Table Tennis: Flick or Push the Short Serve
Table tennis game situation focused on the return: against a short serve, the receiver chooses between a long push and an aggressive flick. Students work on reading spin, choosing the right shot, and playing the first three hits of the point.
How to play
- Set up six tables with 4 students at each (one with 5): two play and two wait to rotate in on the server's side. Each table gets 3 balls (2 min).
- Quick demo: the push uses an open paddle under the ball, sent deep; the flick uses the wrist, hitting over the side of the ball with the right foot under the table (3 min).
- Set drill: the server hits 5 short backspin serves and the receiver alternates push and flick on the teacher's call. Then switch roles (5 min).
- Decision game: the server chooses a short backspin or no-spin serve; the receiver reads it and picks a return. Play to 7 with live rallies; if the return wins the point outright, it counts 2 (8 min).
- Debrief: which cues from the server (paddle angle, wrist, sound) help tell whether there is spin? (2 min).
Rules
- All serves must be short: if the ball would leave the table on its second bounce, replay it.
- The ball must be visible and tossed at least 6 inches up on the serve.
- Safety: collect rolling balls after the point and never step on them.
Variations
Easier
The server always hits the same backspin serve and says beforehand whether it goes to forehand or backhand.
Standard
Play to 7 with any short serve and a return choice between push and flick.
Harder
The receiver only gets the double point if the flick goes away from where the server is standing.
Adaptations
- Limited mobility: the student plays the closest side of the table and the server always serves within reach.
- Shy students: start at a table with a trusted partner and nobody waiting to watch.
- Advanced players: the server may mix short and long serves so the receiver must stay ready.
Learning goals
- Tell a backspin serve from a no-spin serve by watching the server's motion.
- Choose between push and flick based on the ball's height and spin.
- Use a return that limits the opponent's third shot.
Equipment for a class of 25
- Ping-pong tables: 6
- Paddles: 25
- Ping-pong balls: 24
Teacher tip
The usual mistake is flicking with a straight arm and no step in: have them put their foot under the table. Keep spare balls in a bucket at each table so play doesn't stop.
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