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Exploring the benefits and types of plyometric training in volleyball: A systematic review Hamdi, Liwa Ul; Gazali, Novri
Indonesian Journal of Sport Management Vol. 4 No. 3 (2024): Indonesian Journal of Sport Management
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/ijsm.v4i3.10587

Abstract

Over the past decade, research to explore the benefits and types of plyometric exercises in volleyball has grown rapidly. However, the literature review on this topic is still very limited. The aim of this study was to conduct a systematic and in-depth review of the benefits and types of plyometric exercises in volleyball. Two databases (Scopus and Web of Science) were used to select articles containing information on this topic. The search was conducted following the Preferred Reporting Items for Systematic Reviews and Meta-analyses (PRISMA) guidelines. After exclusion criteria, only 25 articles were categorized. Demonstrated the positive impact of various plyometric exercises on volleyball play. The results showed that the benefits and types of plyometric exercises can increase strength, agility/speed in volleyball games. In-depth analysis of the technical and tactical aspects of volleyball games shows that jumping exercises on water, jumping exercises on sand, squat jumping exercises, and vertical jumping exercises can increase leg muscle strength so that it can increase the jump height of the players to improve the stroke, especially in the smash technique (attack) in volleyball games.
A new dimension in learning badminton refereeing: A 3D simulation android app with virtual reality integration Gazali, Novri; Cendra, Romi; Efendi, Yoyon; Setiawan, Edi; Medeirosd, Alexandre Igor Araripe; Hamdi, Liwa Ul
Jurnal Keolahragaan Vol. 12 No. 1: April 2024
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jk.v12i1.68424

Abstract

Virtual reality (VR) technology has become increasingly popular and widely used in sports environments in higher education, but there are still some challenges that need to be overcome. This research aims to create an Android-based 3D simulation application with the help of virtual reality as a learning tool for badminton refereeing. The methodology used is the Multimedia Development Life Cycle (MDLC). The multimedia development methodology consists of six stages, namely concept, design, material collection, creation, testing, and distribution. This application shows great potential for supporting the development of human resources in the field of badminton sports, both for novice referees and players. However, it should be noted that the current research is still at the application creation stage, with effectiveness and distribution tests still to be conducted. Through the optimisation of rendering techniques, test results show good simulation performance on smartphones with a resolution of 1920 x 1080, although the use of VR Box devices may cause eye fatigue in long-term use. This research makes an important contribution to the development of VR-based learning applications for badminton refereeing, with the hope of improving understanding and skills in sports and becoming the basis for the development of sports education technology. Future research should focus on completing the pending stages as well as expanding insights into user interaction and the positive impact that apps can have