forehand backspin serve, the ball tossed vertically in the air to about
shoulder height. The racket should then be brought backward and downward so
that the blade is drawn across and a little below the center of the back of the
ball.
Backhand backspin serve is executed in approximately the same way as
the forehand backspin serve except that the player assumes the backhand
position and the racket is started from a position in front of the shoulder of the
non-stroking arm. The swing is made across the body with only a slight forward
motion of the racket.
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Forehand Backspin Serve Backhand Backspin Serve


Preparatory Phase

1. Racket very open.


2. Wrist loose and cocked
slightly up.
3. Arm relaxed.

Fig. 19a Fig. 20a

Execution Phase- Backswing

1. Draw racket back roughly


foot.
2. Toss ball upward between
inches and eye level.

Fig. 19b Fig. 20c

Execution Phase- Forward Swing

1. Graze the back bottom of the


ball with a forward and slightly
downward motion.
2. Contact the ball with a fine
grazing for more backspin.

Fig. 19c Fig. 20c

Follow Through Phase


1. Follow through naturally.
2. Try to make the ball land
short.

Fig. 19d. Forehand Fig. 20d Backhand


Backspin Serve Backspin Serve
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COMMON ERRORS AND CORRECTIONS

ERROR CORRECTION

1. Your serve bounces too 1. Contact the ball lower and make sure
high making it easy for not to hit downward at contact. This is
your opponent to the most common cause of a high
attack.
bounce.
2. Your serve goes into the 2. Make sure your first bounce isn’t so
net. close to the net that it can’t rise.
3. Either you’re serving too fast to or
3. Your serve goes off the your serve is bouncing too high. The
table. ball doesn’t have a chance to drop on
the other side.
4. 4. You miss the ball 4. Keep your eye on the ball. Toss the
entirely. ball slightly higher so you have more
time to watch it and time your contact.
5. Make sure to graze the ball. Generate
5. 5. You’re not generating racket speed with loose muscles,
enough spin.
longer backswing.
6. You serves erratic.

7. You can’t keep your


backspin serve short. 6. Keep your eye on the ball. Toss the
ball slightly higher so you have more
8. You can’t hit the topspin time to watch it and time your contact.
serve fast enough. 7. Make sure to graze the ball. Generate
racket speed with loose muscles,
longer backswing.
8. Make sure the stroke and contact are
the same each time. Make sure your
arm is relaxed.
9. Graze the ball more. Make the first
bounce near the net and very low.

10.Make sure your arm is loose. Snap


your forearm and wrist into the shot
and hit mostly forward.
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 Sidespin

Sidespin serve can be made from either a forehand or a background 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.
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BASIC RULES

1. Starting a game

According to ITTF rule 2.13.1, the first service is decided by a lot, normally
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. Serve

In game play, the player serving the ball commences a point. The player
stand with the higher ball held in the palm of the freehand, with the hand behind
the end line 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.

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 around0 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

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 players have 10 points apiece. If both players reach 10 points, then service
alternates 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 two points, the receiving
player becomes the server, and the partner of the serving player becomes the
receiver.
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2.5 DEFINITIONS
1. A rally is the period during which the ball is in play.
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.
3. A let is a rally of which the result is not scored.
4. A point is a rally of which the result is scored.
5. The racket hand is the hand carrying the racket.
6. The free hand is the hand not carrying the racket.
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.
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.
9. The server is the player due to strike the ball first in a rally.
10. The receiver is the player due to strike the ball second in a rally,
11. The umpire is the person appointed to control a match.
12. The assistant umpire is the person appointed to assist the umpire with certain
decisions.
13. Anything a player wears or carries include anything that he was wearing or
carrying, other than the ball, at the start of the rally.
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.
15. The end line shall be regarded as extending indefinitely in both directions.

2.6 A GOOD SERVICE


1. Service shall start with the ball resting freely on the open palm of the server’s
stationary free hand.
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
fails without touching anything before being struck.
3. As the ball is failing 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.
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.
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.
6. 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.
7. Any subsequent service is doubtful legality of a service he may, on his doubles
partner will result in a point to the receiver.
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8. 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.
9. Exceptionally, the umpire may relax the requirements for a good service where
he is satisfied that compliance is prevented by physical disability.

2.7 A GOOD RETURN

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 THE ORDER OF PLAY


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. 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
1. The rally shall be a let.
2. If in service the ball, in passing over or around the net assembly, touches it,
provided the service is otherwise food or the ball is obstructed by the receiver or his
partner;
3. If the service is delivered when the receiving player or pair is not ready, provided
that neither the receiver nor his partner attempts to strike the balls.
4. If failure to make a good service of a good return to otherwise to comply with
the Laws is due to a disturbance outside the control of the player;
5. If play is interrupted by the umpire or assistant umpire.
6. Play may be interrupted.
7. To correct an error in the order of serving, receiving or ends;
8. To introduce the expedite system;
9. To warn a penalize a player;
10. Because the conditions of play are distributed in a way which could affect the
outcome of the rally.

