To see the other types of publications on this topic, follow the link: Badminton (Game).

Dissertations / Theses on the topic 'Badminton (Game)'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 30 dissertations / theses for your research on the topic 'Badminton (Game).'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.

1

Currie, Gary. "Optimizing racquethead-shuttle interaction for an effective overhead forehand clear in badminton." Thesis, McGill University, 1989. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=59550.

Full text
Abstract:
The purpose of this investigation was to determine, the difference in selected kinematic variables of the shuttle-racquet head interaction for players of different ability levels executing the badminton overhead forehand clear. These variables included, (1) resultant velocity of the racquet head at contact, and (2) time between peak velocity and contact. This study also examined the total horizontal displacement of the shuttle after contact, the angle of deviation of the shuttle, the time of flight of the shuttle, the angle of projection of the shuttle after contact, and the shuttle velocity after contact. Six volunteer male subjects were divided equally into three groups corresponding to their ability; novice, intermediate, and advanced. Data were collected using a high speed motion picture camera. The data did not establish significant differences between the three groups with respect to the racquet head velocity at contact, or for the time differences between peak velocity and contact time. However, it was found that the angle of projection of the shuttle as well as the flight time of the shuttle decreased with ability.
APA, Harvard, Vancouver, ISO, and other styles
2

Shanklin, Jennifer Rae. "The impact of accountability on student response rate in a secondary physical education badminton unit." Virtual Press, 2004. http://www.oregonpdf.org.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Jones, Christopher M. T. "An evaluation of tactical transfer from volleyball to badminton using a games classification approach." Thesis, Federation University Australia, 1999. http://researchonline.federation.edu.au/vital/access/HandleResolver/1959.17/164823.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Särnbrink, Björn. "Vad kan man när man kan spela badminton? : En kvalitativ studie av elitspelares uppfattning av sina egna förmågor." Thesis, Gymnastik- och idrottshögskolan, GIH, Institutionen för idrotts- och hälsovetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:gih:diva-5722.

Full text
Abstract:
Abstract Aim. The aim of the study was to identify what abilities that elite players in badminton develop through playing. The purpose of doing this, was to get an insight into the most skillful player’s specific abilities. To investigate what you ”can do when you can do” is of great importance for teaching sports. Hopefully this study can contribute to developing methods for teaching net-, and wall games and in the larger perspective also other categories of sports. The research question is therefore: What does it mean to master badminton? Method. Four elite players in badminton, divided into two pairs, played a singles game against each other, over three sets. The match was video-recorded. The participants watched the recorded material and subsequently a semi-structured interview was carried out. At the interview both of the players, as well as the researcher participated. Data has been processed using a step-by-step method described by Tenenbaum & Driscoll (2005). Results. A total of seven categories of abilities were identified: - Abilty to assess the ball trajectory and impact point. - Ability to very quickly reevaluate your decision, during ongoing play. - Ability to assess risk versus opportunity during play, by assessing your own and the opponent’s abilities. - Ability to adjust movements with the purpose of changing one’s tactics. - Ability to perform actions that can give you a mental advantage. - Ability to evaluate and reevaluate one and several strokes ahead. - Ability to assess probabilities and responding by making desicions on the court. Conclusion. A clear emphasis, with the elite players, lies on tactic understanding based on experience ot the game. It gives us an indication that focus in training should lie on a game based approach that trains the complex abilities needed to play the game. Therefore one should be doing less of repetitive training and focus more on exercises based on the game’s tactical idea, so called idea based training and devote themselves a lot to playing the game in modified exercises, adapted to the participant’s level. Development happens in interplay continually with your opponent.
Sammanfattning Syfte och frågeställningar. Målet med studien var att identifiera vad det är för förmågor som Elitspelare i badminton besitter. Syftet med att göra detta, var att få en insikt i de duktigaste spelarnas specifika förmågor. Att utröna vad man ”kan när man kan” är av stor vikt för att utveckla metoder för undervisning i idrottslära. Förhoppningen är att denna studie skall bidra till att vidareutveckla metoder för undervisning i nätspel och i ett större perspektiv även andra kategorier av idrotter. Frågeställningen är därför: Vad kan en spelare som behärskar badminton? Metod. Fyra elitseriespelare i badminton, indelade i två par, har spelat en singelmatch mot varandra över tre set. Deltagarna har därefter fått se det filmade materialet och en semi-strukturerad intervju har genomförts. Vid intervjun var båda spelarna, samt intervjuforskaren deltagande. Data har bearbetats enligt stegvis metod beskriven av Tenenbaum & Driscoll (Tenenbaum & Driscoll 2005). Resultat. Totalt delförmågor identifierades: - Förmåga att bedöma bollens bana och nedslagsplats. - Förmåga att mycket snabbt omvärdera sitt beslut under pågående spel. - Förmåga till bedömning av risk kontra möjlighet under pågående spel, utifrån en bedömning av sina och motståndarens egenskaper. - Förmåga att anpassa sina rörelser med syfte att förändra sin taktik. - Förmåga att utföra handlingar som ger ett mentalt övertag. - Förmåga att värdera och omvärdera ett och flera slag framåt. - Förmåga till sannolikhetsbedömning och att omsätta denna i beslut på banan. Slutsats. Tydlig tonvikt, hos elitspelarna, ligger på taktisk förståelse baserad på erfarenhet av spelet. Det ger oss en indikation på att fokus i träningen bör ligga på spelliknande övningar som tränar de komplexa förmågor som krävs i spelet. Detta pekar mot att man bör minska på mängden repetitiv träning och fokusera mer på övningar som baseras på spelets taktiska idé, s.k. idébaserad träning och ägna sig mycket åt att spela spelet i modifierade övningar, anpassade efter utövarnas nivå. Utvecklingen sker i ständig växelverkan med din motståndare.
APA, Harvard, Vancouver, ISO, and other styles
5

WU, FANG-CHIEN, and 吳芳茜. "A case study of women’s doubles game in Badminton." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/68078049743368257917.

