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Take to the skies! Six fascinating facts about airplanes

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Airplanes were invented just over 100 years ago, in 1903.
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DK Find Out! | Fun Facts for Kids on Animals, Earth, History and more!

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Taekwondo (also spelled tae kwon do, taekwon-do, or more exactly taegwondo) is a martial art (system of fighting) of Korean origin, similar enough to the Japanese karate. It is based on the utilization of the hands and feet in order to attack or to be defended from an adversary, although some techniques use fingertips, elbows, or knees in order to strike the opponent. Taekwondo is a national sport in South Korea, kyeorugi is a sport event in the Olympic Games. In the Korean alphabet hangeul, 태 (跆) signifies "to strike with the foot"; 권 (拳) to "strike with the hand"; and 도 (道) signifies "way", "road" or "route". Taekwondo can therefore be translated as "way of the foot and of the fist".

Taekwondo refers to a great tradition of Korean martial arts (higher or under 2000 years), but exists in its current form only near 50 years. Today, it has been changed into a sport practiced very much. In the Olympic Games of Seoul 1988 and of Barcelona 1992 it became Olympic sport of exhibition and at present it has come to be Olympic sport of competition.

Taekwondo is best known for its use of kicks. This makes it different from other martial arts such as karate or certain forms of southern kung-fu. Kicking is important because the leg is the most powerful and longest body part that the martial artist can use as a weapon. Therefore, a fighter who kicks well can hurt his opponent without hurting himself.

One of the most important exercises is the act of doing poomse ( in terminology of karate). The poomses are the arranged groups of movements of defense and of attack. They simulate a combat against diverse adversaries, and they are related directly to the different degrees of belts. They are done with the purpose to improve the equilibrium, the elasticity, the rapidity and the control of the different movements.

Taekwondo as a sport and as an exercise is popular among people of both sexes and many ages. Taekwondo develops force, speed, balance, flexibility, and stamina. It also involves mental focus. Breaking boards, for example, demonstrates a union of mental and physical discipline. Breaking a board with one's hand or foot requires both the physical mastery of the technique and a concentrated focus on one's force.

Even though some things in Tae Kwon Do have changed over the years, respect is not one of those things. Respect is the biggest part of Tae Kwon Do, without respect Tae Kwon Do would not be the huge art it is today. Some of the things that have changed are the belts. The original colors are still the same, but every time you test you either receive a new belt or receive a stripe to place on you current belt. Legend has it that long ago there was just one belt. There still were colors though: white, the color the belt was originally; yellow, the color achieved thorough sweat soaking into the belt; green, a color that came though practicing outside and falling; blue, the color of the sky; red, the color of blood; and black, the color of all the dirt mixing with everything else on the belt.

Taekwondo associations

There are several world-wide taekwondo associations. The most known of them are:

World Taekwondo Federation (WTF). It promotes Olympic version of taekwondo.

International Taekwon-Do Federation (ITF). After the death of its founder, ITF has been divided into several organizations - each of them claims to be authentic.

Global Taekwon-Do Federation (GTF)

Tae Kwon Do International (TI)

American Taekwondo Association (ATA)

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Taekwondo (also spelled tae kwon do, taekwon-do, or more exactly taegwondo) is a martial art (system of fighting) of Korean origin, similar enough to the Japanese karate. It is based on the utilization of the hands and feet in order to attack or to be defended from an adversary, although some techniques use fingertips, elbows, or knees in order to strike the opponent.

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Badminton is a racquet sport played using racquets to hit a shuttlecock across a net. Although it may be played with larger teams, the most common forms of the game are "singles" (with one player per side) and "doubles" (with two players per side). Badminton is often played as a casual outdoor activity in a yard or on a beach; formal games are played on a rectangular indoor court. Points are scored by striking the shuttlecock with the racquet and landing it within the opposing side's half of the court.

Each side may only strike the shuttlecock once before it passes over the net. Play ends once the shuttlecock has struck the floor or if a fault has been called by the umpire, service judge, or (in their absence) the opposing side.

The shuttlecock is a feathered or (in informal matches) plastic projectile which flies differently from the balls used in many other sports. In particular, the feathers create much higher drag, causing the shuttlecock to decelerate more rapidly. Shuttlecocks also have a high top speed compared to the balls in other racquet sports.

The game developed in British India from the earlier game of battledore and shuttlecock. European play came to be dominated by Denmark but the game has become very popular in Asia, with recent competition dominated by China. Since 1992, badminton has been a Summer Olympic sport with five events: men's singles, women's singles, men's doubles, women's doubles, and mixed doubles. At high levels of play, the sport demands excellent fitness: players require aerobic stamina, agility, strength, speed, and precision. It is also a technical sport, requiring good motor coordination and the development of sophisticated racquet movements.

Games employing shuttlecocks have been played for centuries across Eurasia but the modern game of badminton developed in the mid-19th century among the British as a variant of the earlier game of battledore and shuttlecock. ("Battledore" was an older term for "racquet".) Its exact origin remains obscure. The name derives from the Duke of Beaufort's Badminton House in Gloucestershire, but why or when remains unclear. As early as 1860, a London toy dealer named Isaac Spratt published a booklet titled Badminton Battledore-A New Game but unfortunately no copy has survived. An 1863 article in The Cornhill Magazine describes badminton as "battledore and shuttlecock played with sides, across a string suspended some five feet from the ground".

The game may have originally developed among expatriate officers in British India, where it was very popular by the 1870s. Ball badminton, a form of the game played with a wool ball instead of a shuttlecock, was being played in Thanjavur as early as the 1850s and was at first played interchangeably with badminton by the British, the woollen ball being preferred in windy or wet weather.

Early on, the game was also known as Poona or Poonah after the garrison town of Pune, where it was particularly popular and where the first rules for the game were drawn up in 1873. By 1875, returning officers had started a badminton club in Folkestone. Initially, the sport was played with sides ranging from 1-4 players but it was quickly established that games between two or four competitors worked the best. The shuttlecocks were coated with India rubber and, in outdoor play, sometimes weighted with lead. Although the depth of the net was of no consequence, it was preferred that it should reach the ground.

The sport was played under the Pune rules until 1887, when the J.H.E. Hart of the Bath Badminton Club drew up revised regulations. In 1890, Hart and Bagnel Wild again revised the rules. The Badminton Association of England published these rules in 1893 and officially launched the sport at a house called "Dunbar" in Portsmouth on 13 September. The BAE started the first badminton competition, the All England Open Badminton Championships for gentlemen's doubles, ladies' doubles, and mixed doubles, in 1899. Singles competitions were added in 1900 and an England- Ireland championship match appeared in 1904.

England, Scotland, Wales, Canada, Denmark, France, Ireland, the Netherlands, and New Zealand were the founding members of the International Badminton Federation in 1934, now known as the Badminton World Federation. India joined as an affiliate in 1936. The BWF now governs international badminton. Although initiated in England, competitive men's badminton has traditionally been dominated in Europe by Denmark. Worldwide, Asian nations have become dominant in international competition. China, Denmark, India, Indonesia, Malaysia, and South Korea are the nations which have consistently produced world-class players in the past few decades, with China being the greatest force in men's and women's competition recently.

The game has also become a popular backyard sport in the United States.

The following information is a simplified summary of badminton rules based on the BWF Statutes publication, Laws of Badminton.

The court is rectangular and divided into halves by a net. Courts are usually marked for both singles and doubles play, although badminton rules permit a court to be marked for singles only. The doubles court is wider than the singles court, but both are of same length. The exception, which often causes confusion to newer players, is that the doubles court has a shorter serve-length dimension.

The full width of the court is 6.1 metres (20 ft), and in singles this width is reduced to 5.18 metres (17 ft). The full length of the court is 13.4 metres (44 ft). The service courts are marked by a centre line dividing the width of the court, by a short service line at a distance of 1.98 metres (6 ft 6 inch) from the net, and by the outer side and back boundaries. In doubles, the service court is also marked by a long service line, which is 0.76 metres (2 ft 6 inch) from the back boundary.

The net is 1.55 metres (5 ft 1 inch) high at the edges and 1.524 metres (5 ft) high in the centre. The net posts are placed over the doubles sidelines, even when singles is played.

The minimum height for the ceiling above the court is not mentioned in the Laws of Badminton. Nonetheless, a badminton court will not be suitable if the ceiling is likely to be hit on a high serve.

When the server serves, the shuttlecock must pass over the short service line on the opponents' court or it will count as a fault.

