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1

Bai, YinHui, HuiFeng Li, and XiangWei Guan. "Performance Evaluation of Badminton Trajectory Error Based on Wireless Sensor Network." International Transactions on Electrical Energy Systems 2022 (September 7, 2022): 1–10. http://dx.doi.org/10.1155/2022/5684997.

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The successful holding of the Olympic Games has made the attention to sports continue to rise. China’s badminton has always been at the forefront of the world, and since badminton became an Olympic sport, it has been tasked with winning gold medals. Because the entry of badminton is simple, badminton has a solid mass foundation in China. Badminton has a very high fitness, confrontation, and fun, with speed as the core and stability, accuracy, ruthlessness, and liveliness as the main tactical style. In professional competitions, athlete’s prediction of badminton’s trajectory is of great significance to the performance of the game, so the prediction of badminton’s trajectory is very important. This paper aims to study the performance evaluation of badminton trajectory error analysis based on wireless sensor network. It is expected to predict the trajectory of badminton with the help of wireless sensor network technology, reduce the prediction error, and improve the game performance. Sensors in WSN communicate wirelessly, so network settings are flexible, device locations can be changed at any time, and wired or wireless connections to the Internet are possible. This paper analyzes and compares the commonly used dynamic target capture algorithms, compares the advantages and disadvantages of this wireless sensor network, combines the flight characteristics of badminton, and analyzes the error of its trajectory. Aiming at the vision system in badminton monitoring, the application research on the side detection, tracking, and trajectory prediction algorithm of flying badminton in the two-dimensional image plane video stream is completed. The experimental results of this paper show that the error of using the wireless sensor network is 2 cm and the trajectory error of not using the wireless sensor network is 8 cm. It can be seen that the trajectory extraction error using the wireless sensor network strategy is small.
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2

Manihuruk, FransFile, Sumaryanto Sumaryanto, Sigit Nugroho, Ahmad Nasrulloh, Sumarjo Sumarjo, and Sumaryanti Sumaryanti. "Exploration of The Traditional Game of Galah Hadang: Does it Effect The Concentration, Agility and Endurance of Early Age Badminton Players?" JOSSAE (Journal of Sport Science and Education) 8, no. 1 (June 30, 2023): 11–20. http://dx.doi.org/10.26740/jossae.v8n1.p11-20.

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This study aims to determine the effect of traditional galah hadang games on concentration, agility and endurance in early athletes aged 8-11 years. This study used an experimental method with a design of one group pre-test post-test. The population in this study was 20 badminton athletes at an early age PB (Badminton Union).PT. One asahan. The sample in this study was 20 badminton athletes PB (Badminton Union).PT. One Asahan with sampling using total sampling. The analytical technique used is quantitative descriptive which is analyzed by the Paired T Test. The results showed a sig value of p= 0.00 (< 0.05) so that it was concluded: There is an influence of the traditional game of galah hadang on increasing the concentration of early age badminton athletes, there is an influence of the traditional game of galah hadang on increasing the agility of early age badminton athletes, andthere is an influence of the traditional game of galah hadang on increasing the endurance of early age badminton athletes. With the results of this study, it is expected that there will be a new study that develops a traditional game training model of galah hadang applied to early age badminton athletes.
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Makian, Siti Faratasya, Anaktototy Jacob, and Wilhelmina Unmehopa. "Peningkatan Hasil Belajar Kaki Bulutangkis Melalui Metode Latihan Pada Siswa Kelas VIII SMPN 1 Kabupaten Buru." MANGGUREBE: Journal Physical Education, Health and Recreation 4, no. 2 (September 30, 2023): 48–54. http://dx.doi.org/10.30598/manggurebevol4no2page48-54.

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Increasing step learning outcomes to the Game of Badminton for Class VIII SMP Negeri 1 Kabupaten Buru. The Thesis of Physical Education Health and Recreation Program, in Faculty of Teacher Training and Education, Pattimura University. This research aims to improve the learning outcomes of back and forth movements in the game of badminton for class VIII SMP Negeri 1 Kabupaten Buru. This research uses a type of classroom action research where the data collection. The results explain that when the training method to learning the steps to change the badminton game, there is an increase in student learning outcomes. Suggestions for PJOK teachers that they can use the practice method, especially regarding the material on changing steps in the game of badminton at SMP Negeri 1 Kabupaten Buru.
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4

Liu, Yang. "Project Application in the Field of Composite Materials in Badminton." Applied Mechanics and Materials 644-650 (September 2014): 4802–4. http://dx.doi.org/10.4028/www.scientific.net/amm.644-650.4802.

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In this article, through the rapid development of badminton, detailed introduces the evolution process of badminton racket, through the use of the badminton racket composites badminton flying speed, also become more and more wonderful and exciting game.
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5

Sivamani, S., P. Kumar, and P. Kasthuri Thilagam. "The Basic Facts of Badminton Game: An Overview S. Sivamani1,." Asian Pacific Journal of Health Sciences 9, no. 4 (June 25, 2022): 100–102. http://dx.doi.org/10.21276/apjhs.2022.9.4s.45.

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Badminton is an individual and a team sport that consist of two or four people, respectively, with high intensity in a short-duration based on the tempo of the game. Badminton requires more technique, coordination among eye and hand, and general physical fitness. It is the most popular sport in the world. This study focuses on the Necessity of the game, the Psychological Needs of a player, Badminton Skills, and the Tactical of badminton. Tall and Lean Players with an athletic body will be able to cover that entires game with full capacity to play without fatigue. Players need to be very cautious which requires psychological training to control the game under high pressure from the opponents. Players have to be very quick in making decisions during competition. This review will help the future researcher to update and to cover the required data.
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6

Green, Ross, Andrew T. West, and Mark E. T. Willems. "Notational Analysis and Physiological and Metabolic Responses of Male Junior Badminton Match Play." Sports 11, no. 2 (February 1, 2023): 35. http://dx.doi.org/10.3390/sports11020035.

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We examined the game characteristics of badminton and the physiological and metabolic responses in highly trained male junior players. Players from a Badminton England accredited Performance Centre (n = 10, age: 14.0 ± 1.2 y, height: 1.69 ± 0.06 m, body mass: 59.1 ± 5.0 kg) completed a 20-m shuttle run test (V˙O2max: 64 ± 7 mL·kg−1·min−1) and a simulated ability-matched competitive singles badminton game consisting of two 12-min games with a 2-min break wearing the COSMED K5 metabolic system with notational analysis. In five games, 427 points were contested with a rally time of 5.7 ± 3.7 s, a rest time of 11.2 ± 5.9 s, shots per rally of 5.6 ± 3.6, work density of 0.50 ± 0.21, an effective playing time of 32.3 ± 8.4%, and shots frequency of 1.04 ± 0.29. During badminton play, heart rate was 151 ± 12 b·min−1 (82 ± 10% of maximum heart rate), oxygen uptake was 39.2 ± 3.9 mL·kg−1·min−1 (62 ± 7% of V˙O2max), and energy expenditure was 11.2 ± 1.1 kcal·min−1 with a post-game blood lactate of 3.33 ± 0.83 mmol·L−1. Compared to adult badminton play, the physiological responses of junior badminton are lower and may be due to the shorter rally durations. Male junior badminton players should be exposed to training methodologies which include rally durations in excess of what they encounter during match play so as to develop greater consistency. Our observations on game characteristics and physiological responses during junior badminton can be used to inform training practice.
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7

Muhammad Hashim Darya, Nisar Ahmed Khaskheli, and Javed Ali Soomro. "Effect of Democratic Coaching Style on the Game Strategy of Badminton Players, at Region, Sukkur-Sindh." sjesr 4, no. 1 (March 16, 2021): 398–404. http://dx.doi.org/10.36902/sjesr-vol4-iss1-2021(398-404).