Full text
Abstract:
碩士
國立體育大學
競技與教練科學研究所
105
The purpose of this study is to analyze the skills of women's doubles players during matches by Rasch measurement. The subjects were Wu and Chiang, a pair of women’s doubles from the national team. There are two steps of methods. First, record the tournament on site. Second, observe and analyze based on the statistics from the scorers. The tournament skills were separated into seven stages, including early serving stage, middle serving stage, late serving stages, early receiving stage, middle receiving stage, late receiving stage, and rally. There are three results of this study. First, from the players’ perspective, the Rasch reliability scale is 0.87 with homogeneity and normality test. This indicates that the actual measurement is effective with sample representation. Second, from the scorers’ perspective, there is a consistency of scores from five scorers with homogeneity. Both the information-weighted mean-square fit statistic and the outlier sensitive mean-square fit statistic fit this model. It also indicates that the scores are appropriate for Rasch measurement. Third, from the skill perspective, the Rasch reliability scale is 0.93. Homogeneity and normality test prove that the estimation is effective with sample representation. The conclusion is that multi-stages of Rasch measurement quantify the performance of badminton doubles games, as well as analyze the potential of the overall match and the ability of seven-stages match skills.
APA, Harvard, Vancouver, ISO, and other styles
6

Yuan, Yee Ming, and 茹明遠. "Malaysia’s Strategies for Elite Badminton Developmentin 2016 Olympic Game." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/b96m94.

Full text
Abstract:
碩士
國立臺灣師範大學
運動休閒與餐旅管理研究所
105
This study based on Structural Functionalism, this study explores the process of 2016 Malaysian Olympic gold medal plan. First of all, through the literature analysis to understand the development of the Malaysian badminton, and then explore the relationship between the Malaysian badminton organization and Podium Programme. In this study, the semi-structured interview method, the conclusion is: First, the development of the Malaysian badminton mainly to the Badminton Association in Malaysia, fourteen state associations and seven organ associations to support the development. Second, the Brazil Olympic Games Malaysia won three silver medals, compared to the London Olympics, Malaysia has made great efforts in the development of sports. Third, the Malaysian Badminton Association in the funding, manpower and policies need to seek outside support. Fourth, is regarded as the national ball of Malaysia in the national identity on the recognition, but in the cultivation of talent but there is a fault phenomenon. Therefore, the proposal for the future gold plan is as follows: First, in the organization of the relationship between the network must be a substantial increase in funding and regular members of the General Assembly. Second, schools, associations, clubs must cooperate with each other three aspects. Third, let the athletes to sports as a career. Fourth, attention to the development of female athletes, so that women's sports has become a competitive. Fifth, pay attention to people and people know the link. For the academic recommendations: First, the use of structural functional theory as the theoretical basis for research. Second, Malaysia should focus on competitive management and humanities research. Third, the gold plan to be with the multi-party strategy, participation strategies and all-round resource integration.
APA, Harvard, Vancouver, ISO, and other styles
7

xin, cai zhong, and 蔡忠信. "The Possibility of Professionalizing Badminton Game in Taiwan-basing on employed personnel and athletes in badminton field." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/bzxp6h.

Full text
Abstract:
碩士
國立臺東大學
體育學系碩士班
95
This research is going to study the badminton game development of latest status. It will review the possibility of professionalizing the badminton game policy by the theory of professionalizing and others related cases. In order to understand the strength and weakness of promotion the badminton game as professional activity, we have deep interviews with 10 badminton employed personnel. Also we use questionnaire to survey the intension of professionalizing badminton sport by sampling 250 A&B Group badminton athletes. 250 questionnaires were issued with 236 returned effectively. After the analyzing, we have below conclusions: 1.The performance of athletes in international games, population of badminton goers, Badminton arenas and economy increasing are advantages to professionalize the game. 2.Ineffective regular training and lack of ability compared to other counties’ athletes, the believe of economy inefficiency by private sector, unwell developed associates, and few address of athlete sport policy from public sector are disadvantages to professionalize the game. 3.The disadvantages of professionalizing the game can be turned around by the training of athlete, promotion activities and associates improvement and reinforcement of public sector policy. 4.The athletes of the game realize budget, marketing personnel, unwell developed associates are the major factors which dominate the badminton sport development; the professional sport administration and professionalizing are the main model and goal of current badminton game orgzination. 5.The athletes of the game realize the population of the game, badminton arena, and badminton athletes are advantages for professionalizing; promoting by associates, public sector policy and private sector companies are disadvantages; most needed improvement points are associates, public sector policy and athlete ability. 6.Half of badminton employed personnel and athletes want the game professionalized. However, considering the whole situation, there are lost situation needed to be refurnished. Professionalizing the game can be expected if the situation can be turned around.
APA, Harvard, Vancouver, ISO, and other styles
8

Ho, Shu-Jung, and 何淑榕. "A Study on the Badminton Game Integrated with Digital Motion Capture." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/wy6w99.