At the start of the rally, the server and receiver stand in diagonally opposite service courts (see court dimensions). The server hits the shuttlecock so that it would land in the receiver's service court. This is similar to tennis, except that a badminton serve must be hit below waist height and with the racquet shaft pointing downwards, the shuttlecock is not allowed to bounce and in badminton, the players stand inside their service courts unlike tennis.

When the serving side loses a rally, the serve immediately passes to their opponent(s) (this differs from the old system where sometimes the serve passes to the doubles partner for what is known as a "second serve").

In singles, the server stands in their right service court when their score is even, and in her/his left service court when her/his score is odd.

In doubles, if the serving side wins a rally, the same player continues to serve, but he/she changes service courts so that she/he serves to a different opponent each time. If the opponents win the rally and their new score is even, the player in the right service court serves; if odd, the player in the left service court serves. The players' service courts are determined by their positions at the start of the previous rally, not by where they were standing at the end of the rally. A consequence of this system is that, each time a side regains the service, the server will be the player who did not serve last time.

Each game is played to 21 points, with players scoring a point whenever they win a rally regardless of whether they served (this differs from the old system where players could only win a point on their serve and each game was played to 15 points). A match is the best of three games.

If the score reaches 20-all, then the game continues until one side gains a two-point lead (such as 24-22), except when there is a tie at 29-all, in which the game goes to a golden point. Whoever scores this point will win.

At the start of a match, the shuttlecock is cast and the side towards which the shuttlecock is pointing serves first. Alternatively, a coin may be tossed, with the winners choosing whether to serve or receive first, or choosing which end of the court to occupy first, and their opponents making the leftover the remaining choice.

In subsequent games, the winners of the previous game serve first. Matches are best out of three: a player or pair must win two games (of 21 points each) to win the match. For the first rally of any doubles game, the serving pair may decide who serves and the receiving pair may decide who receives. The players change ends at the start of the second game; if the match reaches a third game, they change ends both at the start of the game and when the leading player's or pair's score reaches 11 points.

The server and receiver must remain within their service courts, without touching the boundary lines, until the server strikes the shuttlecock. The other two players may stand wherever they wish, so long as they do not block the vision of the server or receiver.

If a let is called, the rally is stopped and replayed with no change to the score. Lets may occur because of some unexpected disturbance such as a shuttlecock landing on court (having been hit there by players playing in adjacent court) or in small halls the shuttle may touch an overhead rail which can be classed as a let.

If the receiver is not ready when the service is delivered, a let shall be called; yet, if the receiver attempts to return the shuttlecock, the receiver shall be judged to have been ready.

Badminton rules restrict the design and size of racquets and shuttlecocks.

Badminton racquets are lightweight, with top quality racquets weighing between 70 and 95 grams (2.5 and 3.4 ounces) not including grip or strings. They are composed of many different materials ranging from carbon fibre composite (graphite reinforced plastic) to solid steel, which may be augmented by a variety of materials. Carbon fibre has an excellent strength to weight ratio, is stiff, and gives excellent kinetic energy transfer. Before the adoption of carbon fibre composite, racquets were made of light metals such as aluminum. Earlier still, racquets were made of wood. Cheap racquets are still often made of metals such as steel, but wooden racquets are no longer manufactured for the ordinary market, because of their excessive mass and cost. Nowadays, nanomaterials such as fullerene and carbon nanotubes are added to racquets giving them greater durability.

There is a wide variety of racquet designs, although the laws limit the racquet size and shape. Different racquets have playing characteristics that appeal to different players. The traditional oval head shape is still available, but an isometric head shape is increasingly common in new racquets.

Badminton strings are thin, high performing strings with thicknesses ranging from about 0.62 to 0.73 mm. Thicker strings are more durable, but many players prefer the feel of thinner strings. String tension is normally in the range of 80 to 160 N (18 to 36 lbf). Recreational players generally string at lower tensions than professionals, typically between 80 and 110 N (18 and 25 lbf). Professionals string between about 110 and 160 N (25 and 36 lbf). Some string manufacturers measure the thickness of their strings under tension so they are actually thicker than specified when slack. Ashaway Micropower is actually 0.7mm but Yonex BG-66 is about 0.72mm.

It is often argued that high string tensions improve control, whereas low string tensions increase power. The arguments for this generally rely on crude mechanical reasoning, such as claiming that a lower tension string bed is more bouncy and therefore provides more power. This is in fact incorrect, for a higher string tension can cause the shuttle to slide off the racquet and hence make it harder to hit a shot accurately. An alternative view suggests that the optimum tension for power depends on the player: the faster and more accurately a player can swing their racquet, the higher the tension for maximum power. Neither view has been subjected to a rigorous mechanical analysis, nor is there clear evidence in favour of one or the other. The most effective way for a player to find a good string tension is to experiment.

The choice of grip allows a player to increase the thickness of their racquet handle and choose a comfortable surface to hold. A player may build up the handle with one or several grips before applying the final layer.

Players may choose between a variety of grip materials. The most common choices are PU synthetic grips or towelling grips. Grip choice is a matter of personal preference. Players often find that sweat becomes a problem; in this case, a drying agent may be applied to the grip or hands, sweatbands may be used, the player may choose another grip material or change his/her grip more frequently.

There are two main types of grip: replacement grips and overgrips. Replacement grips are thicker, and are often used to increase the size of the handle. Overgrips are thinner (less than 1 mm), and are often used as the final layer. Many players, however, prefer to use replacement grips as the final layer. Towelling grips are always replacement grips. Replacement grips have an adhesive backing, whereas overgrips have only a small patch of adhesive at the start of the tape and must be applied under tension; overgrips are more convenient for players who change grips frequently, because they may be removed more rapidly without damaging the underlying material.

Shuttlecock

A shuttlecock (often abbreviated to shuttle; also called a birdie) is a high-drag projectile, with an open conical shape: the cone is formed from sixteen overlapping feathers embedded into a rounded cork base. The cork is covered with thin leather or synthetic material. Synthetic shuttles are often used by recreational players to reduce their costs as feathered shuttles break easily. These nylon shuttles may be constructed with either natural cork or synthetic foam base, and a plastic skirt.

Badminton rules also provide for testing a shuttlecock for the correct speed:

3.1: To test a shuttlecock, hit a full underhand stroke which makes contact with the shuttlecock over the back boundary line. The shuttlecock shall be hit at an upward angle and in a direction parallel to the side lines.

3.2: A shuttlecock of the correct speed will land not less than 530 mm and not more than 990 mm short of the other back boundary line.

Badminton shoes are lightweight with soles of rubber or similar high-grip, non-marking materials.

Compared to running shoes, badminton shoes have little lateral support. High levels of lateral support are useful for activities where lateral motion is undesirable and unexpected. Badminton, however, requires powerful lateral movements. A highly built-up lateral support will not be able to protect the foot in badminton; instead, it will encourage catastrophic collapse at the point where the shoe's support fails, and the player's ankles are not ready for the sudden loading, which can cause sprains. For this reason, players should choose badminton shoes rather than general trainers or running shoes, because proper badminton shoes will have a very thin sole, lower a person's centre of gravity, and therefore result in fewer injuries. Players should also ensure that they learn safe and proper footwork, with the knee and foot in alignment on all lunges. This is more than just a safety concern: proper footwork is also critical in order to move effectively around the court.

Badminton offers a wide variety of basic strokes, and players require a high level of skill to perform all of them effectively. All strokes can be played either forehand or backhand. A player's forehand side is the same side as their playing hand: for a right-handed player, the forehand side is their right side and the backhand side is their left side. Forehand strokes are hit with the front of the hand leading (like hitting with the palm), whereas backhand strokes are hit with the back of the hand leading (like hitting with the knuckles). Players frequently play certain strokes on the forehand side with a backhand hitting action, and vice versa.

In the forecourt and midcourt, most strokes can be played equally effectively on either the forehand or backhand side; but in the rear court, players will attempt to play as many strokes as possible on their forehands, often preferring to play a round-the-head forehand overhead (a forehand "on the backhand side") rather than attempt a backhand overhead. Playing a backhand overhead has two main disadvantages. First, the player must turn their back to their opponents, restricting their view of them and the court. Second, backhand overheads cannot be hit with as much power as forehands: the hitting action is limited by the shoulder joint, which permits a much greater range of movement for a forehand overhead than for a backhand. The backhand clear is considered by most players and coaches to be the most difficult basic stroke in the game, since precise technique is needed in order to muster enough power for the shuttlecock to travel the full length of the court. For the same reason, backhand smashes tend to be weak.