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This examination study was done to recognize the effect of democratic coaching style on the game strategy of badminton players. It was basic to discover the effect of prevalent democratic coaching style inside the educational structured organizations for developing successful inter-collegiate, inter-department, and inter-varsity level Badminton players. The examination was ensured on two hundred players (boys) related to Badminton-game. The players studying in various degree programs of twenty concerned Colleges of division Sukkur, (N=100) and twenty various departments of teaching (N=100) of Shah Abdul Latif University Khairpur (SALU) took an active part in the examination. The Badminton players evaluated the efficacy of democratic coaches on their game strategy, utilizing the Coaching Efficacy Scale (C.E.S), a review poll. The frequency and percentage were diversely processed with the general means as; 2.37, 2.41, 2.49, 2.37, 2.34, 2.51, which were distinctive essentially from one another. The outcomes demonstrated that the popularity-based democratic coaching style positively affects the game strategy of players to contend in the competitions. Finally, the impact of democratic coaching style on players' game strategy was found to be higher. This data would add to set up between university and between department level badminton programs all the more successfully to chase ability eventually.
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8

Said, Hariadi. "Sosialisasi Teknik Dasar Pukulan pada Permainan Bulutangkis di SMK Negeri Kecamatan Biau." Jambura Arena Pengabdian 1, no. 1 (July 21, 2023): 1–6. http://dx.doi.org/10.37905/jardian.v1i1.21117.

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Badminton is a sport that uses racquets in a game that is played by two people or four people with positions in different fields of the field which are bounded by a net (net). Two people for the singles game category, and for four people for the doubles and mixed game categories. The aim of the game of badminton is to try to drop the shuttlecock in the opponent's playing area and try so that the opponent cannot hit the shuttlecock in the opponent's playing area and try so that the opponent cannot hit the shuttlecock and drop it in his own playing area. The basic techniques of badminton sports must be studied first so that when playing they can do the basic techniques well so that they can support athletes to win from the techniques they do. Because one of the determinants of victory in a match is determined by mastering the basic techniques of playing in badminton games.
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9

Harahap, Agustin Sastrawan. "OVERVIEW OF ATHLETE BADMINTON GAME PATTERNS." Jurnal Ilmiah STOK Bina Guna Medan 8, no. 1 (March 27, 2020): 37–42. http://dx.doi.org/10.55081/jsbg.v8i1.92.

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This study aims to determine the quality of badminton games with the right play patterns from professional players in the 2016 All England world championship with the formulation of a research problem that is how the shape of the badminton athlete's game pattern at the All England world championship. Research with a qualitative approach to the acquisition of data in the form of writings (typing) from the match notes, then the data is described to answer the problem formulation. The research activity is to analyze the development of world players to be able to learn and apply the pattern of the game to athletes. The results obtained that only 2 badminton game patterns are most used by athletes to win world championship, namely 1) defensive game patterns: lob-lob-chop-net-lob-smash-net-net (defen), 2) attacking game patterns : Lob-chop-net-lob-net-drive-lob-smash. The 2016 All England World Champion by Lin Dan, with the technique of the game trying to understand the opponent's game characters first at the beginning of the game and understand the opponent's weaknesses, then determine the right game pattern at the match.
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10

MOMOT, O., and S. NOVIK. "COURSE SOFTWARE «THEORY AND METHODS OF TEACHING BADMINTON»." Pedagogical Sciences, no. 81 (October 20, 2023): 81–84. http://dx.doi.org/10.33989/2524-2474.2023.81.289391.

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The article reveals the content and structure of the program of the academic discipline «Тheory and methods of teaching badminton», in accordance with the educational and professional training program for applicants of the first (bachelor's) level of higher education in the specialty 014 Secondary Education (Physical Culture), which is implemented in the educational process of the Faculty of Physical Education and Sports of the Poltava V. G. Korolenko National Pedagogical University, the goal is to form students' knowledge of the history, theory and methodology of badminton teaching, mastering the technical techniques and tactical actions of the game, acquiring the necessary knowledge, abilities and skills for independent pedagogical and organizational work in various branches of physical culture and sports activities.The content of the material from the educational discipline «Theory and methods of teaching badminton» includes both practical classes and theoretical sections aimed at the formation of physical culture of students of the first (bachelor) level of higher education, based on deep knowledge and beliefs, striving to achieve a harmonious unity of physical and spiritual in a person, the habit of independently taking care of one's health and physical improvement.The expected learning outcomes of the discipline are to reproduce badminton terminology; to know the history of the development of badminton in the world and in Ukraine; the main techniques and tactics of the game, the methodology of their training; game rules; types of working documentation during competitions, gestures of the judge; name the general provisions of the game, the names of the lines, the dimensions of the court; demonstrate the performance of basic technical techniques and tactical actions of badminton; apply in practice the main methods of technique and tactics; judge the game by showing referee gestures; evaluate the level of execution of technical elements and tactics in badminton. Scientific studies devoted to the problem of the development of the sport - badminton have been analyzed.
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11

Adi, Indra Kusuma, Agus Kristiyanto, and Haris Nugroho. "Requirements for Badminton Strokes in One Game by Elite Athletes in Single Match Numbers." Quality in Sport 8, no. 1 (December 7, 2022): 90–95. http://dx.doi.org/10.12775/qs.2021.08.01.008.

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Badminton is experiencing rapid development both domestically and abroad. The ultimate goal of this game is to try to drop the shuttlecock in the opponent's playing area and try to prevent the opponent from hitting the shuttlecock and dropping it on his own court, if the shuttlecock falls on the floor or gets stuck in the net, the game stops. The purpose of this study was to analyze Requirements for Badminton Strokes in One Game by Elite Athletes in Single Match Numbers. The researchers used a one-shot case study design. This research was carried out by observing badminton match videos that were broadcast on the internet media, namely YouTube. In this study, observers analyzed 4 matches played by single athletes ranked in the top 10 in the world. The data that has been collected is then analyzed, while the technique used is the percentage. Based on the results of the study, it can be concluded that the average results of each badminton Elite Athletes' stroke in Single Match Numbers in One Game, namely: Service 10.20%, Chop 4.86%, Dropshoot 6.37%, Smash 12.21%, Lob 7.59%, Netting 33.08%, Drive 4.98%, Clear Lob 20.72%.The highest percentage is on badminton netting with a percentage result of 33.08%.
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12

Adi, Indra Kusuma, Agus Kristiyanto, and Haris Nugroho. "Requirements for Badminton Strokes in One Game by Elite Athletes in Single Match Numbers." Quality in Sport 8, no. 1 (December 7, 2022): 90–95. http://dx.doi.org/10.12775/qs.2022.08.01.008.