2.10 A POINT
1. Unless the rally is a let, a player shall score a point.
2. If his opponent fails to make a good service;
3. If his opponent fails to make a good return;
4. If, after he has made a good service or a good return, the ball touches anything
other than the net assembly before being struck by his opponent;
5. If the ball passes beyond his end line without touching his court, after being
struck by his opponent;
6. If his opponent obstructs the ball;
7. If his opponent strikes the ball twice successively;
P a g e | 28

8. If his opponent strikes the ball with aside of the racket blade whose surface does
not comply with the requirements of 2.4.3, 2.4.4, and 2.4.5;
9. If his opponent or anything his opponent wears or carries, moves the playing
surface;
10. If his opponent or anything his opponent wears or carries, touches the net
assembly;
11. If his opponent’s free hand touches the playing surface;
12. If a doubles opponent strikes the ball out of the sequence established by the
first server and first receiver;
13. As provided under the expedite system (2.15- 2).

2.11 A GAME
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
1. A match shall consist of the best of any odd number of games

2.13 THE ORDER OF SERVINGS, RECEIVING AND ENDS


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. 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.
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 player
or pairs score 10 points or the expedite system is in operation, when the sequences
of serving ad receiving shall be the same but each player shall serve for only 1
point in turn.
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
him in the preceding game.
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.
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.
7. The player or pair starting at one end in a game shall start at the 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 OUT OF ORDER OF SERVING, RECEIVING OR ENDS


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
P a g e | 29

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. 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 sequences established at the beginning of the match.
3. In any circumstances, all points scored before the discovery on an error shall be
reckoned.

2.15 THE EXPEDITE SYSTEM


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 at
any earlier time at the request of both players or pairs.
2. 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.
3. 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.
4. 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.
5. Once introduced, the expedite system shall remain in operation until the end of
the match.
P a g e | 30

TERMINOLOGIES

Match- A match consists of the best of any odd number of games (usually 3, 5, or
7.)

Obstruction- A player obstructs the ball if he or she, or anything he or she wears


or carries, touches it in play when it is above or travelling towards the
playing surface, not having touched his or her court since last being struck
by his or her opponent.

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.
P a g e | 31

Sandwich Rubber- A type of racket covering. A racket covering with pimples


inwards or outwards on the top of a layer of a 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.

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.

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 with 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.
P a g e | 32

Volley- Hitting the ball before it bounces on your side of the table. A player who
volleys the ball generally loses the point

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
decision.

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
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 postponed 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.
P a g e | 33

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.

Game- A game is won by the player or pair first scoring 11 points unless both
players 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.

ITTF (International Table Tennis Federation)- The international governing


body for the sport table tennis.

Inverted Rubber- The most common racket covering. It consists 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
implied.
P a g e | 34

REFERENCES

Letts, Greg. “A Brief History of Table Tennis/Ping-Pong”. (2015) About.com.


Retrieved 29,2015 from http://tabletennis.about.com/od/
beginnersguide/a/history

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.

Table Tennis History. (n.d.) Retrieved June 29, 2015 from


http://iml.jou.ufl.edu/projects/fall04/baksh/history.html

The ITTF Archieves. (n.d.) Retrieved June 29, 2015 from


http://www.ittf.com/museum/archieves/index.html

Table Tennis. Retrieved June 20, 2015 from


http://en.wikepedia.org/wiki/Tabletennis

TATAP. Retrieved June 29, 2015 from


http://www.facebook.com/tabletennisassociationofthephilippines/info?tab=p
age_info

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

Table Tennis the Table. Retrieved June 20, 2015 from


http://en.wikipedia.org/wiki/File:Table_Tennis_the_table.jpg

Hodges, Larry (1998). Table Tennis: Steps to Success. Champaign, Ill:


Human Kinetics.

ITTF Handbook 2014-2015.


http://www.ittf.com/ittf_handbook/hb.asp?s_Chapter=&s_Description=&s_la
st_update=&s_number=2&Formhb2004_Page=last#hb2004

ITTF Handbook for Match Officials 2011-2012. (June 2011). 14th ed.
Switzerland: The ITTF.
P a g e | 35

“Table Tennis Terminology”. All About Table Tennis.com. Retrieved June 29,
2015 from http://www.allsbouttabletennis.com/table-tennis-
terminology.html

Cassady, Donald R. (1979). Sports Activities for Men. New York: MacMillan
Co.

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