Full text
Abstract:
碩士
吳鳳科技大學
應用數位媒體研究所
103
Recently, digital motion detection and interactive instruction are increasingly being used in assisted instructions. This study presents an example of implementing the instruction of Badminton game using digital motion detection and interactive instruction technologies. We compare two learning environments: (1) teaching supported with Wii digital motion detection and interactive instruction technologies, and (2) teaching without explicit support of digital motion detection and interactive instruction. The effects are compared the learning satisfaction between two learning environments. Participants are six classes of students who study Badminton game in a middle school. This study discusses both the practical and theoretical implications of supporting digital motion detection and interactive instruction in learning environments for teaching Badminton game.
APA, Harvard, Vancouver, ISO, and other styles
9

CAI, MING-JHE, and 蔡銘哲. "A Study of Badminton Player to Win Olympic Game Champion Strategy." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/59191821775361866050.

Full text
Abstract:
碩士
聖約翰科技大學
工業工程與管理系碩士在職專班
104
Badminton is a sport that requires speed, strength and tactic varieties. It is very popular in our country. According to Sport Administrations estimation: here is over a million Badminton population. (Taiwan Senior Badminton ssociation website). In the last decade, our country's present players may have won the champion in different international tournaments occasionally, which shows a better record than before. But still, our overall performance is lower than other countries such as China, Korea, Japan, Indonesia, Malaysia and Denmark. Now our junior players are more competitive and better performing, they have won the champion in many different international championships. In order to assist our players on winning the champion in Rio Olympics, how we take this opportunity and strength to assistant our player will be the most important issue. In this paper, we will analyze strengths, weakness, opportunities and threats of our players. By using the four factor approach, we get 2X2 SWOT matrix which can lead us found the feasible strategy, hopefully it can be improving overall capability of our players and win the Champion in 2016 Rio Olympics' Badminton event successfully.
APA, Harvard, Vancouver, ISO, and other styles
10

曾彥博. "An Action Research of Game Sense on Elementary School Badminton Team Training." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/11513650966128758022.

Full text
Abstract:
碩士
高雄師範大學
體育學系
99
Using action research, the purpose of this study was to explore the training effects of practicing Game Sense on cognition, emotion, skills and race scores of elementary school badminton team students. It also records the encountered problems and ways of dealing with them during the training process, seeks to understand deeply the opinions and feelings of the participated students and coaches. The participated students were a badminton team in an elementary school in Kaohsiung, including 17 boys and 8 girls (totally 25 students). A pre-test interview was adopted before the training. And after a semester of Game Sense training which was designed for badminton beginners, the students were then interviewed again. For quantitative data, the GPAI values for the class monthly placing race were analyzed using dependency sample T-test and independent sample T-test. For qualitative data, the daily training records and the pre and post-test data were collected and analyzed. The conclusions were stated as following. After the Game Sense training, first, it shows some advancement on the cognition and emotion of the tested students. Second, most students indicate that there is some progression on their professional skills. Third, most students express that they like the training and it makes them to have a more profound understanding for badminton races. Fourth, the coaches find that some training problems may be improved by implementing the results of the Game Sense training and action research. This study shows that the coaches and students have a positive and supportive attitude toward Game Sense training. Game Sense training advances the effects of badminton training. It also offers a new thinking on the training of future badminton teams.
APA, Harvard, Vancouver, ISO, and other styles
11

chan, juan-long, and 鄭元龍. "The Analyses of Skills and Tactics in Badminton -- The Application of Game Theory." Thesis, 2001. http://ndltd.ncl.edu.tw/handle/78053186759193179931.

Full text
Abstract:
碩士
國立體育學院
教練研究所
89
The Analyses of Skills and Tactics in Badminton ― The Application of Game Theory Abstract The badminton is a game of control and being controlled. The ability to predict tactics of the opponents is the key to success. This study aims at the relations among serving, receiving, the active/passive skills of the final stroke, gaining score/service and the tactics. The subjects were the competitors of Ye Ahauying (China) in nine international semi-final matches. The Game Theory (AB:QM) was used and a matching chart was designed based on which 16 types of single techniques (covering 25 items) to analyze gaining/losing score/service. The strong points and weak points of the different players are revealed. The results were as follow: 1.In the application of the strategic tactics of serving/receiving, there are differences in the player’s maneuver of serving/receiving due to facing different opponents. 2. In the application of the active (attacking)/ passive (defensive) tactics of the final stroke, there are also variation due to facing different opponents. 3.The Game Theory (1).In the match between the specific opponent and multiple opponents, to raise the ratio of gaining high score/service, the former the chances of smashes, to facilitate .The consecutive net-blockings and low clears, must the quality of smashes should be under control to lower the ratio of success should be under control by the multiple of the opponent’s brush nets and low clears. Attention to should be pay the tactics, of be receive smash ,and the diagonal net-blockings in defense, should be minimum to reduce the high ratio of losing score/service. (2).In the match between the specific opponent and the major study player, attention should be paid to the specific opponent’s positive and active strategy of using smashes, push net, and hooking ball nets, so as to prevent her from gaining high ratio of score/service. To grasp the chances of front/back court net shots, the specific opponent must be forced to use diagonal low clear or push net in defense, high ratio of missing. To grasp the chances of front/back court net shots, The major study player should make use of diagonal low clear before the net in defense, so as to gain very high ratio of gaining score/service. When matching the against the major study player must try not to use attacking clear in defense the specific opponent’s back court tactics, so as to avoid high ratio of missing. Key words: badminton, tactics, Game Theory Ⅱ
APA, Harvard, Vancouver, ISO, and other styles
12

Chan, Ya-Lun, and 詹雅玲. "A Research on Using TRIMP to Evaluate the Conventional and New-style Badminton Game Rules." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/51850478232708114788.