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Badminton is experiencing rapid development both domestically and abroad. The ultimate goal of this game is to try to drop the shuttlecock in the opponent's playing area and try to prevent the opponent from hitting the shuttlecock and dropping it on his own court, if the shuttlecock falls on the floor or gets stuck in the net, the game stops. The purpose of this study was to analyze Requirements for Badminton Strokes in One Game by Elite Athletes in Single Match Numbers. The researchers used a one-shot case study design. This research was carried out by observing badminton match videos that were broadcast on the internet media, namely YouTube. In this study, observers analyzed 4 matches played by single athletes ranked in the top 10 in the world. The data that has been collected is then analyzed, while the technique used is the percentage. Based on the results of the study, it can be concluded that the average results of each badminton Elite Athletes' stroke in Single Match Numbers in One Game, namely: Service 10.20%, Chop 4.86%, Dropshoot 6.37%, Smash 12.21%, Lob 7.59%, Netting 33.08%, Drive 4.98%, Clear Lob 20.72%.The highest percentage is on badminton netting with a percentage result of 33.08%.
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13

Halder, Sajal, and Sushma Ghildyal. "PHYSICAL AND PHYSIOLOGICAL COMPARISON BETWEEN BALL AND RACKET GAMES PLAYERS." International Journal of Advanced Research 11, no. 07 (July 31, 2023): 161–70. http://dx.doi.org/10.21474/ijar01/17217.

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The purpose of the studies was to compare the physical and physiological variables of ball and racket games players. For accomplishing the study, twenty (n=20) players were selected from each discipline. The total forty (n=40) players were selected through random sampling technique. Twenty (n=20) players were selected from ball game (Handball) and twenty (n=20) were selected from racket game (Badminton) from Burdwan University, West Bengal, India. Subjects had represented in the district level tournament. The age of the subjects ranged between 18to 21 years. The pertaining data was collected on physical variables: Speed, Agility, Arm power and Leg power, with the Johnson and Nelson motor ability test. Physiological variablesi.e.blood pressure was measured with the digital sphygmomanometer and VO2max was measuredwith Cooper test. Descriptive statistics (Mean & S.D.) and inferential statistics(S.E. & t- test) were used as statistical techniques to find out the difference in physical variables(Speed, Agility, Arm power and Leg power)and physiological variables (Blood pressure, VO2max) between Ballgame(Handball)and Racket game(Badminton)players.To compare resultst- test was used as statistical technique. The level of significance was set at (P>0.05). The results showed significance difference in Physiological variables between Ball game(Handball) and Racket game(Badminton) players. Insignificant differencewas to find in physical variables between Ball game(Handball) and Racket game(Badminton)players.
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14

Wang, Kuang-Da, Wei-Yao Wang, Yu-Tse Chen, Yu-Heng Lin, and Wen-Chih Peng. "The CoachAI Badminton Environment: A Novel Reinforcement Learning Environment with Realistic Opponents (Student Abstract)." Proceedings of the AAAI Conference on Artificial Intelligence 38, no. 21 (March 24, 2024): 23679–81. http://dx.doi.org/10.1609/aaai.v38i21.30523.

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The growing demand for precise sports analysis has been explored to improve athlete performance in various sports (e.g., basketball, soccer). However, existing methods for different sports face challenges in validating strategies in environments due to simple rule-based opponents leading to performance gaps when deployed in real-world matches. In this paper, we propose the CoachAI Badminton Environment, a novel reinforcement learning (RL) environment with realistic opponents for badminton, which serves as a compelling example of a turn-based game. It supports researchers in exploring various RL algorithms with the badminton context by integrating state-of-the-art tactical-forecasting models and real badminton game records. The Badminton Benchmarks are proposed with multiple widely adopted RL algorithms to benchmark the performance of simulating matches against real players. To advance novel algorithms and developments in badminton analytics, we make our environment open-source, enabling researchers to simulate more complex badminton sports scenarios based on this foundation. Our code is available at https://github.com/wywyWang/CoachAI-Projects/tree/main/CoachAI%20Badminton%20Environment.
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15

Clarke, Jenni. "A smashing game." Early Years Educator 21, no. 5 (September 2, 2019): 5–6. http://dx.doi.org/10.12968/eyed.2019.21.5.s5.

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Badminton is a great way to introduce racket sports to young children, helping them to practise the hand-eye coordination that will come in useful for different games as they develop their sporting prowess.
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16

Torres-Luque, Gema, Juan Carlos Blanca-Torres, David Cabello-Manrique, and Miran Kondric. "Statistical Comparison of Singles Badminton Matches at the London 2012 and Rio De Janeiro 2016 Olympic Games." Journal of Human Kinetics 75, no. 1 (October 31, 2020): 177–84. http://dx.doi.org/10.2478/hukin-2020-0046.

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Abstract The aim of this study was to analyse statistical differences in men’s and women’s singles badminton competitions at the London and Rio Olympic Games. Forty-five matches (128 sets in total) played at the 2012 and 2016 Olympics in badminton were analysed. Variables related to the match (6) and each set (13) were determined. The results show the longest rally in sets 1 and 3, the biggest come back to win the game in set 2, and that the duration of set 3 for men was longer in Rio than in London. All of the women’s sets had longer duration, and the rally length and the number of strokes per rally was also longer in Rio versus London. In conclusion, the timing factors of badminton singles were dissimilar in London 2012 and Rio 2016 for both men and women. This information may help players and coaches manage different workout types or, more specifically, competition schedules that are adapted to suit modern badminton’s characteristics.
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Kurniawan, Ari Wibowo, Lokananta Teguh Hari Wiguno, and M. Helmy Firman Amrullah. "Development of application-based badminton material teaching media for middle school level PJOK teachers." Journal of Science and Education (JSE) 3, no. 2 (December 12, 2022): 82–93. http://dx.doi.org/10.56003/jse.v3i2.162.

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This development research has the goal of developing application-based badminton game learning using the Java programming language which is used as a supporting tool for learning badminton game material for Middle School PJOK Teachers in Kediri Regency as well as being a reference and development for further research. This research method refers to the development research method of Sugiono, which. The test subjects in this study involved 40 SMP PJOK teachers in Kediri Regency, consisting of 10 teachers involved in the small group trial and 30 teachers involved in the large group trial. The results of the analysis carried out by experts who have carried out the validity of this application product, the percentage of learning expert evaluations is obtained, which means it is very valid, the results of the evaluation of badminton playing experts mean it is very valid, the results of the evaluation of media experts mean it is very valid. So based on these results, the research product of this badminton material learning application application was declared "fit for use" for learning badminton game material for junior high school PJOK teachers in Kediri Regency.
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Khaeroni and Krisnawan Hariyanto. "Media-based agility training model of badminton games for students of universitas negeri jakarta badminton club." Gladi : Jurnal Ilmu Keolahragaan 13, no. 03 (September 30, 2022): 273–83. http://dx.doi.org/10.21009/gjik.133.03.

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Badminton athletes need agility to place the shuttlecock into an empty opponent's field so that the opponent finds it difficult to return the ball. So, the purpose of this study is to create an exercise model to improve agility in the badminton game. Making this model through five stages, namely analysis, design, development, implementation and evaluation with the type of development research and development from Robert Maribe Branch. The results of the developed model were validated by three experts in badminton. Based on the five stages of research (analysis, design, development, implementation and evaluation), the results obtained that the training model developed was feasible and could be applied to badminton club athletes at the State University of Jakarta. The conclusion of the research is the media-based agility training model of the badminton game can be applied to the training process that aims to improve the athlete's agility.
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Totok Budi Santoso, Cikiesa Ilham Faiz, Desvita Savitri Kusuma Wardhani, and Novita Sri Wulandari. "Edukasi Penanganan Cedera Akut Pada Komunitas Bulutangkis Di Gor Bello, Laweyan : Metode RICE." Jurnal Pengabdian Masyarakat 2, no. 2 (October 6, 2023): 69–76. http://dx.doi.org/10.30640/abdimas45.v2i2.1695.

