Introduction: The environment in which the child is inserted and motor opportunities offered to this is essential for a good motor development Objective: To analyze the relationship between the motor stimulation opportunities in the family environment and children's motor development of both sex. Method: were evaluated 72 children, 33 boys and 39 girls with age of 38 to 42 months. The evaluation was conducted by Affordances in the Home Environment for Motor Development (AHEMD) and the Test of Gross Motor Development-2 (TGMD-2). Were used the tests Chi-square, Fisher exact test, t test for independent samples, Pearson correlation and multiple linear regression. Results: In general, the households have low opportunities for motor stimulation, and for households with boys the score is higher. The girls performed better in locomotor skills, while boys had higher scores on object control skills. It found a significant correlation to motricity materials and thick materials motor for boys and variety of stimulation, fine motor materials, motricity materials and motor stimulation for girls. For the boys the motor performance is explained by the available variables of fine and gross motor skills and for the girls by materials of motor stimulation, stimulation variety and materials of fine and gross motor skills. Conclusion: On the presented results we can conclude that the home environment is directly related to the motor development of girls and boys.
The aim of this study was to translate, adapt and validate the version of the Athletic Identity Measurement Scale (AIMS) for Brazilian Portuguese. The methodological procedures were conducted according to international recommendations: translation, back-translation, review by a board of experts, empirical fieldwork testing and inferential statistical analyses. The psychometric properties were evaluated by applying the translated scale to 127 university students. Reproducibility was assessed through stability and homogeneity assessment. Validity was assessed by comparing the scores obtained from the athletes and university students. The results showed good internal consistency (α = 0.78), when item 3 was removed and the Cronbach's alpha value increased to 0.82. Through factor analysis, we verified that the items had loadings in two domains. Intra-class correlation coefficient for test and retest was 0.91. Comparison between athletes and university students showed good discriminant validity. According the cultural adaptation process the adapted instrument has excellent psychometric properties and is reliable for the Brazilian culture.
The objective this article is to verify the effects of an intervention program with exergames on the motor performance of children aged 8 to 10 years. The study included 64 children divided into experimental group and physical education group. The motor intervention used in this study was an exergame program with 18 sessions lasting 45 minutes each, twice a week. To evaluate motor performance before and after the intervention, the authors used the Test of Gross Motor Development - Second Edition (TGMD-2). This study showed a positive effect on the motor performance of children ages 8 to 10 years. However, no significant differences were found in relation to the effect of exergames intervention in the experimental group when compared to the physical education group that participated in PE classes. The results of this study indicate that exergames are effective tools for the significant improvement of motor skills.
Apontado como recurso positivo, o uso de exergames no ambiente educacional encontra-se normalmente restrito a utilização de aplicações comerciais, ou ainda, ao complexo e nem sempre possível desenvolvimento de produtos por profissionais especializados. Contudo, a utilização de recursos tecnológicos acessíveis permite que professores de qualquer área e nível de ensino possam desenvolver de forma autônoma, exergames simplificados que atendam suas necessidades específicas. O objetivo deste artigo é descrever os pressupostos teóricos de uma metodologia que apoia-se nos conceitos construtivistas, partindo da utilização de um jogo de tabuleiro para capacitar profissionais de áreas que não ligadas a informática e programação, a expressar-se tecnologicamente criando exergames.
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