Full text
Abstract:
碩士
國立中正大學
運動與休閒教育所
96
Purpose: Through simulated games based on conventional and new-style badminton game rules, this research discussed the intensity and training impulse (TRIMP) in the matches to further realize the loading differences between each game rule and provide reference for badminton trainings. Method: The research subjects were six male A-division players recognized by badminton Department of Chinese Taipei University Sports Federation (CTUSF) (Age: 21.5±1.9 years old, Height: 171.0±4.7cm, Weight: 64.6±6.7kg). The subjects initially took maximal effort test of increasing intensity in the laboratory to acquire their ventilatory threshold (VT), respiratory compensation point (RCP), and the corresponding heartbeat rate so that it could be the basis of intensity grade assessment (grade 1: lower than VT, grade 2: between VT and RCP, grade 3: higher than RCP). Afterwards, the subjects joined the round robins (15 games each) based on conventional and new-style game rules according to principle of balance, and the time interval between each game for each subjects was at least 24 hours. Fixed warm-up time and approach was adopted before the games, and Polar heart rate recorder and camera were adopted to record the player’s heart rate and the overall game to calculate the duration and TRIMP on distinct intensity grades. Results: The average intensity of conventional badminton game rules (2.39±0.34) is significant higher than the new-style game rules (2.26±0.35); the TRIMP of conventional game rules (5705.83±1322.65) was significant higher than the new-style rules (4501.50±775.28); and the new-style time proportion in low intensity (16.50±11.07%) was also significant higher than the conventional game rules (10.175±11.164%). However, the middle intensity (41.25±17.00%) and high intensity (42.25±25.40%) of new-style game rules had no significant difference between the conventional game rules (42.05±24.99, 47.78±30.49%). Conclusions: Both the conventional and new-style badminton game rules are activities with middle and high intensity, so the game time of new-style game is shortened and the resting time is increased;therefore the coach may consider corresponding adjustments on shortening training time, elevating training intensity and increasing resting time. Keywords: A-division badminton players in College, TRIMP, Conventional and New-Style Game Rules, Ventilatory Threshold (VT), Respiratory Compensation Point (RCP)
APA, Harvard, Vancouver, ISO, and other styles
13

Kung, Ya-Tzu, and 龔雅慈. "The Effect of Teaching Game for Understanding under the Cooperative Learning on Badminton Skills and Attitude." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/74670621551106168195.

Full text
Abstract:
碩士
國立嘉義大學
體育與健康休閒研究所
95
The purpose of the study was to investigate the effect of teaching game for understanding under the cooperative learning on badminton skills and learning attitude of junior high school students. The participants were obtained from ninth grade students (N=59) including two classes over eight weeks. The two classed were randomly assigned to one experimental condition. One group (N=27) worked on the teaching game for understanding. The second group (N=32) worked on the teaching game for understanding under the cooperative learning. In order to examine the leaning effect between two groups, a t-test analysis was performed. Then, a two-way ANOVA was performed to examine different levels of skills and leaning effect. Descriptive statistics was used to analyze whether students have positive attitude under different teaching methods. The results were as follows: 1、The two groups do not differ with respect to the learning effect. 2、No statistically significant effect of the interaction between low and high groups was found. 3、The two methods both have positive effect on learning attitude. Finally, the study can be a reference for adopting the teaching game for understanding. Besides, it also may be beneficial for PE teachers and scholars to study the method in the future.
APA, Harvard, Vancouver, ISO, and other styles
14

Chang, Yalan, and 張雅嵐. "The Process of Women Badminton Players’ Losing and the Self-transformation after them Lose the Game." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/73620207577589193058.

Full text
Abstract:
碩士
國立臺北教育大學
體育學系碩士班
99
Lose, is a word that every athlete does not want to face. In this study, throw the researcher’s observations notes and the past training diary as text analysis, and the participants are from one of the Taiwan women’s badminton team, to research the process of women badminton players’ losing and the self-transformation after them lose the game. The result is: (A) Lost is not only the result for players, it has happened before the game, during the game, result of the game, and after the game then. (B) Players usually confused, helpless after them lose the game, that also influenced their mind to even quit from the court. Because of people usually has self-concept of them, when the result does not meet the self-concept, people begun to doubt themselves. (C) Even being a loser is Contains negative emotions, but at the same time, people with more efforts to promote to move forward emotionally symbiotic. Finally, cause of the result of the competitions means everything for the athlete, the outcome easily to affect a person's efforts toward. Throw this research, suggest every player who stay their almost life in this situation, if we could keep our mind not to fight with others, but relax and treasure every time we play, then we could reduce the pain of when we understood our imaginations are difference with the truth.
APA, Harvard, Vancouver, ISO, and other styles
15

CHEN, HUI-FEN, and 陳慧芬. "Performance Difference on Eye-Hand Coordination and Attention Switch between Badminton Players and Action Game Players." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/y2tq35.