Position of the shuttlecock and receiving player

The choice of stroke depends on how near the shuttlecock is to the net, whether it is above net height, and where an opponent is currently positioned: players have much better attacking options if they can reach the shuttlecock well above net height, especially if it is also close to the net. In the forecourt, a high shuttlecock will be met with a net kill, hitting it steeply downwards and attempting to win the rally immediately. This is why it is best to drop the shuttlecock just over the net in this situation. In the midcourt, a high shuttlecock will usually be met with a powerful smash, also hitting downwards and hoping for an outright winner or a weak reply. Athletic jump smashes, where players jump upwards for a steeper smash angle, are a common and spectacular element of elite men's doubles play. In the rearcourt, players strive to hit the shuttlecock while it is still above them, rather than allowing it to drop lower. This overhead hitting allows them to play smashes, clears (hitting the shuttlecock high and to the back of the opponents' court), and drop shots (hitting the shuttlecock softly so that it falls sharply downwards into the opponents' forecourt). If the shuttlecock has dropped lower, then a smash is impossible and a full-length, high clear is difficult.

Vertical position of the shuttlecock

When the shuttlecock is well below net height, players have no choice but to hit upwards. Lifts, where the shuttlecock is hit upwards to the back of the opponents' court, can be played from all parts of the court. If a player does not lift, his only remaining option is to push the shuttlecock softly back to the net: in the forecourt this is called a netshot; in the midcourt or rearcourt, it is often called a push or block.

When the shuttlecock is near to net height, players can hit drives, which travel flat and rapidly over the net into the opponents' rear midcourt and rearcourt. Pushes may also be hit flatter, placing the shuttlecock into the front midcourt. Drives and pushes may be played from the midcourt or forecourt, and are most often used in doubles: they are an attempt to regain the attack, rather than choosing to lift the shuttlecock and defend against smashes. After a successful drive or push, the opponents will often be forced to lift the shuttlecock.

Balls may be spun to alter their bounce (for example, topspin and backspin in tennis) or trajectory, and players may slice the ball (strike it with an angled racquet face) to produce such spin; but, since the shuttlecock is not allowed to bounce, this does not apply to badminton.

Slicing the shuttlecock so that it spins, however, does have applications, and some are particular to badminton. (See Basic strokes for an explanation of technical terms.)

Slicing the shuttlecock from the side may cause it to travel in a different direction from the direction suggested by the player's racquet or body movement. This is used to deceive opponents.

Slicing the shuttlecock from the side may cause it to follow a slightly curved path (as seen from above), and the deceleration imparted by the spin causes sliced strokes to slow down more suddenly towards the end of their flight path. This can be used to create dropshots and smashes that dip more steeply after they pass the net.

When playing a netshot, slicing underneath the shuttlecock may cause it to turn over itself (tumble) several times as it passes the net. This is called a spinning netshot or tumbling netshot. The opponent will be unwilling to address the shuttlecock until it has corrected its orientation.

Due to the way that its feathers overlap, a shuttlecock also has a slight natural spin about its axis of rotational symmetry. The spin is in a counter-clockwise direction as seen from above when dropping a shuttlecock. This natural spin affects certain strokes: a tumbling netshot is more effective if the slicing action is from right to left, rather than from left to right.

Biomechanics

Badminton biomechanics have not been the subject of extensive scientific study, but some studies confirm the minor role of the wrist in power generation and indicate that the major contributions to power come from internal and external rotations of the upper and lower arm. Recent guides to the sport thus emphasize forearm rotation rather than wrist movements.

The feathers impart substantial drag, causing the shuttlecock to decelerate greatly over distance. The shuttlecock is also extremely aerodynamically stable: regardless of initial orientation, it will turn to fly cork-first, and remain in the cork-first orientation.

One consequence of the shuttlecock's drag is that it requires considerable power to hit it the full length of the court, which is not the case for most racquet sports. The drag also influences the flight path of a lifted ( lobbed) shuttlecock: the parabola of its flight is heavily skewed so that it falls at a steeper angle than it rises. With very high serves, the shuttlecock may even fall vertically.

Other factors

When defending against a smash, players have three basic options: lift, block, or drive. In singles, a block to the net is the most common reply. In doubles, a lift is the safest option but it usually allows the opponents to continue smashing; blocks and drives are counter-attacking strokes, but may be intercepted by the smasher's partner. Many players use a backhand hitting action for returning smashes on both the forehand and backhand sides, because backhands are more effective than forehands at covering smashes directed to the body. Hard shots directed towards the body are difficult to defend.

The service is restricted by the Laws and presents its own array of stroke choices. Unlike in tennis, the server's racquet must be pointing in a downward direction to deliver the serve so normally the shuttle must be hit upwards to pass over the net. The server can choose a low serve into the forecourt (like a push), or a lift to the back of the service court, or a flat drive serve. Lifted serves may be either high serves, where the shuttlecock is lifted so high that it falls almost vertically at the back of the court, or flick serves, where the shuttlecock is lifted to a lesser height but falls sooner.

Once players have mastered these basic strokes, they can hit the shuttlecock from and to any part of the court, powerfully and softly as required. Beyond the basics, however, badminton offers rich potential for advanced stroke skills that provide a competitive advantage. Because badminton players have to cover a short distance as quickly as possible, the purpose of many advanced strokes is to deceive the opponent, so that either he is tricked into believing that a different stroke is being played, or he is forced to delay his movement until he actually sees the shuttle's direction. "Deception" in badminton is often used in both of these senses. When a player is genuinely deceived, he will often lose the point immediately because he cannot change his direction quickly enough to reach the shuttlecock. Experienced players will be aware of the trick and cautious not to move too early, but the attempted deception is still useful because it forces the opponent to delay his movement slightly. Against weaker players whose intended strokes are obvious, an experienced player may move before the shuttlecock has been hit, anticipating the stroke to gain an advantage.

Slicing and using a shortened hitting action are the two main technical devices that facilitate deception. Slicing involves hitting the shuttlecock with an angled racquet face, causing it to travel in a different direction than suggested by the body or arm movement. Slicing also causes the shuttlecock to travel more slowly than the arm movement suggests. For example, a good crosscourt sliced dropshot will use a hitting action that suggests a straight clear or smash, deceiving the opponent about both the power and direction of the shuttlecock. A more sophisticated slicing action involves brushing the strings around the shuttlecock during the hit, in order to make the shuttlecock spin. This can be used to improve the shuttle's trajectory, by making it dip more rapidly as it passes the net; for example, a sliced low serve can travel slightly faster than a normal low serve, yet land on the same spot. Spinning the shuttlecock is also used to create spinning netshots (also called tumbling netshots), in which the shuttlecock turns over itself several times (tumbles) before stabilizing; sometimes the shuttlecock remains inverted instead of tumbling. The main advantage of a spinning netshot is that the opponent will be unwilling to address the shuttlecock until it has stopped tumbling, since hitting the feathers will result in an unpredictable stroke. Spinning netshots are especially important for high level singles players.

The lightness of modern racquets allows players to use a very short hitting action for many strokes, thereby maintaining the option to hit a powerful or a soft stroke until the last possible moment. For example, a singles player may hold his racquet ready for a netshot, but then flick the shuttlecock to the back instead with a shallow lift when she or he notices the opponent has moved before the actual shot was played. A shallow lift takes less time to reach the ground and as mentioned above a rally is over when the shuttlecock touches the ground. This makes the opponent's task of covering the whole court much more difficult than if the lift was hit higher and with a bigger, obvious swing. A short hitting action is not only useful for deception: it also allows the player to hit powerful strokes when he has no time for a big arm swing. A big arm swing is also usually not advised in badminton because bigger swings make it more difficult to recover for the next shot in fast exchanges. The use of grip tightening is crucial to these techniques, and is often described as finger power. Elite players develop finger power to the extent that they can hit some power strokes, such as net kills, with less than a 10 centimetres (4 inches) racquet swing.

It is also possible to reverse this style of deception, by suggesting a powerful stroke before slowing down the hitting action to play a soft stroke. In general, this latter style of deception is more common in the rearcourt (for example, dropshots disguised as smashes), whereas the former style is more common in the forecourt and midcourt (for example, lifts disguised as netshots).