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Badminton is included in the category of non-contact sports which can be played individually or in groups, where the game of badminton requires many combinations of movements such as stepping, jumping, lunges, and quite a bit of acceleration and arm movement. Usually a badminton match from the start of the game to the end takes around 30-90 minutes or more, this shows that badminton is a sport that requires good body condition. Musculoskeletal complaints are a disease caused by repetitive work or unergonomic working methods. Musculoskeletal disorders (MSDs) usually appear as pain in the nerves, muscles or tendons. In Indonesia alone, the prevalence of Musculoskeletal Disorders (MSDs) is 11.9% based on diagnosis by health workers, whereas if seen based on symptoms the prevalence is 24.7%. The aim of this activity is to gain insight into the first treatment for sports injuries in badminton players in Gor Bello, Laweyan. This activity carried out counseling using the lecture method using poster media and evaluation of knowledge of injury management was carried out using a questionnaire both before and after providing the counseling. The conclusion of this community activity is that education regarding handling injuries to badminton players has had a positive impact in increasing knowledge among badminton players at Gor Bello Laweyan regarding handling badminton sports injuries using the RICE method.
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Obaid, Sumaiyah, Maham Nasir, Ateeqa Younis, Mian Waleed Ahmad, Mian Awais Ahmad, Nandisha Khalid, and Fatima-Tul Zahra. "Compare Heart Rate Recovery and Cardiopulmonary Endurance of Badminton and Squash Player." Pakistan Journal of Medical and Health Sciences 16, no. 8 (August 31, 2022): 484–86. http://dx.doi.org/10.53350/pjmhs22168484.

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Background: Cardiopulmonary endurance is the ability to pump blood rich with oxygen to working muscles and this oxygen during exercise works and enhance period of activity. Regular aerobic exercises and sports can enhance cardiovascular endurance. Previous work in the field of physical science reveals that physical activity manage to advance and sustain higher levels of physical as well as cardiovascular fitness. Objectives: The main objectives of study were to compare heart rate recovery in badminton and squash healthy young adult players and to compare cardiopulmonary endurance among badminton and squash players. Methodology: 20 players with the age of 20-40 years playing badminton and squash for more than a yearfrom Liaquat Bagh Sports Complex, Rawalpindi were selected for this study. Subjects performed two tests for cardiopulmonary fitness testing i.e. Rockport walk test and 3 minutes step test. Subjects then played their regular game for 10 minutes. Heart rate, blood pressure, SpO2 were measured before the start of game, immediately after play and 5 minutes after cessation of game and heart rate recovery was calculated. Independent T test and Chi square test were applied to analyze the data. Results: When comparing heart rate recovery, results showed that people who were playing regular badminton showed faster heart rate recovery as compared to those individuals who were playing squash regularly. According to results of cardiopulmonary fitness test badminton players showed better result than squash players. Conclusion: Playing regular badminton for fitness purposes showed better results in cardiovascular health and heart rate recovery than playing squash Keywords: Badminton, Body Mass Index, Blood Pressure, Cardiopulmonary, Endurance, Heart Rate, Heart Rate Recovery, RatePerceived Exertion.
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Blomqvist, Minna T., Pekka Luhtanen, Lauri Laakso, and Esko Keskinen. "Validation of a Video-Based Game-Understanding Test Procedure in Badminton." Journal of Teaching in Physical Education 19, no. 3 (April 2000): 325–37. http://dx.doi.org/10.1123/jtpe.19.3.325.

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The purpose of this study is to report on the development and validation of a game-understanding test procedure in badminton. A basic video-based test was constructed, and primary school children (ages 9–10 and 11–12 years, N = 120) served as participants. An advanced test was designed to detect differences between national level junior badminton players (11–14 years, n = 19) and primary and secondary school children (11–14 years, n = 45). The video-based tests consisted of 15 to 19 different sequences that were simulations of actual offensive and defensive game situations. In every sequence, players were to solve tactical problems by selecting appropriate solutions and arguments for their decisions. Validity and reliability of the tests were examined through these groups, and the findings suggest that the test procedure developed provides a valid and reliable method for assessing game understanding in badminton.
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Zhu, Xingmin. "Artificial Intelligence in Recording the Number of Times the Ball Has Crossed the Net in a Badminton Game." Wireless Communications and Mobile Computing 2022 (April 12, 2022): 1–10. http://dx.doi.org/10.1155/2022/3464161.

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In today’s intelligent age, the research and development of intelligent equipment are now an important direction, and the combination of artificial intelligence and sports is also a very popular research nowadays. This article uses the current popular artificial intelligence technology to record the number of times the ball crosses the net in a badminton game and provide real-time feedback to ensure the fairness and justice of the game. In this paper, artificial intelligence technology is the center. Experiments were conducted to record the number of times badminton crossed the net in official competitions, and the very popular artificial intelligence technology was analyzed. The algorithm we designed was first applied to amateur competitions. Recording real-time data lays a solid foundation for subsequent research and will be used in professional competitions later. The experimental results of this article have developed a function based on artificial intelligence to record the number of times the ball has crossed the net in a badminton game. We have studied traditional games and found that badminton has an average of more than 3000 times over the net in a game, and there are also some in amateur competitions. Nearly 2,000 times, and more than 50% of people like this sport in our daily lives, so our research is very meaningful and can be implemented in concrete terms.
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Samuel, B. Frédérique. "Badminton—The Lifetime Game of the Future." Journal of Physical Education, Recreation & Dance 62, no. 9 (December 1991): 28–33. http://dx.doi.org/10.1080/07303084.1991.10604052.

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Casebolt, Kevin, and Peng Zhang. "An Authentic Badminton Game Performance Assessment Rubric." Strategies 33, no. 1 (January 2, 2020): 8–13. http://dx.doi.org/10.1080/08924562.2019.1680329.

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Indira, Fauzalina. "The LOB STROKE MODEL IN LEARNING BADMINTON GAME FOR ELEMENTARY SCHOOL STUDENTS CLASS V." Gladi : Jurnal Ilmu Keolahragaan 14, no. 04 (December 31, 2023): 381–92. http://dx.doi.org/10.21009/gjik/144.02.

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The purpose of this study was to obtain information about the process of implementing badminton game learning, practice the learning process with the badminton lob model for elementary school students in grade V, and obtain empirical data about the effectiveness, efficiency, and student interest in the learning process of badminton lob stroke for elementary school students. grade 5. This research was conducted at SDN Makasar 05 Pagi, East Jakarta, with 31 students as the research object. This study uses the ADDIE learning development model, which starts at the Analysis, Design, Development, Implementation, and Evaluation stages. From the results obtained, this badminton lob learning model turned out to be very effective when applied to learning. This can be seen from the increase in the results of the skills assessment of students at SDN Makasar 05 Pagi Class VA.
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Wang, Junpeng. "Research on the Application of Sports Games in Physical Education Teaching in General Colleges and Universities." Journal of Education and Educational Research 7, no. 1 (January 12, 2024): 23–25. http://dx.doi.org/10.54097/mcxqk480.