Full text
Abstract:
碩士
國立雲林科技大學
工業工程與管理系
107
Many studies have indicate, that the action video game and sport can help action video game players and athletes promote their reaction and attention. The purpose of this study is to look for difference between action game players and badminton players’ performance. This study conduct two experiments. Experiment 1 is eye-hand coordination task. According to the different visual stimulus, participants make the correct response. And to explore exposed time type and distance type whether affect Badminton Player and action game player performance. Experiment 2 is visual attention switch task. According to the different visual stimulus, participants make the correct response. And to explore response type whether affect Badminton Player and action game player performance. The results found that badminton players and action game players in the two experiments accuracy and responses time better than non-players (non-athletes), and badminton players are better than action game players. Badminton players are not affected by the type of response. Showed badminton and play action game can improve coordination and attention, while the effect of sports is better than action games. The experiment results could offer study for training and improvement inattention.
APA, Harvard, Vancouver, ISO, and other styles
16

Liu, Hsiao-Jo, and 劉筱柔. "The effects of coaches' feedback on young athletes sports performance during the interval in junior badminton game." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/12029257674888838182.

Full text
Abstract:
碩士
國立臺灣師範大學
運動競技學系
100
Many research discovered that the behavior of a coach, especially about giving feedback, possibly has a high correlation to young athletes’ self-esteem, self-awareness and motivation. Coaching Behavior Assessment System (CBAS) is one of the mostly used tools in sports psychology to measure the feedback given by coaches. There are two ways of measuring. Some researchers use questionnaires to measure how athletes usually perceive the feedback from their coach. Others use different observation systems to observe how coaches usually give their athletes feedback. After the above, they inquire the connection between the coaches’ behavior of feedback and the psychological reaction of the athletes. This query is to study how coaches give their feedback to their athletes and how do the athletes think it affect their sports behavior. The query starts with a survey about how coaches give their feedback to their athletes by giving questionnaires. The survey shows that coaches usually give their feedback in six ways, 1.Positive Feedback 2.Negative feedback 3.Feedback of movement correction 4.Feedback of strategy correction 5.Feedback of psychological skill 6.Without any feedback. Then compile another questionnaire for athletes depending on this questionnaire’s outcome. After recycling all the questionnaires from the athletes, excel and SSPS were used to generalized and examination. At last, make a conclusion and some suggestions about this subject based on the result of the research.
APA, Harvard, Vancouver, ISO, and other styles
17

Fang, Chieh-Min, and 方介民. "Using Rasch measurement to analyze the skill of game of athletes in the men’s doubles of Badminton." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/85267634886061214962.

Full text
Abstract:
碩士
國立體育大學
運動技術研究所
100
Abstract Research Purpose: This study used Rasch measurement to analyze the doubles game skills of badminton male players. Subjects: The subjects were the Chinese Taipei men’s doubles of Chieh -min Fang and Sheng-mu Lee (BWF World ranking the 4th as of August 2010) participated in the 10 international formal games between 2010 and 2011. Research Method: The games were recorded on site, and the raters were to observe and analyze the skills. The game skills were divided into sections before serving, after-serving, before receiving, after receiving, and rally. Each skill has different score criteria. Results: 1) Rasch individual reliability of the players facet is 0.75, and the test of homogeneityi and normal verification demonstrated that the estimate has measurement validity and sample representativeness; 2) the rater has consistency, suggesting that the raters’ facet estimate is suitable for the Rasch measurement model; 3) the test of game skill facet was proven to have validity and sample representativeness; 4) in the Rasch measurement model, before serving, after-serving, before receiving, after receiving, and rally have validity and sample representativeness; 5) analysis of individual game skills: The overall potential of Indonesian players is superior to the pair of Fang and Lee, however, the pair of Fang and Lee has better skills than the Indonesian players before serving and before receiving. The Indonesian players have better skills than the pair of Fang and Lee after serving, after receiving and rally. This study concluded the measurement of performance of badminton doubles game, and the analysis of overall game potential and five- stages skills using many-facet Rasch. Keywords: badminton, men’s doubles game, five-stages skill analysis, Rasch measurement, game analysis.
APA, Harvard, Vancouver, ISO, and other styles
18

"The Effects of Mobile App Technology on Technique and Game Performance in Physical Education." Doctoral diss., 2020. http://hdl.handle.net/2286/R.I.62672.

Full text
Abstract:
abstract: Informed by Behavioral Ecological Model (BEM), Technological Pedagogical Content Knowledge (TPACK) framework, and Model for Learning With Digital Video, this project assessed: (a) the effects of mobile application (App) technology on students’ skill and game play development during a badminton sport education season and (b) a physical education teacher and students’ perceptions about the use of the App technology. Two eighth grade classes participated in the study (the teacher only used the App in Class A; students used the App in Class B). The Poole forehand overhead clear shot skill test, game performance assessment instrument (GPAI), and opportunity to respond (OTR) observation tool were used to measure skill development and game improvement in the first study. Students’ practices and game play performance were recorded. Critical incident sheets, the teacher’s daily reflections, and interviews with the teacher were used in second study. In the first study, students in both intervention classes, regardless of the App use condition (i.e., teacher vs students), improved in the clear shot skill, tactical dimensions of their game performance (i.e., skill execution, decision-making, and base position), and opportunities to respond rates (i.e., success and acceptability). In the second study, there was evidence that a physical education teacher can effectively integrate the use of a motion analysis App and complement his instructional skills during regular instruction in a middle school badminton context. Also, it was evident that the App provided students with active learning opportunities through instant feedback on skill and game performance. Further research on the use of such App technologies should focus on: (a) how the App technology can be innovative to foster student learning in game play in Physical Education settings and (b) how teachers understand the use of technology along with their pedagogical skills.
Dissertation/Thesis
Doctoral Dissertation Physical Education 2020
APA, Harvard, Vancouver, ISO, and other styles
19

Hung, Shiang-Wei, and 洪祥偉. "A case study on integrating information technology and creative thinking strategies into teaching of sport appreciation—using badminton game as an example." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/cpx8q6.