Deception is not limited to slicing and short hitting actions. Players may also use double motion, where they make an initial racquet movement in one direction before withdrawing the racquet to hit in another direction. Players will often do this to send opponents in the wrong direction. The racquet movement is typically used to suggest a straight angle but then play the stroke cross court, or vice versa. Triple motion is also possible, but this is very rare in actual play. An alternative to double motion is to use a racquet head fake, where the initial motion is continued but the racquet is turned during the hit. This produces a smaller change in direction, but does not require as much time.

To win in badminton, players need to employ a wide variety of strokes in the right situations. These range from powerful jumping smashes to delicate tumbling net returns. Often rallies finish with a smash, but setting up the smash requires subtler strokes. For example, a netshot can force the opponent to lift the shuttlecock, which gives an opportunity to smash. If the netshot is tight and tumbling, then the opponent's lift will not reach the back of the court, which makes the subsequent smash much harder to return.

Deception is also important. Expert players prepare for many different strokes that look identical, and use slicing to deceive their opponents about the speed or direction of the stroke. If an opponent tries to anticipate the stroke, he may move in the wrong direction and may be unable to change his body momentum in time to reach the shuttlecock.

Since one person needs to cover the entire court, singles tactics are based on forcing the opponent to move as much as possible; this means that singles strokes are normally directed to the corners of the court. Players exploit the length of the court by combining lifts and clears with drop shots and net shots. Smashing tends to be less prominent in singles than in doubles because the smasher has no partner to follow up his effort and is thus vulnerable to a skillfully placed return. Moreover, frequent smashing can be exhausting in singles where the conservation of a player's energy is at a premium. However, players with strong smashes will sometimes use the shot to create openings, and players commonly smash weak returns to try to end rallies.

In singles, players will often start the rally with a forehand high serve or with a flick serve. Low serves are also used frequently, either forehand or backhand. Drive serves are rare.

At high levels of play, singles demands extraordinary fitness. Singles is a game of patient positional manoeuvring, unlike the all-out aggression of doubles.

Both pairs will try to gain and maintain the attack, smashing downwards when the opportunity arises. Whenever possible, a pair will adopt an ideal attacking formation with one player hitting down from the rearcourt, and his partner in the midcourt intercepting all smash returns except the lift. If the rearcourt attacker plays a dropshot, his partner will move into the forecourt to threaten the net reply. If a pair cannot hit downwards, they will use flat strokes in an attempt to gain the attack. If a pair is forced to lift or clear the shuttlecock, then they must defend: they will adopt a side-by-side position in the rear midcourt, to cover the full width of their court against the opponents' smashes. In doubles, players generally smash to the middle ground between two players in order to take advantage of confusion and clashes.

At high levels of play, the backhand serve has become popular to the extent that forehand serves have become fairly rare at a high level of play. The straight low serve is used most frequently, in an attempt to prevent the opponents gaining the attack immediately. Flick serves are used to prevent the opponent from anticipating the low serve and attacking it decisively.

At high levels of play, doubles rallies are extremely fast. Men's doubles is the most aggressive form of badminton, with a high proportion of powerful jump smashes and very quick reflex exchanges. Because of this, spectator interest is sometimes greater for men's doubles than for singles.

Mixed doubles

In mixed doubles, both pairs typically try to maintain an attacking formation with the woman at the front and the man at the back. This is because the male players are usually substantially stronger, and can therefore produce smashes that are more powerful. As a result, mixed doubles require greater tactical awareness and subtler positional play. Clever opponents will try to reverse the ideal position, by forcing the woman towards the back or the man towards the front. In order to protect against this danger, mixed players must be careful and systematic in their shot selection.

At high levels of play, the formations will generally be more flexible: the top women players are capable of playing powerfully from the back-court, and will happily do so if required. When the opportunity arises, however, the pair will switch back to the standard mixed attacking position, with the woman in front and men in the back.

Organization

Governing bodies

The Badminton World Federation (BWF) is the internationally recognized governing body of the sport responsible for conduction of tournaments and approaching fair play. Five regional confederations are associated with the BWF:

Asia: Badminton Asia Confederation (BAC)

Africa: Badminton Confederation of Africa (BCA)

Americas: Badminton Pan Am (North America and South America belong to the same confederation; BPA)

Europe: Badminton Europe (BE)

Oceania: Badminton Oceania (BO)

Competitions

The BWF organizes several international competitions, including the Thomas Cup, the premier men's international team event first held in 1948-1949, and the Uber Cup, the women's equivalent first held in 1956-1957. The competitions now take place once every two years. More than 50 national teams compete in qualifying tournaments within continental confederations for a place in the finals. The final tournament involves 12 teams, following an increase from eight teams in 2004. It was further increased to 16 teams in 2012.

The Sudirman Cup, a gender-mixed international team event held once every two years, began in 1989. Teams are divided into seven levels based on the performance of each country. To win the tournament, a country must perform well across all five disciplines (men's doubles and singles, women's doubles and singles, and mixed doubles). Like association football (soccer), it features a promotion and relegation system in every level. However, the system was last used in 2009 and teams competing will now grouped by world rankings.

Badminton was a demonstration event in the 1972 and 1988 Summer Olympics. It became an official Summer Olympic sport at the Barcelona Olympics in 1992 and its gold medals now generally rate as the sport's most coveted prizes for individual players.

In the BWF World Championships, first held in 1977, currently only the highest ranked 64 players in the world, and a maximum of four from each country, can participate in any category. In both the Olympic and BWF World competitions restrictions on the number of participants from any one country have caused some controversy because they sometimes result in excluding elite world level players from the strongest badminton nations. The Thomas, Uber, and Sudirman Cups, the Olympics, and the BWF World (and World Junior Championships), are all categorized as level one tournaments.

At the start of 2007, the BWF introduced a new tournament structure for the highest level tournaments aside from those in level one: the BWF Super Series. This level two tournament series, a tour for the world's elite players, stages twelve open tournaments around the world with 32 players (half the previous limit). The players collect points that determine whether they can play in Super Series Finals held at the year end. Among the tournaments in this series is the venerable All-England Championships, first held in 1900, which was once considered the unofficial world championships of the sport.

Level three tournaments consist of Grand Prix Gold and Grand Prix event. Top players can collect the world ranking points and enable them to play in the BWF Super Series open tournaments. These include the regional competitions in Asia (Badminton Asia Championships) and Europe (European Badminton Championships), which produce the world's best players as well as the Pan America Badminton Championships.

The level four tournaments, known as International Challenge, International Series, and Future Series, encourage participation by junior players.

Comparison with tennis

Badminton is frequently compared to tennis. The following is a list of manifest differences:

Scoring: In badminton, a match is played best 2 of 3 games, with each game played up to 21 points. In tennis a match is played best of 3 or 5 sets, each set consisting of 6 games and each game ends when one player wins 4 points or wins two consecutive points at deuce points. If both team are tied at "game point", they must play until one team achieves a two-point advantage. However, at 29-all, whoever scores the golden point will win. In tennis, if the score is tied 6-6 in a set, a tiebreaker will be played, which ends once a player reaches 7 points or when one player has a two-point advantage.

In tennis, the ball may bounce once before the point ends; in badminton, the rally ends once the shuttlecock touches the floor.

In tennis, the serve is dominant to the extent that the server is expected to win most of his service games (at advanced level & onwards); a break of service, where the server loses the game, is of major importance in a match. In badminton a server has far less an advantage, and is unlikely to score an ace (unreturnable serve).

In tennis, the server has two chances to hit a serve into the service box; in badminton, the server is allowed only one attempt.

A tennis court is approximately twice the length and width of a badminton court.

Tennis racquets are about four times as heavy as badminton racquets, 10 to 12 ounces (280 to 340 grams) versus 2 to 3 ounces (57 to 85 grams). Tennis balls are more than eleven times heavier than shuttlecocks, 57 grams (2.0 ounces) versus 5 grams (0.18 ounces).

The fastest recorded tennis stroke is Samuel Groth's 163.4 miles per hour (263 kilometres per hour) serve, whereas the fastest badminton stroke during gameplay was Lee Chong Wei's 253 miles per hour (407 kilometres per hour) recorded smash at the 2015 Hong Kong Open.

Statistics such as the smash speed, above, prompt badminton enthusiasts to make other comparisons that are more contentious. For example, it is often claimed that badminton is the fastest racquet sport. Although badminton holds the record for the fastest initial speed of a racquet sports projectile, the shuttlecock decelerates substantially faster than other projectiles such as tennis balls. In turn, this qualification must be qualified by consideration of the distance over which the shuttlecock travels: a smashed shuttlecock travels a shorter distance than a tennis ball during a serve.

