<span style="font-family: 'Garamond',serif; font-size: 8pt; mso-bidi-font-size: 10.0pt; mso-fareast-font-family: 'Times New Roman'; mso-bidi-font-family: 'Times New Roman'; mso-ansi-language: EN-US; mso-fareast-language: AR-SA; mso-bidi-language: AR-SA;" lang="EN-US">This study analyzed the effect of the variables: </span><span style="font-family: 'Garamond',serif; font-size: 8pt; mso-bidi-font-size: 10.0pt; mso-fareast-font-family: 'Times New Roman'; mso-bidi-font-family: 'Times New Roman'; mso-ansi-language: ES-TRAD; mso-fareast-language: AR-SA; mso-bidi-language: AR-SA;" lang="ES-TRAD">game type (individual or cooperative),</span><span style="font-family: 'Garamond',serif; font-size: 8pt; mso-bidi-font-size: 10.0pt; mso-fareast-font-family: 'Times New Roman'; mso-bidi-font-family: 'Times New Roman'; mso-ansi-language: EN-US; mso-fareast-language: AR-SA; mso-bidi-language: AR-SA;" lang="EN-US"> competition, gender, students' association type and </span><span style="font-family: 'Garamond',serif; font-size: 8pt; mso-bidi-font-size: 10.0pt; mso-fareast-font-family: 'Times New Roman'; mso-bidi-font-family: 'Times New Roman'; mso-ansi-language: ES-TRAD; mso-fareast-language: AR-SA; mso-bidi-language: AR-SA;" lang="ES-TRAD">beginning-end</span><span style="font-family: 'Garamond',serif; font-size: 8pt; mso-bidi-font-size: 10.0pt; mso-fareast-font-family: 'Times New Roman'; mso-bidi-font-family: 'Times New Roman'; mso-ansi-language: EN-US; mso-fareast-language: AR-SA; mso-bidi-language: AR-SA;" lang="EN-US"> of the session on the university students' moods. 201 Physical Education college students participated. After having received an initial instruction concerning moods, participants executed 2 sessions </span><span style="font-family: 'Garamond',serif; font-size: 8pt; mso-bidi-font-size: 10.0pt; mso-fareast-font-family: 'Times New Roman'; mso-bidi-font-family: 'Times New Roman'; mso-ansi-language: ES-TRAD; mso-fareast-language: AR-SA; mso-bidi-language: AR-SA;" lang="ES-TRAD">involving cooperative games and 2 individual games. The POMS scale was filled in both at the beginning and at the end of each session. The data were analyzed using generalized estimating equations. Among the main findings, we can point out that positive emotional states increase significantly when cooperative games are applied, with competition. Negative moods are more present in individual games, with no competition, when practiced by men and when they are organized in separate groups.</span><span style="font-family: 'Garamond',serif; font-size: 8pt; mso-bidi-font-size: 10.0pt; mso-fareast-font-family: SimSun; mso-bidi-font-family: 'Times New Roman'; mso-ansi-language: ES-TRAD; mso-fareast-language: ZH-CN; mso-bidi-language: HI; mso-font-kerning: 1.5pt;" lang="ES-TRAD">All these factors contribute towards knowing the influence of play on the training of the future teachers of a modern physical education, in which there is the intention of promoting such important aspects as socioemotional well-being and co-education.</span>
Background:There is a lack of information about the influence of age on functional movement tests (FMT) and performance tests as well as in their relationships in young basketball players. Purpose:The purpose of the present study was to determine the variations in FMT and jump and/or sprint performance scores between age groups (U-14 vs. U-16) in Highly-trained young basketball players. The second purpose was to investigate the relationship between FMT for lower body and jump and/or sprint performance in highlytrained young (U-14 and U-16) male basketball players. Study Design: Descriptive study.Methods: Thirty elite young (U-14 to U-16) male basketball players performed several FMT (weight-bearing dorsiflexion test [WB-DF] and a modified Star Excursion Balance test [SEBT]) and performance including unilateral and bilateral countermovement jumps, unilateral horizontal jumping, linear sprinting and performance tests.Results: All anthropometric and performance tests showed a statistically significant advantage (p<0.05) in the U-16 group, excluding the unilateral jump with left leg (p=0.127). Five out of the eight FMT performed showed a statistically significant advantage (p<0.05) in the U-16 group. The U-14 group did not differ statistically from the U-16 group in WB-DF with left leg and the SEBT anterior right leg and posteromedial left leg reaches. Effect size calculations did show small to moderate effects in favor of U-16. Only two significant correlations (p<0.05) between functional movement and performance measures were identified in the U-16 group for either limb (10-m sprint and SEBT-PL L , SEBT-Composite L ), while a total of 13 significant correlations (p<0.05) in the U-14 group were found. Conclusions:The results of this study demonstrated differences in FMT and jump and/or sprint performance test between age groups (U-16 vs U-14). The findings of this study support the idea that the age of the player should be considered when interpreting FMT scores, which could have implications when implementing the FMT for injury risk prediction.
¿Por qué te peleas? Conflictos motores y emociones negativas en la clase de Educación Física: el caso de los juegos de oposición Why are you fighting? Motor conflicts and negative emotions in the physical education class: The case of opposition games unai sáez d e ocáRiz gRanja*
En el contexto educativo, educar competencias emocionales origina unas consecuencias muy positivas en el rendimiento académico y el bienestar subjetivo del alumnado, especialmente si se trabaja desde edades tempranas. La asignatura de educación física dispone de un gran repertorio de recursos pedagógicos para promover una educación física integral, destacando entre ellos el juego motor. El objetivo de este estudio fue desvelar la fuerza predictiva de dos variables asociadas al juego (dominio de acción motriz: juegos psicomotores, de cooperación, de oposición y de cooperación-oposición y competición: presencia o ausencia) sobre la intensidad emocional de los alumnos. Participaron en total 91 estudiantes de educación secundaria de Cataluña con edades entre los 12 y 14 años. Se realizaron ocho sesiones de intervención (un tipo de juego por sesión). Tras la práctica de los juegos, los participantes valoraron su experiencia emocional de 1 a 10 respondiendo el cuestionario validado GES. Para el análisis de los datos se aplicaron dos técnicas estadísticas diferentes pero complementarias: ecuaciones de estimación generalizadas y árboles de clasificación. Entre los principales hallazgos se destaca que: a) a través del juego motor se puede potenciar el desarrollo de las competencias motrices y socio-emocionales; b) El profesor de educación física debería saber que la variable competición asociada al tipo de relaciones en el juego influye en la experiencia de emociones positivas. c) El juego es una fuente de vivencias emocionales positivas, especialmente los juegos cooperativos sin competición. Abstract. In the educational context, forming emotional competences leads to very positive consequences in academic performance and subjective well-being of the students, especially if it is worked from early ages. Physical education has a large repertoire of pedagogical tools to promote an integral physical education, motor games standing out among them. The aim of this study was to investigate the predictive capacity of two characteristics of a game (motor action domain: psychomotor, cooperation, opposition and cooperation-opposition; and competition games: presence or absence) on emotional intensity. A total of 91 high school students from Catalonia participated. Eight 60-minute intervention sessions were conducted with games of the same type in each session. Emotional intensity was assessed at the end of the session using the GES questionnaire. For the data analysis, two statistical techniques were applied: generalized estimation equations and classification trees. The main findings indicated that: a) through motor games, the development of motor and socio-emotional competences can be enhanced; b) Physical education teachers should be aware that the interaction between competition and type of relationships during a game has an influence on experiencing positive emotions; c) games are a source of positive emotional experiences, especially the cooperative, non-competitive ones.
Traditional paradoxical games enable democratic social encounters as well as reflective skills to be fostered among students. The rules of these games, of which the game pelota sentada (sitting ball) is an example, afford players autonomy to decide either to cooperate with other participants (to release or keep others free) or to oppose them (to capture free players). The aim of this study was to investigate the reflection-on-action about decisions (strategies), relationships and emotions of the participants in the game sitting ball when in the role of free player in possession of the ball. Undergraduate degree students (n = 106) in physical activity and sport sciences took part. After the game, the players answered reflection-on-action open-ended and closeended questions about their strategies, relationships and emotions. Four experts followed a validated directed and summative approach to the content analysis of 742 comments, using ATLAS.ti software. The findings highlight that decisions, relationships and emotions are distinct yet intertwined dimensions of the same phenomenon: motor conduct in the game pelota sentada (sitting ball).
Esta investigación examinó el tipo de conflictos motores (CM) originados por un programa de intervención educativa basado en juegos cooperativos desarrollados en las clases de Educación Física, en un centro de educación primaria, con el propósito de identificar el índice de intensidad de los CM, como instrumento docente para la optimización de la convivencia escolar. Participaron 43 alumnos, 22 niñas y 21 niños, a lo largo de un curso escolar. Se consideraron 42 clases de Educación Física, donde se plantearon 117 juegos de cooperación y se registraron 319 CM. Entre las conclusiones más notables se puede subrayar la aplicabilidad del índice de conflictividad como herramienta en la educación de los conflictos para fomentar el desarrollo de la convivencia en las escuelas.
This research investigated the capacity that game characteristics and protagonists have to predict emotional intensity, as well as motivational orientation (towards performance or outcome). A total of 183 elementary and high school students from four Spanish regions joined the study (boys = 43.7% and girls = 56.2%), aged 12 to 17 years old. Two 60-minute intervention sessions were carried out (15-20’ per game); emotional intensity was assessed at the end of the session using the GES, whereas motivational profiles were assessed through the BREQ3. For data analysis, the decision tree technique known as CHAID was employed. The findings allow highlighting that: a) competition result and game type can predict the participants' emotional intensity; b) result during the match, along with gender, can predict performance-oriented motivational profiles; and c) gender and result, in addition to sports background, help predict motivational profiles not oriented to performance.
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