Full text
Abstract:
博士
國立體育大學
體育研究所
102
Purposes: This study is a case study that investigates the effects of integrating information technology and creative thinking strategies into a course of sport appreciation on students’ creativity and cognitive knowledge on badminton game. Methods: This study uses a case study approaches, participants are twenty-seven 5th graders’ from an elementary school in northern Taiwan. They receive an eighty minute treatment once a week for four weeks. Both qualitative and quantitative methods are used to collect data. Students’ pre- and post-performance are measured by Williams Creativity Assessment Packet and on-line practice. The t-test and Pearson’s correlation coefficient are used for statistical analysis (α=.05). Results exhibit that integrating information technology into a badminton game appreciation course is applicable. In addition, the course can promote students’ creative thinking performance as well as their cognitive learning performance on badminton game. No correlation between students’ cognitive understanding and creativities change. The findings of this study not only enable instructors understand the effectiveness of computer-based badminton instruction, but also enhance teachers’ professional development. Students of this study display positive attitude toward the course. The CSTB is an ideal assisted tool while teaching appreciation of badminton game.
APA, Harvard, Vancouver, ISO, and other styles
20

Wu, Chun-Wei, and 吳俊緯. "The Study of National High School Games Badminton Players." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/24582233306889442119.

Full text
APA, Harvard, Vancouver, ISO, and other styles
21

Shyuang, Chang Jeng, and 張政雄. "The Analyze to Games of Badminton Men’s Singles in 2012 London Olympic Games." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/01845137413858896156.

Full text
Abstract:
碩士
國立體育大學
競技與教練科學研究所
102
The purpose of the study: To investigate the analysis of the London Olympic men's singles player game technology,The Olympic badminton singles match before the quarterfinals,The semi-finals to be explored and previously,Thereby enhancing domestic players training and domestic competition mode, with the selection of the elite race mode, so our the world's top eight players promoted to the level achieved in 2016 and the right to participate in the Olympic Games. Object of study for the London Olympic Games badminton men's singles top eight players per game related information, the five raters using a three-paragraph statement technical analysis through independent subjective judgments, the data entered into the computer in the store, so to collect data, Rasch model analysis and the use of the badminton men's singles competition. The results of this study are: an individual Rasch overall reliability was .91 level players, and the measure has proven the test of validity and sample representativeness.Second,rater score with consistency, representative and suitable Rasch measurement model.Third, the technical aspects of the game tests have proved that the estimated Rasch measurement validity.Fourth,The tee section, receiving section and section stalemate Rasch measurement model based on proven, three Jieju validity and sample representativeness.Five, three sections of the game before the semi-finals of the results of the technical analysis and ranking of mutual agreement.Therefore, this study may provide a good coach or a player based on the index.
APA, Harvard, Vancouver, ISO, and other styles
22

Hsieh, Feng-Sheng, and 謝豐盛. "The Analyze to Games of Badminton Men’s Singles in 2010 National Intercollegiate Athletic Games." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/85776064980543085736.

Full text
Abstract:
碩士
國立體育大學
運動技術研究所
99
This purpose of this study was to analyze the games of badminton male singles and further investigates how to promote the training of domestic college athletes and the participating procedure so as to select elite athletes for 2010 Universiade and 2010 Universiade Badminton Championships. The subjects were the best eight contestants of Badminton Male Singles in 2010 National Intercollegiate Athletic Games. Five raters with their independent and subjective judgments used the three-stage skill analysis to analyze all the games of every contestant and saved the detailed data in the computer. In addition to this data-collecting method, Rasch model was employed to further examine each game. The results of this study were as follows: 1) Athlete individual overall reliability was 0.90, and tests proved the meaures to have validity and sample representation. 2) Raters’ ratings showed consistency, and tests showed raters’ to be representative and suitable for Rasch’s test model. 3) Competition technique showed the measures of the Rasch model to have validity. 4) Based on Rasch’s test model, the phases of serving, receive serving, and rallying showed these three phases to have validity and representation as well. 5) Through technical analysis, the final four contestants’ results showed consistency with their placement in the finals. The expected results were that by reviewing performance of contestants in games, mending found shortcomings, and framing plans to strengthen the contestants, their performance would be better for sure with strict training and more experience in games.
APA, Harvard, Vancouver, ISO, and other styles
23

Hung, Lin Chien, and 林建宏. "The Physical And Biochemical Character Of Elite Badminton Players In Tapering Program Before Games." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/58025530981254231590.

Full text
Abstract:
碩士
正修科技大學
運動健康與休閒所
101
THE PHYSICAL AND BIOCHEMICAL CHARACTER OF ELITE BADMINTON PLAYERS IN TAPERING PROGRAM BEFORE GAMES July,2013 Student:Chien Hung Lin Adviser:Chong Bin Tsai Abstract Purpose: studied the physical and biochemical changes of outstanding badminton athletes for tapering training before competition to understand whether the planned tapering training is effective. Methods: 18 outstanding badminton athletes (average 13.9age,average height 165.3cm,average weight 53.6kg) are divided into experimental and control groups with 9 persons in each group given weight reducing training and traditional training respectively. Compare the biochemical indicators – BUN, CK, HB before, during and after heavy training and the physical indicatorchanges of heart beat rate, weight and temperature in 1st , 2nd, 3rd and 4th weeks. Results: the BUN of two groups (p=0.026;p=0.037) and CK (p=0.017;p=0.008) dropped significantly after tapering, however, the HB (p=0.173;p=0.310) were indifference. Furthermore, three physical indicators between the experimental and control groups did not have obvious change with four weeks. Conclusion: it is found that tapering before competition following the plan may actually allow physical functions be gradually restored to the standard value before heavy training. Meanwhile, according to the change of BUN and CK, it shows that both are suitable to be adopted as the biochemical indicators for monitoring the volume and intensity of training. Contrarily, the heart beat rate, weight and temperature such three physical indicators are unhelpful. Keywords: outstanding badminton athlete, tapering, biochemical monitoring, physical monitoring
APA, Harvard, Vancouver, ISO, and other styles
24

