Study purpose. This study aimed to determine: (1) the difference in the effect of plyometric ladder drill and hurdle drill exercises on agility and VO2max, (2) the difference in the effect of badminton athletes’ high and low leg muscle endurance on agility and VO2max, (3) interaction between plyometric ladder drill and hurdle drill exercises with high and low leg muscle endurance on agility and VO2max.
Materials and methods. This research was an experimental study with a 2x2 factorial design. The study sample was badminton athletes, totaling 24 people who were randomly selected from a population of 45 people. The instrument to measure agility was the T Drill Test, and that to measure VO2max was the Multistage Fitness Test (MFT). The data analysis technique used was the two-way ANOVA at a significance level of 0.05.
Results. The study findings are as follows: (1) there is a significant difference in the effect of ladder drill and hurdle drill exercises on the agility of badminton athletes, whereas ladder drill and hurdle drill exercises have an equally good effect on increasing VO2max; (2) there is a significant difference in effect of badminton athletes’ high and low leg muscle endurance on agility and VO2max; (3) there is a significant interaction between ladder drill and hurdle drill exercises and high and low leg muscle endurance on agility, whereas both exercises are equally well used to provide VO2max improvement.
Conclusions. Based on the results of the study and the results of the data analysis that was carried out, it was concluded that there is a significant difference in the effect of plyometric ladder drill and hurdle drill exercises on the agility of badminton athletes.
This study aims to determine the effect of exercise R 30 and R 40 on increasing VO2 Max badminton players PB Jaya Raya Satria. This study uses an experimental method with a "two groups pre-test-post-test design" design. The population in this study were PB badminton players. Jaya Raya Satria, totaling 18 people. Sampling in this study was done by random sampling, totaling 16 male athletes. The instrument used is a multistage fitness test. This test has a validity of 0.72 and a reliability of 0.81. Data analysis used t-test with a significance level of 5%. The results showed that (1) There was a significant effect of R 30 training on increasing VO2 Max of badminton players PB Jaya Raya Satria, with a t-count value of 8.571 > t-table 2.365, and a significance value of 0.000 < 0.05. (2) There is a significant effect of R 40 training on increasing VO2 Max of badminton players PB Jaya Raya Satria, with a t-count value of 5.835 > t-table 2.365, and a significance value of 0.001 < 0.05. (3) There is no significant difference between exercise R 30 and R 40 on the increase in VO2 Max of badminton players PB Jaya Raya Satria, with a t-count value of 0.041 < t table = 2.145 and sig, 0.968 > 0.05.
E- sport at this time is again growing very rapidly. Just like any other sporting branch, esports is also organized sports with special training. This research aims to recognize the role of E- Sport as one of the branches of exercise by analyzing articles and books that have existed, this research uses a qualitative descriptive research approach. The results of this research prove that e-sport is a branch of sports because it has factors such as the value of justice, the value of certainty, the value of expediency. The recognition of e-sport as a branch of sports leads to many problems in residents whether e-sport is categorized as a type of exercise. Sourced from inference, e-sport can be categorized as sporting achievements, therefore e-sport is chosen as a sport that has 4 lower factors, namely, competitive factors, sportsmanship factors, achievement factors, and motor factors.
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