While fans of badminton and tennis often claim that their sport is the more physically demanding, such comparisons are difficult to make objectively because of the differing demands of the games. No formal study currently exists evaluating the physical condition of the players or demands during game play.

Badminton and tennis techniques differ substantially. The lightness of the shuttlecock and of badminton racquets allow badminton players to make use of the wrist and fingers much more than tennis players; in tennis the wrist is normally held stable, and playing with a mobile wrist may lead to injury. For the same reasons, badminton players can generate power from a short racquet swing: for some strokes such as net kills, an elite player's swing may be less than 5 centimetres (2 inches). For strokes that require more power, a longer swing will typically be used, but the badminton racquet swing will rarely be as long as a typical tennis swing.

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Badminton is a racquet sport played using racquets to hit a shuttlecock across a net. Although it may be played with larger teams, the most common forms of the game are "singles" (with one player per side) and "doubles" (with two players per side).

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Korea is a region in East Asia. Since 1948 it has been divided between two distinct sovereign states, North Korea and South Korea. Korea consists of the Korean Peninsula, Jeju Island, and several minor islands near the peninsula. Korea is bordered by Russia to the northeast, China to the northwest, and neighbours Japan to the east via the Korea Strait and the Sea of Japan (East Sea).

During the first half of the 1st millennium, Korea was divided between the three competing states of Goguryeo, Baekje, and Silla, together known as the " Three Kingdoms of Korea". In the second half of the 1st millennium, Silla defeated and conquered Baekje and Goguryeo, leading to the "Unified Silla" period.

Meanwhile, Balhae formed in the north. Unified Silla eventually collapsed into three separate states due to civil war, ushering in the Later Three Kingdoms. Toward the end of the 1st millennium, Goguryeo was bought back as Goryeo, which defeated the two other states and unified the Korean Peninsula as a single sovereign state. Around the same time, Balhae collapsed and its last crown prince fled south to Goryeo.

Goryeo (also spelled as Koryŏ), whose name developed into the modern "Korea", was a highly cultured state that created the world's first metal movable type in 1234. However, multiple invasions by the Mongol Empire during the 13th century greatly weakened the nation, which eventually agreed to become a vassal state after decades of fighting. Following military resistance under King Gongmin which ended Mongol influence in Goryeo, severe political strife followed, and Goryeo eventually lost to a coup led by General Yi Seong-gye, who established Joseon in July 17, 1392.

The first 200 years of the Joseon era were marked by relative peace. During this period, the Korean alphabet was created by Sejong the Great in the 15th century and there was increasing influence of Confucianism. During the later part of the dynasty, Korea's policy of remaining apart earned it the Western nickname of the "Hermit Kingdom".

In 1945, the Soviet Union and the United States agreed on the surrender of Japanese forces in Korea in the aftermath of World War II, leaving Korea partitioned along the 38th parallel. The North was under Soviet occupation and the South under U.S. occupation. These circumstances soon became the basis for the division of Korea by the two superpowers, made worse by by their inability to agree on the terms of Korean independence.

The Communist-inspired government in the North received backing from the Soviet Union in opposition to the pro-Western government in the South, leading to Korea's division into two political entities: North Korea (officially the Democratic People's Republic of Korea), and South Korea (officially the Republic of Korea).

Tensions between the two resulted in the outbreak of the Korean War in 1950. With involvement by foreign troops, the war ended in a stalemate in 1953, but without a formalized peace treaty, this contributes to the high tensions that continue to divide the peninsula. Both governments of the two Koreas claim to be the sole legitimate government of the region.

Culture and arts

In ancient Chinese texts, Korea is referred to as "Rivers and Mountains Embroidered on Silk" and "Eastern Nation of Decorum". Individuals are regarded as one year old when they are born, as Koreans believe the pregnancy period as one year of life for infants, and age increases on New Year's Day rather than on the anniversary of birthdays. If one was to be born immediately before New Year's Day they would only be a few days old in the western world, but two years old in Korea.

Accordingly, a Korean person's stated age (at least among fellow Koreans) will be one or two years more than their age. However, western rules can be applied with regard to the concept of legal age; for example, the legal age for purchasing alcohol or cigarettes in the Republic of Korea is 19.

Literature

Korean scholars were writing poetry in the classical Korean style as early as the 2nd century, showing Korean thoughts and experiences of that time. Classical Korean literature has its roots in traditional folk beliefs and folk tales of the peninsula, strongly influenced by Confucianism, Buddhism and Taoism.

Modern literature is often linked with the development of hangul, which helped spread literacy from the aristocracy to the common people. Hangul, however, only reached a dominant position in Korean literature in the second half of the 19th century, resulting in a major growth in Korean literature.

The Korean War led to the development of literature centered on the wounds and chaos of war. Much of the post-war literature in South Korea deals with the daily lives of ordinary people, and their struggles with national pain. The collapse of the traditional Korean value system is another common theme of the time.

Throughout Korean history and culture, regardless of separation; the influence of traditional beliefs has remained with the Korean people. These traditions have coexisted peacefully for hundreds of years up to today despite strong Westernisation from Christian missionary conversions in the South or the pressure from the Juche government in the North.

Koreans traditionally believe that the taste and quality of food depend on its spices and sauces, the essential ingredients to making a delicious meal. Therefore, soybean paste, soy sauce, or red pepper paste and kimchi are some of the most important staples in a Korean household. Korean cuisine was greatly influenced by the geography and climate of the Korean Peninsula, which is known for its cold autumns and winters, therefore there are many fermented dishes and hot soups and stews.

Korean cuisine is probably best known for kimchi, a side dish which uses a distinctive fermentation process of preserving vegetables, most commonly cabbage. Kimchi is said to relieve the pores on the skin, thereby reducing wrinkles and providing nutrients to the skin naturally. It is also healthy, as it provides necessary vitamins and nutrients. Gochujang, a traditional Korean sauce made of red pepper is also commonly used, often as pepper (chilli) paste, earning the cuisine a reputation for spiciness.

Bulgogi (roasted marinated meat, usually beef), galbi (marinated grilled short ribs), and samgyeopsal (pork belly) are popular meat entrees. Fish is also a popular commodity, as it is the traditional meat that Koreans eat. Meals are usually accompanied by a soup or stew, such as galbitang (stewed ribs) or doenjang jjigae (fermented bean paste soup). The center of the table is filled with a shared collection of sidedishes called banchan.

Other popular dishes include which literally means "mixed rice" (rice mixed with meat, vegetables, and red pepper paste) and naengmyeon (cold noodles).

Instant noodles or are a popular snack food and Koreans also enjoy food from pojangmachas (street vendors).

Additionally, some other common snacks include " Choco Pie", shrimp crackers, "bbeongtwigi" (puffed rice grains), and "nurungji" (slightly burnt rice). Nurungji can be eaten as it is or boiled with water to make a soup. Nurungji can also be eaten as a snack or a dessert.

Korea is unique among Asian countries in its use of metal chopsticks. Metal chopsticks have been discovered in archaeological sites belonging to the ancient Korean kingdoms of Goguryeo, Baekje and Silla.

The modern South Korean school system consists of six years in elementary school, three years in middle school, and three years in high school. Students are required to go to elementary and middle school, and do not have to pay for their education, except for a small fee called a "School Operation Support Fee" that differs from school to school. The South Korean education system is rather notably strict and structured as compared to most Western societies.

Outside the formal structure of schools and classrooms in the north is the extremely important "social education". This education includes not only extracurricular activities but also family life and the broadest range of human relationships within society. There is great sensitivity to the influence of the social environment on the growing child and its role in the development of his or her character.

The ideal of social education is to provide a carefully controlled environment in which children are exposed only to pro- Juche and anti-south influences. According to a North Korean official interviewed in 1990, 'School education is not enough to turn the rising generation into men of knowledge, virtue, and physical fitness. After school, our children have many spare hours. So it's important to efficiently organise their after school education'.

North Korea and South Korea usually compete as two separate nations in international events. There are, however, a few examples of them having competed as one entity, under the name Korea.

Taekwon-Do is Korea's most famous martial art and sport. It combines combat techniques, self-defence, sport and exercise. Taekwon-Do has become an official Olympic sport, starting as a demonstration event in 1988 (when South Korea hosted the Games in Seoul) and becoming an official medal event in 2000. The two major Taekwon-Do federations were founded in Korea. The two are the International Taekwon-Do Federation and the World Taekwondo Federation.

Hapkido is a modern Korean martial art with a grappling focus that employs joint locks, throws, kicks, punches and other striking attacks like attacks against pressure points. Hapkido emphasizes circular motion, non-resisting movements and control of the opponent. Practitioners seek to gain advantage through footwork and body positioning to employ leverage, avoiding the pure use of strength against strength.

Ssireum is a traditional form of wrestling that has been practiced in Korea for thousands of years, with evidence discovered from Goguryeo of Korea's Three Kingdoms Period (57 BCE to 688). Ssireum is the traditional national sport of Korea. During a match, opponents grip each other by sash belts wrapped around the waist and the thigh, attempting to throw their competitor to the sandy ground of the ring. The first opponent to touch the ground with any body part above the knee or to lose hold of their opponent loses the round.

Ssireum competitions are traditionally held twice a year, during the Dano Festival (the 5th day of the fifth lunar month) and Chuseok (the 15th day of the 8th lunar month). Competitions are also held throughout the year as a part of festivals and other events.

Though lost in North Korea, Taekkyon has enjoyed a spectacular revival from the 1980s in South Korea. It is the only martial art in the world (with Ssireum) recognized as a National Treasure of South Korea and a UNESCO Intangible Cultural Heritage.

Notable public holidays in South Korea

Independence Movement Day, March 1st

Samiljeol, Independence Movement Day, commemorates Korea's declaration of independence from Japanese occupation on March 1, 1919. On March 1, 1919, Korean presented their resistance towards Japan and Japanese occupation with a declaration of independence. Following the conclusion of World War II, Korea was liberated from Japan and its independence restored. The newly established Korean government set aside March 1 as a national holiday to commemorate the sacrifices in the long struggle for Korean independence.

Memorial day, June 6th

Hyunchoongil is the national holiday in Korea commemorating those who fought and died for the nation. In August 1948, only a few years after Korea achieved its independence from Japan, the Korean War broke out between North and South Korea. During this war, approximately 400,000 soldiers and some one million citizens were killed or injured. In 1953, North and South Korea agreed to a cease-fire, and three years later the Korean government established Hyungchoogil to commemorate the soldiers who fought in the Korean War. After its establishment, Hyungchoogil was made as a day of remembrance for those who died defending Korea in all conflicts, not only during the Korean War.

National Liberation Day, August 15th

Gwangbokjeol is the day for celebrating liberation of the country from Japan in 1945 as well as celebrating the establishment of Korean government in 1948. It was first declared to be national holiday in 1949 October 1. On this date every year, the president of Korea visits Independence Hall, and invites diplomatic envoys from many countries and all social standings in countries to Cheongwadae (the Blue House, the Korean presidential residence).

Hangul Day, October 9th

Hangul Day was founded in 1926 during the Japanese occupation by members of the Korean Language Society, whose goal was to preserve the Korean language during a time of rapid forced Japanization. Today, both South Korea and North Korea celebrate Hangul Day as a national holiday.

Images for kids

, Selected Teachings of Buddhist Sages and Seon Masters, the earliest known book printed with movable metal type, 1377. Bibliothèque Nationale de Paris.

Amitabha and Eight Great Bodhisattvas, Goryeo scroll from the 1300s

Tteokbokki, rice cakes with spicy gochujang sauce.

In Spanish: Corea para niños

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Cheerleading is an athletic activity that uses organized routines made up of elements from dance, gymnastics, and stunting to cheer on sports teams at games and matches (hence the name cheerleader- leading the cheer), and/or as a competitive sport. A cheerleading performer is called a cheerleader. It is most common in North America.

Cheerleading first started at Princeton University in the 1880s with the crowd chant, "Rah rah rah, tiger tiger tiger, sis sis sis, boom boom boom ahhhhhhh, Princeton Princeton Princeton!" as a way to encourage school spirit at football games. A few years later, Princeton graduate Thomas Peebles introduced the idea of organized crowd chanting to the University of Minnesota in 1884, but it was not until 1898 that University of Minnesota student Johnny Campbell stood in front of the crowd, and directed them in a chant, making Campbell the very first cheerleader. Soon after that, the University of Minnesota organized a "yell leader" squad of 4 male students.

Although it is estimated that 90% of today's cheerleading participants are female (50% of collegiate level cheerleaders are male), cheerleading started out as an all-male activity. Females started to participate in cheerleading in the 1920s, due to limited availability of female collegiate sports. By the 1940s, it was a largely female activity.

Cheerleading is most closely associated with American football, and to a lesser degree basketball. Sports such as soccer, ice hockey, and wrestling rarely have cheerleaders, and some sports like baseball have none at all.

In 1948, Lawrence "Herkie" Herkimer formed the National Cheerleaders Association (NCA) as a way to hold cheerleading clinics. The National Cheerleaders Association held its first clinic in 1949 with 52 girls in attendance. The next year, the clinic had grown to 350 cheerleaders. By the 1950s, most American high schools had formed cheerleading squads. By the 1960s, cheerleading had grown to be a staple in American high school and collegiate sports. Organized cheerleading competitions began to crop up with the first ranking of the "Top Ten College Cheerleading Squads" and "Cheerleader All America" awards given out by the International Cheerleading Foundation (now the World Cheerleading Association or WCA) in 1967. In 1978, America was introduced to competitive cheerleading by the first broadcast of Collegiate Cheerleading Championships on CBS.

In the 1960s National Football League (NFL) teams began to organize professional cheerleading teams. It was the Dallas Cowboys Cheerleaders who gained the spotlight with their revealing outfits and sophisticated dance moves, which debuted in the 1972-1973 season, but were first seen widely in Super Bowl X ( 1976). This caused the image of cheerleaders to permanently change, with many other NFL teams emulating them. Most of the professional teams' "cheerleading" squads would more accurately be described as dance teams by today's standards; as they rarely, if ever, actively encourage crowd noise or perform modern cheerleading moves.

The 1980s saw the onset of modern cheerleading with more difficult stunts and gymnastics being incorporated into routines. Cheerleading organizations started applying safety guidelines and offering courses on safety training for coaches and sponsors. In 1984, Cheer Ltd. Inc. (sic) established the National Cheer Conference (NCC) for cheer coaches to receive instruction and hands-on course work in cheerleading techniques. AACCA is the nationally recognized safety organization, conducting safety courses since 1987. A more recent organization to conduct safety courses is the NCSSE.

Today, cheerleading has grown to an estimated 4 million participants in the United States alone.

The 2000 major motion picture Bring It On was a movie based on cheerleading. Followed by Bring It On Again and Bring It On: All or Nothing.

Toe Touch In this jump, the legs are straddled and straight, parellel to the ground, toes pointed, knees up or back, and the arms in a T motion. Despite its name, you do not touch your toes during a toe touch. This is the most common jump.

Tuck A jump in which the cheerleader uses stomach muscles to pull the legs up with the thighs parallel to the ground, and the knees pointed, together, and facing forward.

Hurdler The straight leg is either forward (a front hurdler) with arms in a touchdown, or out to the side (a side hurdler) with arms in a T. The bent knee faces the crowd in a side hurdler and the ground in a front hurdler.

Pike This jump is among the most difficult of jumps. Both legs are straight out, knees locked. Arms are in a touchdown motion out in front to create a folded position in the air. This is often performed at a ninety-degree angle to the audience in order to show off the air position.

The Around the World , or the pike-out, is a jump where the performer hits a pike and then whips his or her legs quickly back around into a toe touch. This jump is regarded as difficult to accomplish, because two positions must be reached in the very short time while the jumper is in the air.

Herkie Named for Lawrence R. Herkimer, the founder of the National Cheerleader's Association, this jump is similar to a side-hurdler, except that instead of both arms being in a "T" motion, both arms are opposite of what the leg beneath them is doing. Example of this would be the straight arm would be on the side of the bent leg, and the bent arm is on the side of the straight leg. One other variation of this includes the bent leg is pointing straight down, instead of out like the side-hurdler. The jump is speculated to have been invented because Herkie wasn't able to do an actual side-hurdler.

Double Nine A jump similar to a pike except one leg and one arm are bent in to form two "nines".

Double Hook A jump where the legs are in the "cheer sit" position.

Double Jump This is the name for when one performs any jump twice in a row.

Power Jump A jump where there is no swinging of the arms in preparation for the jump. All the power for the jump comes from the legs.

A stunt involves one to four other bases holding or tossing a cheerleader in the air. In general, all-girl cheerleading stunts usually involve two to four other bases while co-ed ("partner") stunts are comprised of only one base (usually male) and his partner (the flyer, usually female).

Pyramids or mounts are multiple groups of stunts connected aerially by their flyers. This connection may be made in a variety of ways, from a simple linking of hands to having a multi-level pyramid, with the flyers already in the air acting as primary bases for another flyer or flyers on top of them.
Positions in stunting

Flyers are cheerleaders held or tossed in the air.

Bases are the cheerleaders who hold and toss the flyers.

Backspots are cheerleaders who stand behind the flyer and the bases that have three duties: 1. To make sure that the stunt does not fall and to help catch the flyer if it does fall. 2. To help the bases by lifting some of the flyer's weight, making the stunt more stable and less heavy for the bases (in all-girl stunting). 3. To help ensure the safe dismount of the flyer from the stunt. Typically, backspots are the in charge of calling the stunt with the beginning and ending dismount.

Frontspots have similar duties to backspots, but are generally used by younger teams or more inexperienced squads.

The most basic tumbling skills are a roll, cartwheel or a round-off. Other basic, yet increasingly difficult, skills include back-handsprings and round-off back-handsprings. More advanced skills include: back tucks, layouts, arabians, whipbacks, twisting layouts (fulls), and front tumbling, such as front handsprings, and punch fronts.

Cheers, Chants and Sidelines

Every sideline cheerleading team has their "signature" cheers and chants. Most of the time the cheerleaders and coaches come up with these cheers/chants, although there are a few professional specialists, such as Krazy George Henderson.

Cheers are often longer than chants and usually incorporate jumps, tumbling, or stunting. They tend to focus on cheering for a mascot and getting the crowd to respond. Each word is usually assigned a motion.

Chants are short and repetitive. They are usually repeated three times, but can be varied. They usually have minimal motions that can be performed while standing in a line or just clapped out by a beat.

Sidelines usually repeat three times and usually incorporate motions.

Images for kids

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Cheerleading is an athletic activity that uses organized routines made up of elements from dance, gymnastics, and stunting to cheer on sports teams at games and matches (hence the name cheerleader- leading the cheer), and/or as a competitive sport. A cheerleading performer is called a cheerleader. It is most common in North America.

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Gymnastics is a sport which involves doing exercises which need strength, flexibility, balance and control. This may include running, jumping, tumbling, somersaulting, flipping and balancing.

In women's gymnastics, there are four activities: floor, uneven bars, balance beam, and vault. In men's gymnastics, there are six activities: floor exercise, parallel bars, high bar, pommel horse, vault, and rings.

Gymnastics is an Olympic sport.

Gymnastics began as a form of exercise in ancient Greece. It was one of the first sports in the Olympics. Originally, only men were allowed to compete in the Olympic Games, but there was another festival at which women competed, the Herean Games.

Forms of gymnastics

Artistic gymnastics

Artistic Gymnastics is usually divided into Men's and Women's Gymnastics. Men compete on six events: Floor Exercise, Pommel Horse, Still Rings, Vault, Parallel Bars, and Horizontal Bar, while women compete on four: Vault, Uneven Bars, Balance Beam, and Floor Exercise. In some countries, women at one time competed on the rings, high bar, and parallel bars (for example, in the 1950s in the USSR).

In 2006, FIG introduced a new points system for Artistic gymnastics in which scores are no longer limited to 10 points. The system is used in the US for elite level competition. Unlike the old code of points, there are two separate scores, an execution score and a difficulty score. In the previous system, the "execution score" was the only score. It was and still is out of 10.00, except for short exercises. During the gymnast's performance, the judges deduct this score only. A fall, on or off the event, is a 1.00 deduction, in elite level gymnastics. The introduction of the difficulty score is a significant change. The gymnast's difficulty score is based on what elements they perform and is subject to change if they do not perform or complete all the skills, or they do not connect a skill meant to be connected to another. Connection bonuses are where deviation happens most common between the intended and actual difficulty scores, as it can be difficult to connect multiple flight elements. It is very hard to connect skills if the first skill is not performed correctly. The new code of points allows the gymnasts to gain higher scores based on the difficulty of the skills they perform as well as their execution. There is no maximum score for difficulty, as it can keep increasing as the difficulty of the skills increase.

Artistic events for women

In the vaulting events, gymnasts sprint down a 25 metres (82 ft) runway, jump onto a springboard (or perform a roundoff or handspring entry onto a springboard), land momentarily inverted on the hands on the vaulting horse or vaulting table (pre-flight segment), then propel themselves forward or backward off that platform to a two-footed landing (post-flight segment). Every gymnast starts at a different point on the vault runway depending on their height and strength. The post-flight segment may include one or more multiple saltos, somersaults, or twisting movements. A round-off entry vault, called a Yurchenko, is the most common vault in the higher levels in gymnastics. When performing a Yurchenko, gymnasts "round off" so their hands are on the runway while their feet land on the springboard. From the roundoff position, the gymnast travels backwards and executes a back handspring so that the hands land on the vaulting table. The gymnast then blocks off the vaulting platform into various twisting and/or somersaulting combinations. The post-flight segment brings the gymnast to her feet. In the lower levels of gymnastics, the gymnasts do not perform this move. These gymnasts will jump onto the springboard with both feet at the same time and either do a front handspring onto the vault or a roundoff onto the vault.

In 2001, the traditional vaulting horse was replaced with a new apparatus, sometimes known as a tongue, horse or vaulting table. The new apparatus is more stable, wider, and longer than the older vaulting horse, approximately 1 m in length and 1 m in width, giving gymnasts a larger blocking surface. This apparatus is thus considered safer than the vaulting horse used in the past. With the addition of this new, safer vaulting table, gymnasts are attempting more difficult and dangerous vaults.

Uneven bars

On the uneven bars, the gymnast performs a timed routine on two parallel horizontal bars set at different heights. These bars are made of fiberglass covered in wood laminate, to prevent them from breaking. In the past, bars were made of wood, but the bars were prone to breaking, providing an incentive to switch to newer technologies. The width and height of the bars may be adjusted to the size needed by individual gymnasts. In the past, the uneven parallel bars were closer together. The bars have been moved increasingly further apart, allowing gymnasts to perform swinging, circling, transitional, and release moves that may pass over, under, and between the two bars. At the Elite level, movements must pass through the handstand. Gymnasts often mount the uneven bars using a springboard or a small mat. Chalk (MgCO ₃) and grips (a leather strip with holes for fingers to protect hands and improve performance) may be used by gymnasts performing this event. The chalk helps take the moisture out of gymnasts' hands to decrease friction and prevent rips (tears to the skin of the hands); dowel grips help gymnasts grip the bar.

Balance beam

The gymnast performs a choreographed routine of up to 90 seconds in length consisting of leaps, acrobatic skills, somersaults, turns and dance elements on a padded beam. The beam is 125 centimetres (4 ft 1 in) from the ground, 500 centimetres (16 ft 5 in) long, and 10 centimetres (3.9 in) wide. This stationary object can also be adjusted, to be raised higher or lower. The event requires balance, flexibility, grace, poise, and strength.

The event in gymnastics performed on floor is called floor exercise. The English abbreviation for the event in gymnastics scoring is FX. In the past, the floor exercise event was executed on the bare floor or mats such as wrestling mats. The floor event now occurs on a carpeted 12m × 12m square, usually consisting of hard foam over a layer of plywood, which is supported by springs generally called a "spring" floor. This provides a firm surface that provides extra bounce or spring when compressed, allowing gymnasts to achieve greater height and a softer landing after the composed skill. Gymnasts perform a choreographed routine up to 90 seconds in the floor exercise event; Depending on the level, they may choose their own, or, if known as a "compulsory gymnast," default music must be played. Levels three to six the music is the same for each levels along with the skills within the routine. However, recently, the levels have switched. Now, levels 6-10 are optional levels and they get to have custom routines made. In the optional levels (levels six to ten) there are skill requirements for the routine but the athlete is able to pick her own music without any words. The routine should consist of tumbling passes, series of jumps, leaps, dance elements, acrobatic skills, and turns, or pivots, on one foot. A gymnast can perform up to four tumbling passes that usually includes at least one flight element without hand support. Each level of gymnastics requires the athlete to perform a different number of tumbling passes. In level 7 in the United States, a gymnast is required to do 2-3, and in levels 8-10, at least 3-4 tumbling passes are required.