Lung, Hsia Wen, and 夏文龍. "An Action Research: Teaching Games for Understanding on Badminton in a Junior High School." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/83279982724934988581.

Full text
Abstract:
碩士
國立臺灣師範大學
體育學系在職進修碩士班
99
The purpose of this study was to use an action research approach to examine the learning effects of Teaching Games for Understanding (TGfU) on badminton towards cognitive and game performance of ninth-graders, and to understand the students’ and teacher’s perspectives on TGfU. Eight lessons of badminton instruction were conducted to twenty-two ninth-graders in a Taipei Junior High School (6 boys and 16 girls). The quantitative data were collected using cognitive test and Games Performance Assessment Instrument (GPAI) and analyzed statistically by independent t test to compare the pre-tests and post-tests. The qualitative data were collected through videotaping, teacher’s teaching diary, observation sheet of teaching, reflections of students, and interviews of teachers and students. These data were analyzed by constant comparison method. The results were as follows: 1.The ninth-graders had made significant improvement on cognitive test after TGfU teaching on badminton. 2. The ninth-graders had significant improvement on Games Performance after TGfU teaching on badminton. 3. Students showed positive attitude about the lessons content of TGfU on badminton teaching. They could improve in games knowledge and performance, have good exercise habits, and enjoy the fun of playing games. 4. The researcher had encountered 4 difficulties on TGfU: (1) The teachers have to control the lessons better. (2) The lessons should be designed for students’ learning. (3) The design of lesson should combine with the use of computers. (4) The attitude and cognitive of students affected the teacher’s teachings. In conclusion, the TGfU teaching approach facilitated the comprehension of game strategies and knowledge, development of sport skills, and enhanced the participant teacher’s development of physical education professional ability.
APA, Harvard, Vancouver, ISO, and other styles
25

Kuei, Wen-Lin, and 桂文林. "An Analysis and Comparison of Badminton Singles Techniques in Relation to the Change of the Rules: A Case Study of International Badminton Games Between 2000 and 2007." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/gt7dhg.

Full text
Abstract:
碩士
國立臺中教育大學
體育學系碩士在職專班
105
The purpose of this study was to investigate and compare the time motion and notational variables of 21 point singles' badminton play and of the old scoring system (15 points for males and 11 for females). After watching 36 games of male and female singles based on the new and old scoring systems, we obtained the following results: 1. for the serving techniques, there are significant differences between male and female singles in new and old scoring systems; 2. as to returning serve, there are significant differences in men’s singles for the new and old scoring systems, but individual techniques don’t differ much; 3. for scoring patterns, there are significant differences in men’s singles for the new and old scoring systems, but it doesn’t differ much for female singles; 4. there are no significant differences in the new and old scoring systems for both male and female singles on the winning shots (mainly smash); 5. there are more errors in net shots. With the study results, trainers can change the training methods to improve their trainees’ badminton techniques to reduce the occurrence of forced and unforced errors in badminton rallies.
APA, Harvard, Vancouver, ISO, and other styles
26

(鄭永成), VICTO, and 鄭永成. "The Analysis of Badminton Tactics on the Men’s Singles in the 2010 National Intercollegiate Athletic Games." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/11963708372302111034.

Full text
Abstract:
碩士
國立體育大學
運動技術研究所
99
This study was to investigate and analyze tactics, mainly in attacks, used by male teen badminton single players in competition. The subjects were the male quarter finalists in 2010 National Intercollegiate Athletic Games. There were eight games, nineteen sessions, in total. The Chi-square test was employed to compare tactics among players and analyze the relation between the winning/losing results and tactics used. The results were as follows: (a) The Chi-square test of overall strategy is 422.08, with a distinctive feature of the p < .05. (b) The Chi-square test of points gained/lost and tactics used is 143.16, with a distinctive feature of the p < .05. The conclusion suggest that by observing the following seven tactics, including service with attack, attack after receive, hit to whole court with attack by varied basic skills, attack by changeable speed, downward hit to gain control over net, attack after defending, gain control over the front net, we can analyze the features of single badminton players. With his frequently-used and forte/weak tactics, we can help a single player win the game by reorganizing strategy. The conclusion suggest that by observing the following seven tactics, including service with attack, attack after receive, hit to whole court with attack by varied basic skills, attack by changeable speed, downward hit to gain control over net, attack after defending, gain control over the front net, triangle route, sole technology, wings nearby two. We can analyze the features of single badminton players. With his frequently-used and forte/weak tactics, we can help a single player win the game by reorganizing strategy.
APA, Harvard, Vancouver, ISO, and other styles
27

Chen, Chien-Hung, and 陳建宏. "An Action Research of Teaching Games for Understanding on Badminton in the Elementary Schools Fourth Grade Students." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/73150187904521103157.

