ResumenLos juegos deportivos son recursos pedagógicos de primer orden cuando se trata de educar competencias emocionales orientadas a la mejora del bienestar socioemocional del alumnado. Esta investigación examinó la capacidad predictiva de seis variables dominio acción motriz (familia de juegos), competición (presencia o ausencia), género (masculino y femenino), tipo de emoción (trece emociones organizadas en positivas, negativas y ambiguas) e historial deportivo (con o sin historial) para explicar la intensidad emocional suscitada en la práctica de juegos deportivos. Participaron 220 estudiantes de ESO y Bachillerato de 5 centros educativos de las regiones de Cataluña y Valencia. Se realizaron 2 sesiones con juegos con o sin competición de los cuatro dominios de acción motriz. Tras finalizar cada juego los alumnos respondieron la escala validada Games and emotions Scale (GES) para identificar la intensidad de trece emociones básicas. El análisis de los datos se realizó mediante la técnica estadística de árboles de clasificación. Entre los hallazgos obtenidos destacamos: los juegos deportivos generan intensidades elevadas de emociones positivas. El tipo de juego (dominio) y la competición son las principales variables predictivas de la alegría, el humor y la felicidad. Las emociones negativas registraron los valores menos intensos. La competición (derrota) y el historial deportivo (disponer de antecedentes deportivos) fueron las principales variables predictivas de la ira y la ansiedad. El género (chicos) y el historial deportivo (con historial) fueron las principales variables predictivas del rechazo. Este estudio aporta criterios sobre la utilización del juego deportivo en programas de educación física emocional en adolescentes.Palabras clave: Educación secundaria, juego deportivo, emociones, árboles de clasificación. AbstractSports games are first-rate teaching resources in relation to the education of emotional skills used to improve the socio-emotional welfare of students. This research tested the predictive capacity of six motive action domain variables (family of games), competition (presence or absence), gender (masculine or feminine), type of emotion (thirteen emotions classified under positive, negative and ambiguous) and sporting history (with or without records) to explain the emotional intensity achieved by sports games practice. Two hundred and twenty students of ESO and Bachillerato from 5 schools in Catalonia and Valencia took part in the study. Two sessions with games with or without competition of the four motive action controls were carried out. After finishing each game, the students answered the validated Games and Emotions Scale (GES) to identify the intensity of thirteen basic emotions. The analysis of the data was made using the classification tree statistical method. Key findings highlight that sports games generate a high intensity of positive emotions. The type of game (control) and competition are the main predictive variables of joy, mood and happiness. Negative emotions were record...
In volleyball, attack coverage is one of the play actions most neglected in coaching and research. The purpose of this study was to find out which attack coverage systems are used by high-level men’s teams in different game situations and the characteristics of the most effective systems. We analysed 15 matches from the 2010 Men’s Pan-American Volleyball Cup, with a total of 1,415 coverage actions. Chi-square tests for independence, adjusted residuals analysis and calculations of standardised mean difference were performed. The results show that high-level men’s volleyball uses many coverage systems other than the traditional 3-2-0 and 2-3-0. At this level of play, the most frequent systems were 1-3-1 and 1-2-2, which occurred significantly often at the culmination of a third-tempo attack at the wing. The most effective systems consisted of three coverage lines, with fewer than five players covering the spiker and at least one player in the first coverage line, in both the attack and counterattack phases. Given the large number of coverage systems identified in different game situations, we recommend flexible, loosely structured training in these systems, based on a set of guiding principles that all players on a team must internalise for the specific position they are playing. Regarding the systems’ efficacy, the main watchword is that on each coverage line there should always be at least one player, but the first line should not be exposed.
Los objetivos planteados en este estudio fueron: analizar el nivel de adquisición de las competencias, estudiar el desarrollo del trabajo en equipo y el proceso de interacción profesor -alumno desde ambas perspectivas, así como desvelar el grado de satisfacción expresado por discentes y docentes en una experiencia pedagógica intradisciplinar e interdisciplinar. Esta experiencia se realizó con 130 estudiantes del grado en ciencias de la actividad física y del deporte (INEFC, Universidad de Lleida), con la implicación de seis profesores de tres asignaturas de primer curso que compartían competencias específicas y transversales. Los alumnos debían resolver un problema mediante el aprendizaje cooperativo. Los resultados muestran que esta experiencia merece una valoración positiva en la adquisición de competencias específicas y transversales.
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