Artistic events for men

Male gymnasts also perform on a 12meter x 12meter spring floor. A series of tumbling passes are performed to demonstrate flexibility, strength, and balance. Strength skills include circles, scales, and press handstands. Men's floor routines usually have multiple passes that have to total between 60-70 seconds and are performed without music, unlike the women's event. Rules require that male gymnasts touch each corner of the floor at least once during their routine.

Pommel horse

A typical pommel horse exercise involves both single leg and double leg work. Single leg skills are generally found in the form of scissors, an element often done on the pommels. Double leg work however, is the main staple of this event. The gymnast swings both legs in a circular motion (clockwise or counterclockwise depending on preference) and performs such skills on all parts of the apparatus. To make the exercise more challenging, gymnasts will often include variations on a typical circling skill by turning (moores and spindles) or by straddling their legs (Flares). Routines end when the gymnast performs a dismount, either by swinging his body over the horse, or landing after a handstand variation.

Still rings

The rings are suspended on wire cable from a point 5.75 meters from the floor. The gymnasts must perform a routine demonstrating balance, strength, power, and dynamic motion while preventing the rings themselves from swinging. At least one static strength move is required, but some gymnasts may include two or three. A routine ends with a dismount.

Gymnasts sprint down a runway, which is a maximum of 25 meters in length, before hurdling onto a spring board. The gymnast is allowed to choose where they start on the runway. The body position is maintained while "punching" (blocking using only a shoulder movement) the vaulting platform. The gymnast then rotates to a standing position. In advanced gymnastics, multiple twists and somersaults may be added before landing. Successful vaults depend on the speed of the run, the length of the hurdle, the power the gymnast generates from the legs and shoulder girdle, the kinesthetic awareness in the air, how well they stuck the landing and the speed of rotation in the case of more difficult and complex vaults.

Parallel bars

Men perform on two bars executing a series of swings, balances, and releases that require great strength and coordination. The width between the bars is adjustable dependent upon the actual needs of the gymnasts and usually 2m high,.

Horizontal bar

A 2.8 cm thick steel or fiberglass bar raised 2.5 m above the landing area is all the gymnast has to hold onto as he performs giant swings or giants (forward or backward revolutions around the bar in the handstand position), release skills, twists, and changes of direction. By using all of the momentum from giants and then releasing at the proper point, enough height can be achieved for spectacular dismounts, such as a triple-back salto. Leather grips are usually used to help maintain a grip on the bar.

As with women, male gymnasts are also judged on all of their events including their execution, degree of difficulty, and overall presentation skills.

Scoring (code of points)

A gymnast's score comes from deductions taken from their start value. The start value of a routine is based on the difficulty of the elements the gymnast attempts and whether or not the gymnast meets composition requirements. The composition requirements are different for each apparatus; this score is called the D score. Deductions in execution and artistry are taken from a maximum of 10.0. This score is called the E score. The final score is calculated by taking deductions from the E score, and adding the result to the D score. Since 2007, the scoring system has changed by adding bonus plus the execution and then adding those two together to get the final score.

In a tumbling pass, dismount or vault, landing is the final phase, following take off and flight This is a critical skill in terms of execution in competition scores, general performance, and injury occurrence. Without the necessary magnitude of energy dissipation during impact, the risk of sustaining injuries during somersaulting increases. These injuries commonly occur at the lower extremities such as: cartilage lesions, ligament tears, and bone bruises/fractures. To avoid such injuries, and to receive a high performance score, proper technique must be used by the gymnast. "The subsequent ground contact or impact landing phase must be achieved using a safe, aesthetic and well-executed double foot landing." A successful landing in gymnastics is classified as soft, meaning the knee and hip joints are at greater than 63 degrees of flexion.

A higher flight phase results in a higher vertical ground reaction force. Vertical ground reaction force represents external force which the gymnasts have to overcome with their muscle force and affects the gymnasts' linear and angular momentum. Another important variable that affects linear and angular momentum is time the landing takes. Gymnasts can decrease the impact force by increasing the time taken to perform the landing. Gymnasts can achieve this by increasing hip, knee and ankle amplitude.

Rhythmic gymnastics

According to FIG rules, only women compete in rhythmic gymnastics. This is a sport that combines elements of ballet, gymnastics, dance, and apparatus manipulation. The sport involves the performance of five separate routines with the use of five apparatus; ball, ribbon, hoop, clubs, rope-on a floor area, with a much greater emphasis on the aesthetic rather than the acrobatic. There are also group routines consisting of 5 gymnasts and 5 apparatuses of their choice. Rhythmic routines are scored out of a possible 30 points; the score for artistry (choreography and music) is averaged with the score for difficulty of the moves and then added to the score for execution.

International competitions are split between Juniors, under sixteen by their year of birth; and Seniors, for women sixteen and over again by their year of birth. Gymnasts in Russia and Europe typically start training at a very young age and those at their peak are typically in their late teens (15-19) or early twenties. The largest events in the sport are the Olympic Games, World Championships, European Championships, World Cup and Grand-Prix Series. The first World Championships were held in 1963 with its first appearance at the Olympics in 1984.

Rhythmic gymnastics apparatus

Trampolining and tumbling

Trampolining

Trampolining and tumbling consists of four events, individual and synchronized trampoline, double mini trampoline, and tumbling (also known as power tumbling or rod floor). Since 2000, individual trampoline has been included in the Olympic Games. The first World Championships were held in 1964.

Individual trampoline

Individual routines in trampolining involve a build-up phase during which the gymnast jumps repeatedly to achieve height, followed by a sequence of ten bounces without pause during which the gymnast performs a sequence of aerial skills. Routines are marked out of a maximum score of 10 points. Additional points (with no maximum at the highest levels of competition) can be earned depending on the difficulty of the moves and the length of time taken to complete the ten skills which is an indication of the average height of the jumps. In high level competitions, there are two preliminary routines, one which has only two moves scored for difficulty and one where the athlete is free to perform any routine. This is followed by a final routine which is optional. Some competitions restart the score from zero for the finals, other add the final score to the preliminary results.

Synchronized trampoline

Synchronized trampoline is similar except that both competitors must perform the routine together and marks are awarded for synchronization as well as the form and difficulty of the moves.

Double-mini trampoline

Double mini trampoline involves a smaller trampoline with a run-up, two scoring moves are performed per routine. Moves cannot be repeated in the same order on the double-mini during a competition. Skills can be repeated if a skill is competed as a mounter in one routine and a dismount in another. The scores are marked in a similar manner to individual trampoline.

In tumbling, athletes perform an explosive series of flips and twists down a sprung tumbling track. Scoring is similar to trampolining. Tumbling was originally contested as one of the events in Men's Artistic Gymnastics at the 1932 Summer Olympics, and in 1955 and 1959 at the Pan American Games. From 1974 to 1998 it was included as an event for both genders at the Acrobatic Gymnastics World Championships. The event has also been contested since 1976 at the Trampoline World Championships. Since the recognition of Trampoline and Acrobatic Gymnastics as FIG disciplines in 1999, official Tumbling competitions are only allowed as an event in Trampoline gymnastics meets.

Acrobatic gymnastics

Acrobatic gymnastics (formerly Sport Acrobatics), often referred to as "Acro" if involved with the sport, acrobatic sports or simply sports acro, is a group gymnastic discipline for both men and women. Acrobats in groups of two, three and four perform routines with the heads, hands and feet of their partners. They may, subject to regulations (e.g. no lyrics), pick their own music.

Most competitions require a balance and dynamic routine for each event, though some will do a single mixed event.

Aerobic gymnastics

Aerobic gymnastics (formally Sport Aerobics) involves the performance of routines by individuals, pairs, trios or groups up to 6 people, emphasizing strength, flexibility, and aerobic fitness rather than acrobatic or balance skills. Routines are performed for all individuals on a 7x7m floor and also for 12-14 and 15-17 trios and mixed pairs. From 2009, all senior trios and mixed pairs were required to be on the larger floor (10x10m), all groups also perform on this floor. Routines generally last 60-90 seconds depending on age of participant and routine category. The World Championships have been held since 1995.

The events consist of:

On January 28, 2018 Parkour was given the go ahead to begin development as a FIG sport. The FIG is planning to run World Cup competitions from 2018 onwards and will hold the first Parkour World Championships in 2020.

The events consist of:

In rhythmic gymnastics, gymnasts perform with ribbons, rope, ball, hoop and clubs. Usually, only women do rhythmic gymnastics because they are more flexible then boys

Images for kids

Early 20th-century gymnastics in Stockholm, Sweden

In Spanish: Gimnasia para niños