Full text
Abstract:
碩士
國立臺東大學
體育學系碩士班
97
Abstract The purposes of this research were: (1) to investigate the learning effects of Teaching Games for Understanding(TGfU) on badminton towards cognitive and game performance of fourth grader students. (2) to compare the differences between different genders, (3) to understand the students’ and teachers’ perspectives on TGfU, a mixed methodology was used. The participants of this action research were twenty-one fourth grader students in Taitung county (12 boys and 9 girls). Ten lessons of badminton instruction were conducted, pretest and posttest were administrated using cognitive test and Games Performance Assessment Instrument. The quantitative data were analyzed by pair-samples t test and independent t test. The qualitative data were collected through teacher’s teaching diary, observation sheet of teaching, reflections of students, and interviews of the teacher and students. These data were analyzed by using content analysis and triangulation. Here are the results concluded: (1) Students had made significant progress on cognitive learning and games performance after TGfU. (2) The genders were no significant difference between boys and girls on cognitive learning and games performance after TGfU. (3) Students had showed positive attitude about the lessons content of TGfU on badminton teaching. They would be able to improve in games knowledge and performance, and enjoy the fun of playing games. (4) The participant teacher realized that TGfU teaching on badminton could boost students’ learning motivations and interests. In summary, the TGfU teaching approach were facilitated the comprehension of game strategies and knowledge, and motor engagent time. Besides, the researcher thinked that TGfU teaching on badminton could enhance teachers’ development of physical education professional knowledge. The findings of this research could be provided as references for future research, and suggestions for the physical education curricula of the elementary schools.
APA, Harvard, Vancouver, ISO, and other styles
28

Chien, Ying-Chih, and 簡英智. "A Research on the Satisfaction of College Badminton Players-Take 2006 National Universiade Sport Games as an Example." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/75321275953668185606.

Full text
Abstract:
碩士
國立臺灣師範大學
運動與休閒管理研究所在職碩士班
94
A Research on the Satisfaction of College Badminton Players-Take 2006 National Universiade Sport Games as an Example. Abstract 2006-07 Author : Ying-Chih Chien Advisor : Wen-Tseng Chu The evaluation of every sport event comes from the investigation of the satisfaction of the players. Therefore this research planned to measure the satisfaction of the college badminton players who participated in the 2006 National Universiade Sport Games. According to different demographic variables, this research probed into six different satisfaction factors, as [culture and promotion activities], [sport facilities], [schedules arrangement and progress], [players ‘honor and characteristics], [general services], and [administrative measures].This research sends out 410 questionnaires to make investigations, retrieve 403 samples, the rate of recovery is 98.2%, after deducting the invalid questionnaire, the effective sample is 388. The results were as followed: First, the total satisfaction of the players participating in the contest was M=3.297, as to each factor, [culture and promotion activities] scored highest and [sport facilities] scored lowest contrarily. Second, as to the factor [culture and promotion activities], it existed statistical differences between sex, sport rank, contest group, academic credentials and age. Third, as to the factor [sport facilities], it existed statistical differences between sex, contest group and academic credentials. Fourth, as to the factor [schedules arrangement and progress], it existed statistical differences between sport rank and age. Fifth, as to the factor [players ‘honor and characteristics], it existed statistical differences between sex, contest group and academic credentials. Sixth, as to the factor [general services], it existed statistical differences between sex, contest group and academic credentials. Seventh, as to the factor [administrative measures], it existed statistical differences between sex, contest group and academic credentials. Keywords: National Universiade Sport Games, badminton, badminton players, satisfaction
APA, Harvard, Vancouver, ISO, and other styles
29

Wang, Chia-Min, and 王家閔. "The Study of Stroke Skills: Examples of Top Eight of Mixed Doubles of Badminton in East Asian Games in 2009." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/45895483467484790449.

Full text
Abstract:
碩士
國立體育大學
運動技術研究所
98
The Study of Stroke Skills: Examples of Top Eight of Mixed Doubles of Badminton in East Asian Games in 2009 Adviser: Shyh-Ching Chi Author: Chia-Min Wang Date of Defense: June 24, 2010 Abstract The purpose of this study was to investigate and analyze the stroke skills and strategies used by players of mixed doubles. The data were collected from seven matches, 17 games from the top eight of mixed doubles of Badminton in East Asian Games in 2009, and the study is to analyze their stroke skills and strategies. Chi-Square test was used to investigate the relation between players’ stroke skills and strategies and point gained/lost, and the result goes: 1. Chi-square test of stroke skills and points gained/lost was 1631.319 (p< .05), which showed that each skill was obviously important to point gained/lost. Besides, the Cramer's V was 0.515, which indicated the same result. 2. Chi-square test of teams and strategies was145.86 (p< .05), which showed that the strategies used by each teams were different. Besides, the Cramer's V was 0.108, which indicated that teams and strategies were not related much. In conclusion, the main stroke skills and strategies of mixed doubles was to attack--the best defense is offense. Keywords: Badminton, Mixed doubles, Tactical type , Stroking Technque
APA, Harvard, Vancouver, ISO, and other styles
30

Kuo, Jen-Hsiang, and 郭仁祥. "An Action Research of Teaching Games for Understanding on Students with intellectual disability during Badminton PE Lessons at Vocational High School." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/59328115973651412943.

Full text
Abstract:
碩士
國立臺東大學
進修部暑期體育碩士班
102
The purpose of this study was to use an action research approach to examine the learning effects of Teaching Games for Understanding (TGfU) on badminton towards cognitive and game performance on students with Intellectual Disability (ID) at vocational high school, and to understand the students
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography