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Tujuan dari penelitian ini adalah mengetahui gambaran tentang tingkat kebugaran jasmani atlet dan gamer eSports yang ada di daerah lahan basah yaitu Banjarbaru dan Banjarmasin, Provinsi Kalimantan Selatan. Penelitian ini menggunakan metode kuantitatif, yaitu menggambarkan dua kelompok: atlet dan gamer. Data yang didapat berdasarkan pengukuran melalui angket survei dan tes lari 1600 m terdapat perbedaan tingkat kebugaran jasmani. Setelah dianalisis dari beberapa indikator amatan, frekuensi dalam melakukan aktivitas olahraga dalam satu minggu, lama aktivitas olahraga yang dilakukan, dan jenis olahraga yang dilakukan. Kesimpulan hasil penelitian ini adalah tingkat kebugaran jasmani atlet eSport berada pada kategori kurang. Atlet eSport rata-rata melaksanakan aktivitas olahraga 2 hari dalam satu minggu. Durasi melakukan aktivitas olahraga antara 30 sampai 45 menit. Jenis aktivitas olahraga yang dilakukan atlit eSports adalah jalan kaki dan lari. Sedangkan kelompok gamer memiliki tingkat kebugaran jasmani dengan kategori sedang. Gamer melaksanakan aktivitas olahraga rata-rata 2 sampai 4 kali dalam satu minggu. Durasi waktu dalam melakukan aktivitas olahraga 45 menit sampai lebih dari satu jam. Jenis aktivitas olahraga yang dilakukan lebih bervariasi yakni jalan, lari, futsal, renang dan bersepeda.Kata kunci: kebugaran jasmani atlet eSports; frekuensi berolahraga; IMT.The purpose of this study was to describe the level of physical fitness of eSports athletes and gamers in the wetland areas of Banjarbaru and Banjarmasin, South Kalimantan Province. This study uses a quantitative method, which describes two groups: athletes and gamers. The data obtained based on measurements through survey questionnaires and the 1600 meters running test showed differences in the level of physical fitness. After being analyzed from several observed indicators, the frequency of doing sports activities in one week, the length of sports activities carried out, and the types of sports performed. The conclusion of this study is that the level of physical fitness of eSport athletes is in the less category. Esports athletes on average carry out sports activities 2 days a week. The duration of doing sports activities is between 30 to 45 minutes. The types of sports activities carried out by eSports athletes are walking and running. Meanwhile, the gamer group has a moderate level of physical fitness. Gamers carry out sports activities on average 2 to 4 times a week. The duration of time in doing sports activities is 45 minutes to more than one hour. The types of sports activities carried out are more varied, namely walking, running, futsal, swimming and cycling.
Tujuan dari penelitian ini adalah mengetahui gambaran tentang tingkat kebugaran jasmani atlet dan gamer eSports yang ada di daerah lahan basah yaitu Banjarbaru dan Banjarmasin, Provinsi Kalimantan Selatan. Penelitian ini menggunakan metode kuantitatif, yaitu menggambarkan dua kelompok: atlet dan gamer. Data yang didapat berdasarkan pengukuran melalui angket survei dan tes lari 1600 m terdapat perbedaan tingkat kebugaran jasmani. Setelah dianalisis dari beberapa indikator amatan, frekuensi dalam melakukan aktivitas olahraga dalam satu minggu, lama aktivitas olahraga yang dilakukan, dan jenis olahraga yang dilakukan. Kesimpulan hasil penelitian ini adalah tingkat kebugaran jasmani atlet eSport berada pada kategori kurang. Atlet eSport rata-rata melaksanakan aktivitas olahraga 2 hari dalam satu minggu. Durasi melakukan aktivitas olahraga antara 30 sampai 45 menit. Jenis aktivitas olahraga yang dilakukan atlit eSports adalah jalan kaki dan lari. Sedangkan kelompok gamer memiliki tingkat kebugaran jasmani dengan kategori sedang. Gamer melaksanakan aktivitas olahraga rata-rata 2 sampai 4 kali dalam satu minggu. Durasi waktu dalam melakukan aktivitas olahraga 45 menit sampai lebih dari satu jam. Jenis aktivitas olahraga yang dilakukan lebih bervariasi yakni jalan, lari, futsal, renang dan bersepeda.Kata kunci: kebugaran jasmani atlet eSports; frekuensi berolahraga; IMT.The purpose of this study was to describe the level of physical fitness of eSports athletes and gamers in the wetland areas of Banjarbaru and Banjarmasin, South Kalimantan Province. This study uses a quantitative method, which describes two groups: athletes and gamers. The data obtained based on measurements through survey questionnaires and the 1600 meters running test showed differences in the level of physical fitness. After being analyzed from several observed indicators, the frequency of doing sports activities in one week, the length of sports activities carried out, and the types of sports performed. The conclusion of this study is that the level of physical fitness of eSport athletes is in the less category. Esports athletes on average carry out sports activities 2 days a week. The duration of doing sports activities is between 30 to 45 minutes. The types of sports activities carried out by eSports athletes are walking and running. Meanwhile, the gamer group has a moderate level of physical fitness. Gamers carry out sports activities on average 2 to 4 times a week. The duration of time in doing sports activities is 45 minutes to more than one hour. The types of sports activities carried out are more varied, namely walking, running, futsal, swimming and cycling.
The purpose of this study is to determine the effect of windmill arm exercises on 50-meter freestyle swimming speed. Methods. This research used an experimental method with a one-group pre-test-post-test research design. Sampling used a total sampling technique with 45 junior swimmers as participants. The data collection method used the 50-meter freestyle swimming test in both the pre-test and post-test. This research used the t-test for analysis. Results. Based on the results of this research, the calculated t-value is 20.364. This t-value (20.364) is compared to the critical value of t (2.000) at a significance level of α = 0.05 with a degree of freedom df = n − 1 = 44. Thus, tht_hth (20.364) > ttt_ttt (2.000), and based on the table for α = 0.05, a significance level of 0.05 is obtained. This indicates a significant effect on improving the 50-meter freestyle swimming speed of the sample group. Conclusions. Thus, the null hypothesis (H0) is rejected, and the alternative hypothesis (Ha) is accepted. Findings. The alternative hypothesis (Ha) states that windmill arm exercises affect 50-meter freestyle swimming speed in junior swimmers.
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