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Sports games are a kind of sports teaching method that integrates fun, entertainment, education and synthesis. This method is deeply loved by students, and can fully mobilize the enthusiasm of students to participate in classroom practice in the process of the game, and achieve better learning results. College students are the main body of the teaching process in colleges and universities, this paper explores the appropriate introduction of sports games in the badminton classroom in ordinary colleges and universities based on the physical and mental characteristics of college students, analyzes the characteristics and value of sports game teaching, and explores the practical application of sports game teaching method in the badminton classroom in colleges and universities.
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Steels, Tim, Ben Van Herbruggen, Jaron Fontaine, Toon De Pessemier, David Plets, and Eli De Poorter. "Badminton Activity Recognition Using Accelerometer Data." Sensors 20, no. 17 (August 19, 2020): 4685. http://dx.doi.org/10.3390/s20174685.

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A thorough analysis of sports is becoming increasingly important during the training process of badminton players at both the recreational and professional level. Nowadays, game situations are usually filmed and reviewed afterwards in order to analyze the game situation, but these video set-ups tend to be difficult to analyze, expensive, and intrusive to set up. In contrast, we classified badminton movements using off-the-shelf accelerometer and gyroscope data. To this end, we organized a data capturing campaign and designed a novel neural network using different frame sizes as input. This paper shows that with only accelerometer data, our novel convolutional neural network is able to distinguish nine activities with 86% precision when using a sampling frequency of 50 Hz. Adding the gyroscope data causes an increase of up to 99% precision, as compared to, respectively, 79% and 88% when using a traditional convolutional neural network. In addition, our paper analyses the impact of different sensor placement options and discusses the impact of different sampling frequenciess of the sensors. As such, our approach provides a low cost solution that is easy to use and can collect useful information for the analysis of a badminton game.
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Agustan, Boby. "Model Direct Instruction on Service and Service Understanding in Badminton Game." Gorontalo Sport Science 1, no. 1 (May 10, 2021): 9. http://dx.doi.org/10.31314/gss.v1i1.913.

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This study aimed to determine the effect of the direct instruction model on serviceability in badminton games. This research is a mixed method. The population in this study were VIII grade students at SMP Negeri 3 Sindangwangi Majalengka totaling 93 students. The sampling technique used was random sampling so that the study sample was obtained, namely students of class VIII.B, which amounted to 28 students. The research instruments used in this study were service tests and interviews about understanding service. The data analysis technique in this study is the normality test, and the hypothesis test is used to determine the effect of the direct instruction model on serviceability in badminton games. Based on statistical calculations for service tests obtained by Z Hit (4.59)> Z daf (2.35), the Hi received means the influence of the direct instruction model on serviceability in badminton games at a level of confidence (α) of 0.05. As for understanding service excellence, as you know, service excellence is the first attack to get points. This study concludes that there is an influence of the direct instruction model on service in badminton games. The finding is that the direct instruction model still has that is all teacher-centered instruction.
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Kuswanti, Nikmah, Yuskhil Mushofi, Rubbi Kurniawan, Trinovandhi Setyawan, and Shinta Masitho Windriyani. "Effectiveness of Training Variations in Improving Forehand Smash Ability in Badminton Game." Indonesian Journal of Physical Education and Sport Science 4, no. 2 (June 1, 2024): 148–56. http://dx.doi.org/10.52188/ijpess.v4i2.710.

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Study purpose. This study aims to investigate the effectiveness of variations of arm muscle strength training and body flexibility in improving the forehand smash hitting ability of badminton players. Materials and methods. The research sample consisted of 14 badminton players who were members of PB Nusantara Malang. The research used a quasi-experimental method with the research design used in the form of a one group pretest-posttest design. The research instrument used a forehand smash test. Results. The average result of forehand smash before treatment was 17.286 ± 6.787, and after treatment the average value was 19.571 ± 6.047. Data analysis using the Paired Sample T Test level of significance level of 0.00. This means that there is a significant difference between posttest and pretest. Conclusion. Based on the results of the research that has been done, it can be concluded that training variations of arm muscle strength training and body flexibility training is an effective combination of exercises to improve the results of forehand smash shots in badminton games. This can be used as the basis for trainers in compiling badminton training programmes in order to get maximum results, especially in forehand smash training.
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Hadistya, Hilman, Ramdan Pelana, and Yasep Setiakarnawijaya. "THE INFLUENCE OF KINESTHETIC PERCEPTION, HAND-EYE COORDINATION, AND SELF-CONFIDENCE ON STROKE DRIVE SKILLS IN BADMINTON GAME." Gladi : Jurnal Ilmu Keolahragaan 12, no. 05 (December 31, 2021): 440–47. http://dx.doi.org/10.21009/gjik.125.10.

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This study aims to reveal the direct and indirect effects, as well as the simultaneous effect of exogenous variables on endogenous variables. The sample in this study were 30 beginner athletes of Gold Badminton Club and Sarwendah Badminton Club Jakarta. The research approach used in this study is an associative quantitative approach, a survey method with a test technique. The data analysis technique used a path analysis approach (path analysis). Data were analyzed by path analysis through structural model testing at = 0.05. The results showed that: 1) there was a direct kinesthetic effect on the badminton game's ball drive skills of 0.438, 2) there was a direct effect of eye-hand coordination on the badminton game's ball drive skills of 0.208, 3) there was a direct influence of self-confidence on the ball drive skills badminton game is 0.336, 4) there is a direct kinesthetic effect on self-confidence which is 0.237, 5) there is a direct effect of eye-hand coordination on self-confidence which is 0.199. From the analysis of the direct and indirect effects, it can be concluded that the biggest influence is the direct effect of kinesthetic coordination on the badminton game's repulsive drive skills of 0.438.
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Azis, Abdul. "Pelatihan Keterampilan Teknik Dasar Permainan Bulu Tangkis di Desa Pandan Wangi Kabupaten Lombok Timur." Nuras : Jurnal Pengabdian Kepada Masyarakat 4, no. 2 (April 30, 2024): 48–56. http://dx.doi.org/10.36312/nuras.v4i2.266.

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Badminton is a sport that is the pride of the Indonesian nation. Almost every region has the facilities and infrastructure to do this sport. The popularity of badminton has resulted in badminton players being able to compete at the international level. This should be maintained and developed in order to make the nation proud. There are five categories of badminton played, including men's singles, women's singles, men's doubles, women's doubles and mixed doubles. The game of badminton can not only be played on an open court (outdoor), but can also be played on a closed court (indoor). The shape of a badminton court is rectangular and there is a net in the middle that divides the area between two players or pairs. The aim of this activity is to train basic technical skills for playing badminton in Pandan Wangi Village, Jerowaru District, East Lombok Regency. The results achieved in training on basic techniques for playing badminton in Pandan Wangi Village within ± one and a half months include: 1) children know what the basic techniques for playing badminton are; 2) children already understand how to perform the basic technical movements of playing badminton; 3) develop players' abilities in playing badminton; 4) improve children's ability to perform basic badminton techniques; 5) improve brain cognition; 6) strengthen the muscles and joints of the body; 7) prevent a number of diseases; 8) make children interested in sports from previously often playing online games; 9) develop the quality of children in Pandan Wangi Village in playing badminton; and 10) maintaining body health by exercising, especially playing badminton.
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Naughton, Geraldine, and John Carlson. "Intensity of Sports Participation in Circumpubertal Children." Pediatric Exercise Science 2, no. 1 (February 1990): 57–64. http://dx.doi.org/10.1123/pes.2.1.57.

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The heart rate intensity during 20 minutes of sports participation by circumpubertal children was monitored several times over a season. The competitive games’ mean absolute heart rates for basketball, badminton, netball, and tennis were 170, 159, 168, and 162 bts·min−1 (or 72, 75, 69, and 67% of heart rate maximum), respectively. The mean abolute heart rates for 20 minutes of participation under practice conditions for badminton, basketball, netball, and tennis were 149, 157, 144, and 135 bts·min−1, or 73, 75, 69, and 67% of heart rate maximum. At the 0.05 level of probability there was a significant difference between the heart rate intensities under competitive game and practice situations in the badminton, netball, and tennis groups. The difference between intensities of competitive games and practices was nonsignificant in the basketball players. The study concluded that participation in practice and game conditions was positive in providing the potential for a training stimulus.
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이상철. "Automatic in/out Judgment Systems in Badminton Game." Korean Journal of Sport Science 19, no. 4 (December 2008): 1–9. http://dx.doi.org/10.24985/kjss.2008.19.4.1.

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Liang, Fusheng. "Auxiliary Teaching of Badminton Basic Movements Based on Wireless Network Communication and Kinect." Journal of Sensors 2022 (January 7, 2022): 1–12. http://dx.doi.org/10.1155/2022/9511009.

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Badminton is a sport with relatively delicate and complicated technical movements, which is widely welcomed in China. In order to study the specific impact of the sports game teaching method and traditional teaching method on the three aspects of the badminton learning technology mastery level, interest level, and subjective experience, with the reference of the wireless network to the students and Kinect on the students, in a three-month group teaching of students without foundation in a medical school in this city, the badminton action is broken down and the doubling of the badminton action is detected by WiFi and Kinect, to compare the traditional pedagogy and the method with this paper before and the lesson and to draw out conclusions. The results of the study found that badminton-assisted teaching based on wireless network communication and Kinect can achieve good results. The learning efficiency of students is significantly higher than that of traditional teaching methods, and badminton teaching based on wireless network communication and Kinect can effectively improve students’ interest in learning, 24% higher than the traditional method. This shows that wireless network communication and Kinect technology can play an important role in badminton teaching.
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Pambudi, Titis, Setya Rahayu, and Siti Baitul Mukarromah. "Percentage of Appearance of Physical Condition Applications for Badminton Athletes Aged 10-12 Years Old Based on Android Smartphone." Quality in Sport 8, no. 3 (December 19, 2022): 53–60. http://dx.doi.org/10.12775/qs.2022.08.03.006.

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Badminton games can run well, mastery of techniques or basic game skills is needed. Badminton players must also have good physical abilities. There needs to be an application that supports the performance of the coach. The purpose of creating a product is to realize an attractive design for coaches, especially badminton. The purpose of this study was to determine the percentage of physical condition application displays for badminton athletes aged 10-12 years based on android smartphones. This study uses a survey-based quantitative descriptive method. The population of this study consisted of coaches at badminton clubs in Boyolali District. The sample in this study amounted to 15 coaches at the badminton club in Boyolali Regency were taken using a purposive sampling technique. Data collection techniques in this study used a questionnaire instrument with a Likert scale. Data analysis used SPSS version 25. The results showed that the percentage of physical condition application displays for badminton athletes aged 10-12 years based on Android smartphones in the very good category obtained a percentage of 93.33% with a total of 14 coaches and a good percentage of 6.67 % with a total of 1 coach. So it can be concluded that this application has a very good appearance in the view of the badminton coach.
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Endrawan, I. Bagus, Noviria Sukmawati, Aprizal Fikri, and Mitra Wardana. "Badminton smashing punch training method junior high school athletes eternal badminton association." Bravo's: Jurnal Program Studi Pendidikan Jasmani dan Kesehatan 12, no. 1 (March 31, 2024): 106–14. http://dx.doi.org/10.32682/bravos.v12i1/18.

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Badminton is a sport that requires a high level of technical and strategic expertise. Correct positioning allows the player to have an optimal viewing angle of the game and makes it easy to respond to the movement of the shuttlecock. The purpose of this study was to evaluate the application of smash precision training methods on junior badminton players in the Eternal Badminton Union. This study adopts a quantitative approach by using experimental methods pretest-post-test design of one group. This experiment will be conducted for six weeks with a training frequency of four sessions per week. The population and subjects were junior athletes of the Eternal Badminton Union, which numbered 15 people, namely nine male athletes and six female athletes. The data analysis using SPSS statistical software 20. The research instrument used questionnaires, smash accuracy tests before and after training, and field observations to evaluate the effectiveness of smash precision training methods in junior badminton athletes. The results showed that the drill method can improve the accuracy of badminton strokes of junior athletes from the Badminton Association of PB Abadi. Further research can develop different training methods by combining different training methods. This will help to better identify the factors that can improve the smash badminton results of junior athletes.
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Salahuddin, Muhammad. "PENGARUH LATIHAN FOOTWORK TERHADAP PUKULAN DROPSHOT DALAM PERMAINAN BULUTANGKIS." Jurnal Panrita 1, no. 2 (June 29, 2021): 87–94. http://dx.doi.org/10.35906/panrita.v1i2.145.

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This study focuses on the problem of PJKR Students at Unismuh of Luwuk Banggai when participating in a badminton championship. Their average performance shows that they rarely gave dropshots during the match. In fact, they almost never did this because of the lack of training given that they are doubtful to shoot. The purpose of this study was to determine the effect of footwork training on dropshots during badminton matchesq for PJKR Unismuh Luwuk students and the research method used for this study was one pretest-posttest group. Based on the results of the data analysis of the drop shot skills in badminton game with a different test (paired t-test) between the initial test and the final test in the experimental group of footwork exercises, the t-count = 12.310 (α 0.05 > sig = 0.000) with the mean score of the initial test was 30.75 and the final test result was 38.83. Thus, there is an increase of 8.08 point. This one indicates a significant effect of footwork training on drop shot skills in badminton. The results of the data analysis of the accuracy of the drop shot in the badminton game with a different test (paired t-test) between the initial test and the final test in the control group obtained t count = 1.567 (67 0.05 < sig = 0.145) while in the control group shows the score at 0.17 and the final test result is 30.92, thus there is an increase of 0.75. Thus, it can be stated that the experimental group has footwork exercises and has a significant effect on improving drop shot skills in badminton games for PJKR Unismuh Luwuk Banggai students.
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Yip, Zi Ying, Ismail Mohd Khairuddin, Wan Hasbullah Mohd Isa, Anwar P. P. Abdul Majeed, Muhammad Amirul Abdullah, and Mohd Azraai Mohd Razman. "Badminton Smashing Recognition through Video Performance by using Deep Learning." MEKATRONIKA 4, no. 1 (June 24, 2022): 70–79. http://dx.doi.org/10.15282/mekatronika.v4i1.8607.

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Nowadays, badminton become the hot trends sport in Malaysia due to the influence of Lee Zii Jia which is the Malaysian badminton player and he has been participate the men’s single badminton in Tokyo 2020 Olympic Game at the Musashino Forest Sports Plaza in Tokyo. Due to this reason, sport analysis become one major contribution in analysing and improving the performance of athlete. Hence, this project constructs a badminton smashing recognition through video performance by using the deep learning. The main purpose of this project is to evaluate the performance of the models in classifying the types of smashing in badminton. The models will be trained using Deep Learning models of ResNet-18, GoogleNet and VGG-16 and the best precision of badminton smashing accuracy were compared. In this project, we found that ResNet-18 has the best performance of accuracy of 97.51% and 98.86% on both training and testing datasets respectively by using the software Jupyter. On other hand, GoogleNet has the highest accuracy of 83.04% and 97.20% on both training and testing datasets respectively by using hardware Jetson Nano.
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Hasruddin. "Hubungan Antara Kekuatan Lengan Dan Koordinasi Mata-Tangan Terhadap Kemampuan Smash Dalam Permainan Bulutangkis." Journal Coaching Education Sports 1, no. 2 (November 16, 2020): 93–104. http://dx.doi.org/10.31599/jces.v1i2.367.

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This research is a descriptive research type. This study aims to see: see the relationship between arm strength and smash ability in badminton, hand eye coordination with smash skills in badminton games, see the relationship between arm strength and hand eye coordination with smash ability in badminton. The population is the eighth grade students of SMPN 19 Hulu Sungai Tengah while the sample used is the seventh grade students of SMPN 6 Kotabaru as many as 35 people. The technique of determining the sample is by means of a lottery (random sampling technique). The data analysis technique used is descriptive analysis and inferential analysis through the SPSS 22 program at a significant level of α 0.05. The results showed that; There is a significant relationship between arm strength and smash ability in badminton of 0.674, there is a significant relationship between hand eye coordination and smash ability in badminton at 0.527, there is a significant relationship jointly between arm strength and hand eye coordination ability to smash. in the badminton game F = 22,258
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Gokmen, Emel, Yusuf Soylu, Tuna Turgut, Laurențiu Gabriel Talaghir, and Cristian Mihail Rus. "Mind Games on the Court: Exploring Mental Fatigue in Simulated Badminton Matches." Revista Romaneasca pentru Educatie Multidimensionala 16, no. 2 (May 31, 2024): 325–35. http://dx.doi.org/10.18662/rrem/16.2/859.

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This study examined the psychophysiological responses of players to mental fatigue (MF) during simulated badminton matches. Sixteen badminton athletes (age = 19.06 ± 1.29 years) participated in this study voluntarily. Before starting the measurements, the players were informed about the measurements, and anthropometric measurements were performed. Official badminton competition rules and formats were used. Brunel Mood Scale (BRUMS) responses were recorded before and after the games. At the end of each set, the players' perceived exertion (RPE), visual analogue scale (VAS), and enjoyment scale values were determined. Mental fatigue increased perceived exertion and mental fatigue levels during the match, and at the same time, the enjoyment of badminton players decreased (p<0.05). Based on mood responses, an increase in negative moods, such as anger and fatigue, was observed after MF, whereas a decrease in vigour mood occurred (p<0.05). However, no mood change was observed before or after the match without MF (p>0.05). After the game was played with MF, only a decrease in the feeling of vigour was detected compared to the game without fatigue (p<0.05). The results may help coaches and sports psychologists better understand their athletes and take appropriate measures when necessary. Understanding the effect of MF on athlete performance may help athletes direct their training programs directly.
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Chen, Yuhan. "Action Detection in Badminton Courts Using AVA Dataset and MMAction2 Architecture with Slow Fast Model." Highlights in Science, Engineering and Technology 85 (March 13, 2024): 783–89. http://dx.doi.org/10.54097/qrh46274.

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As a matter of fact, action detection technologies have emerged as powerful tools for a multitude of applications, from surveillance and security to healthcare and sports analytics. Badminton courts, especially those that are highly frequented, present unique challenges owing to the concentration of people engaged in diverse activities. Incidents such as unintended collisions between players, or unauthorized walking across the courts, are not uncommon and necessitate efficient monitoring for risk mitigation. This study addresses these issues by employing the MMAction2 architecture and the Slow Fast model for action detection in badminton courts. The author uses a dataset collected from multiple badminton facilities and leverages the AVA dataset for training and validation. The results are promising, with the model showing high levels of accuracy in identifying various types of actions: playing badminton, sitting, walking across the court, falling, and watching the game. The implications of this research are significant for badminton court management and safety.
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Hulu, Anugrah Christian, Liliana Puspa Sari, and Ibrahim Sembiring. "Efforts to Improve Learning Outcomes of Badminton Forehand Lob Game Using Problem Base Larning Method." Jurnal Mahasiswa Pendidikan Olahraga 1, no. 1 (October 8, 2020): 1–8. http://dx.doi.org/10.55081/jumper.v1i1.120.

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This study aims to see an increase in the results of badminton forehand lob by the application of the Problem Based Learning Method in class VIII students of SMP Hosana Medan in the 2019/2020 academic year. The subjects in this study were class VIII with 30 students who would be given action in the form of the application of the Problem Based Learning Method towards learning outcomes of badminton Forehand lob. This study uses a classroom action method, which consists of two cycles. Learning badminton forehand strokes was carried out using the Problem Based Learning method and ended by presenting the cycle I test and cycle II test with the research instrument of the badminton forehand lob learning outcome test sheet using a portfolio sheet. After the data is collected and analyzed, the results of the analysis are obtained: (1) from the data on the results of the learning test in Cycle I, it is obtained that 15 people (50%) have reached the level of learning completeness, while 15 people (50%) have not reached the level of learning completeness. The average value of student learning outcomes is 60. (2) from the cycle II learning outcomes test, it was found that 26 people (86%) had reached the level of learning completeness, while 4 people (14%) had not The average student learning outcomes are 74. Based on the results of data analysis, it can be said that through the application of problem-based learning methods, the learning outcomes of badminton forehand lob can be improved in Class VIII students of SMP Hosana Medan in the 2019/2020 academic year.
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JING, FANG. "USE OF BADMINTON MEANS IN PHYSICAL EDUCATION OF PRC STUDENTS." Herald of Polotsk State University. Series E. Pedagogical sciences, no. 1 (June 3, 2024): 54–57. http://dx.doi.org/10.52928/2070-1640-2024-41-1-54-57.

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The problem of the health of young people is relevant for many countries of the world, since it determines the future of the nation. In the People's Republic of China (PRC), the 2020 pandemic had a significant negative impact on the physical development of the younger generation. In this regard, it is necessary to find ways to improve physical health and increase the physical fitness of the population. This article discusses the issues of increasing the level of physical fitness of students through physical education, in particular through the game of badminton. An analysis of the level of physical fitness of students - girls and boys - was carried out according to the main indicators of the development of motor qualities - flexibility, endurance, the level of manifestation of coordination, strength, speed and speed-strength abilities. Using the enormous popularity of badminton among young people in China, possible options for including the game of badminton in the content of physical education in the higher education system of the PRC are proposed.
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Simanjuntak, Jetri Jogi, Bukman Lian, and M. Taheri Akhbar. "The Effect of Wrist Flexibility Exercise Using a Bottle on the Ability of Smash Badminton at the Extracurricular of SMK Negeri 2 Palembang." Journal of Social Work and Science Education 4, no. 3 (June 24, 2023): 584–90. http://dx.doi.org/10.52690/jswse.v4i3.594.

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The purpose of this study was to determine whether there was an effect of wrist flexibility training using a bottle on the ability to smash in badminton games for extracurricular students at SMK Negeri 2 Palembang. The research method used is the one group pretest-posttest experimental method. The data source for this study were 20 students who took part in badminton extracurricular activities at SMK Negeri 2 Palembang. The data analysis technique uses the t-test formula. The results showed that wrist flexibility exercises using a bottle had an influence on the ability to hit badminton smash on extracurricular students at SMK Negeri 2 Palembang with results showing t-count = 2.638 > t-table = 2.093. So that the exercise of flexing the wrist using a bottle has a significant effect on the ability to smash in a badminton game.
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Jan Carboch and Petr Smocek. "Serve and Return in Badminton: Gender Differences of Elite Badminton Players." International Journal of Physical Education, Fitness and Sports 9, no. 1 (February 28, 2020): 44–48. http://dx.doi.org/10.34256/ijpefs2014.

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Male and female players may have different game characteristics and performance. The first two shots of a rally in badminton have tactical importance. The aim of this study is to identify players' actions and behaviors and to assess differences in serve and return between the genders on the international level. We observed 15 male and 15 female matches from top international badminton tournaments. A notational analysis was used while observing the serve type, return type and the point winner. Male players hit the backhand short serve in 91 % of points and female players started the point mostly with the forehand long serve (58 %). Both genders won 50 % of the serving points. The distribution of return type is quite equal among the drop, lob, clear, smash and net shots in female matches. While returning a short serve, the lob was 4-5 % less efficient than a net shot in both genders. Women can try to use backhand short serve more often as we found the highest efficiency of all the serve types.
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Zarwan, Zarwan, Sefri Hardiansyah, and Ade Zalindro. "The socialization of a badminton Shuttle Time for the educative education and elementary school level in Padang Utara." Jurnal Humanities Pengabdian Kepada Masyarakat 1, no. 1 (December 10, 2019): 67–72. http://dx.doi.org/10.24036/jha.0101.2019.07.

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The problems in this activity are many teachers who still use the methods of training in the learning process of physical education of sports and Health (PJOK) especially badminton so that students do not experience improvement in the game Badminton. The purpose of this activity is to improve the teacher's ability to study badminton through shuttle time. The objective of the event is PJOK teacher in Padang Utara Sub-district with 26 people. To measure the success of this activity was given a question as much as 50 rounds before and after activities. From the question obtained initial data access is 750 (57.69) and the final data 1061 (81.62%) An increase of 23.93%.
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47

Ginanjar, Agi, Adang Suherman, Tite Juliantine, and Yusuf Hidayat. "The Effect of Sport Education Model through Badminton on Moderate-to-Vigorous Physical Activity." Jurnal Pendidikan Jasmani dan Olahraga 4, no. 2 (September 2, 2019): 127–32. http://dx.doi.org/10.17509/jpjo.v4i2.16166.

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This study was aimed at examining physical activity differences in each phase of SEM through badminton. The method used in this study was experimental research method with factorial design. Participants of this study were 40 junior high school students chosen through simple random sampling technique. The study used Polar RC3 GPS as the research instrument. The data analysis techniques used in the study was One-Way ANOVA. The result of the study found differences in moderate-to-vigorous physical activity in each phase of SEM through badminton games. The finding also showed that the achievement of moderate-to-vigorous physical activity in the badminton game tends to decrease in the final stage.
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48

Zarwan, Zarwan, Sefri Hardiansyah, and Ade Zalindro. "The socialization of a badminton Shuttle Time for the educative education and elementary school level in Padang Utara." Jurnal Humanities Pengabdian Kepada Masyarakat 1, no. 1 (December 10, 2019): 67–72. http://dx.doi.org/10.24036/jha.v1i1.12.

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The problems in this activity are many teachers who still use the methods of training in the learning process of physical education of sports and Health (PJOK) especially badminton so that students do not experience improvement in the game Badminton. The purpose of this activity is to improve the teacher's ability to study badminton through shuttle time. The objective of the event is PJOK teacher in Padang Utara Sub-district with 26 people. To measure the success of this activity was given a question as much as 50 rounds before and after activities. From the question obtained initial data access is 750 (57.69) and the final data 1061 (81.62%) An increase of 23.93%.
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49

Liu, Hairui, Wei Wang, Yaohui He, and Peter Hastie. "The Impact of Play Practice on Chinese Physical Education Pre-Service Teachers Badminton Content Knowledge." Asian Journal of Kinesiology 22, no. 3 (July 31, 2020): 17–23. http://dx.doi.org/10.15758/ajk.2020.22.3.17.

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OBJECTIVES This study examined the development of Chinese pre-service physical education teachers’ technical skill, tactical understanding, game performance (common content knowledge - CCK), and specialized content knowledge (SCK) during a badminton course incorporating Play Practice instruction.METHODS Participants were 36 pre-service teachers (31 males, 5 females: age 21 ± 1.0) majoring in physical education at a university in central China. The students completed a 24 lesson course after a 16 weeks semester. A typical lesson (90 minutes) included a 10-minute warm-up, followed by instruction in two or three technical skills or tactics for 50-55 minutes. The final 25-minutes included the Play Practice aspect of the lesson - a specific game-based challenge to reinforce a technical or tactical aspect of badminton play. The challenge included the three typical pedagogies of Play Practice: focusing, shaping, and enhancing. The French clear test, tactical understanding in badminton, Game Performance Assessment Instrument (GPAI), and student-generated content maps were used to respectively monitor changes in technical skills, tactical understanding, game performance, and specialized content knowledge before and after the course. Parametric statistics were used to compare student outcomes.RESULTS Statistically significant differences were found on all measures from pre- to post-test, with all showing large effect sizes. In particular, over 75% of students achieved the benchmark depth of SCK following the course.CONCLUSIONS The inclusion of Play Practice within a sport instruction course can contribute to various elements that are needed to promote the CCK and SCK of pre-service physical education students.
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50

Song, Honglian. "Analysis of Winning Experience and Technical Training Effect of Badminton Match Based on BP Neural Network." Journal of Healthcare Engineering 2022 (February 21, 2022): 1–8. http://dx.doi.org/10.1155/2022/5295881.

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The success or failure of badminton competition often depends on the training level of technical, physical, tactical, and psychological quality, as well as the competitive ability to comprehensively use these factors in the competition. Aiming at the improvement of the BP neural network algorithm, the improved BP neural network algorithm is used to analyze the multidimensional attributes of the collected data, and the simulation experiment is carried out to find out our competitive advantages and disadvantages. This paper presents a statistical study on the change of service area, the application of service receiving technology, and the treatment of the third stroke technology in the badminton competition. The innovative contribution of this paper is to explore the differences of double service decision-making of badminton at different levels and form a theoretical mechanism analysis system. The research shows that the relationship between active and passive attack and hitting quality has been dealt with in the game. In training, mastering the basic technical movements of badminton is conducive to improving the technical level of badminton.
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