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  2. SPARQ Training - Wikipedia

    en.wikipedia.org/wiki/SPARQ_Training

    SPARQ was a US-based company started in 2004 to create a standardized test for athleticism called the 'SPARQ Rating' and to sell training equipment and methods to help improve athleticism focused on the high school athlete (an "SAT" for athletes). 'SPARQ' was an acronym it stands for: Speed, Power, Agility, Reaction and Quickness. [1]. "

  3. NFL Scouting Combine - Wikipedia

    en.wikipedia.org/wiki/NFL_Scouting_Combine

    The 20-yard shuttle, also simply called the short shuttle, is a timed agility drill run primarily to evaluate athletes’ quickness and change-of-direction ability. Although not as highly regarded as the 40-yard dash, it is still an important measure used by NFL personnel to compare players. Canadian football also uses the shuttle test. [12]

  4. Agility - Wikipedia

    en.wikipedia.org/wiki/Agility

    Agility or nimbleness is an ability to change the body's position quickly and requires the integration of isolated movement skills using a combination of balance, coordination, speed, reflexes, strength, and endurance. More specifically, it is dependent on these six skills:

  5. Illinois agility test - Wikipedia

    en.wikipedia.org/wiki/Illinois_agility_test

    The Illinois agility test is a fitness test designed to test one's sport agility. [1] It is a simple test which is easy to administer and requires little equipment. It tests the subject's ability to turn in different directions and quickly change speeds. The goal of the test is to complete the running course in the shortest possible time. [2]

  6. Today’s NYT ‘Strands’ Hints, Spangram and Answers for Monday ...

    www.aol.com/today-nyt-strands-hints-spangram...

    Every helpful hint and clue for Monday's Strands game from the New York Times.

  7. Role-playing video game - Wikipedia

    en.wikipedia.org/wiki/Role-playing_video_game

    The order in which the characters act is usually dependent on their attributes, such as speed or agility. This system rewards strategic planning more than quickness. It also points to the fact that realism in games is a means to the end of immersion in the game world, not an end in itself. A turn-based system makes it possible, for example, to ...

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