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1

Pachoulakis, Ioannis, Nikolaos Xilourgos, Nikolaos Papadopoulos, and Anastasia Analyti. "A Kinect-Based Physiotherapy and Assessment Platform for Parkinson’s Disease Patients." Journal of Medical Engineering 2016 (October 16, 2016): 1–8. http://dx.doi.org/10.1155/2016/9413642.

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We report on a Kinect-based, augmented reality, real-time physiotherapy platform tailored to Parkinson’s disease (PD) patients. The platform employs a Kinect sensor to extract real-time 3D skeletal data (joint information) from a patient facing the sensor (at 30 frames per second). In addition, a small collection of exercises practiced in traditional physiotherapy for PD patients has been implemented in the Unity 3D game engine. Each exercise employs linear or circular movement patterns and poses very light-weight processing demands on real-time computations. During an exercise, trainer instru
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2

Micó, Santiago, and Rafael Martínez-Gallego. "Practical proposal for the development of the rhythm with tennis players in training." ITF Coaching & Sport Science Review 27, no. 78 (2019): 40–43. http://dx.doi.org/10.52383/itfcoaching.v27i78.94.

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The importance of training coordination for the development of young players is a well-established area of research. However, rhythm, despite having a crucial importance in tennis, is one of the coordinative capacities less studied and therefore, it is difficult for coaches to obtain information that could allow them to design coaching sessions that focus on these capacities. This article highlights the importance of rhythm in tennis, and also presents series of general exercises (without the use of a specific tennis equipment), special exercises (with the use of specific tennis equipment) and
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Öberg, Dan. "Exercising war: How tactical and operational modelling shape and reify military practice." Security Dialogue 51, no. 2-3 (2019): 137–54. http://dx.doi.org/10.1177/0967010619890196.

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This article analyzes how contemporary military training and exercises shape and reify specific modalities of war. Historically, military training has shifted from being individual- and experience-oriented, towards becoming modelled into exercise environments and practices. Drawing on semi-structured interviews with military officers, exercise controllers, and war-game designers, the article distinguishes between tactical training, characterized by military functions embodied through weapon platforms in a demarcated battlespace, and operational training, characterized by administrative and org
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Volkov, Albert S., and Oleksandr A. Blazhko. "The method of automated filling of the database with descriptions of human physical exercises." Herald of Advanced Information Technology 7, no. 2 (2024): 117–30. http://dx.doi.org/10.15276/hait.07.2024.8.

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Presently, human-computer interaction employs infrared cameras equipped with motion tracking capabilities, facilitating the automatic generation of spatial descriptions for multiple human joints. The use of such cameras allows for the creation of active computer games, where the player can control the game process by performing physical exercises or specific gestures. The study examined support systems for computer games with physical exercises and identified the lack of an ability to modify the description of physical exercises in a separate database. The authors created a prototype for a com
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اسماعيل, عبد الرحمن نبهان. "تأثير تمرينات خاصة وفق التعقيد التدريبي في تحمل القوة وبعض المهارات الهجومية بكرة السلة للشباب". مجلة واسط للعلوم الریاضیة 24, № 2 (2025): 317–32. https://doi.org/10.31185/wjoss.885.

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The importance of the research is evident in raising the level of muscle strength endurance and offensive skill performance after controlling training and increasing its complexity، especially for selected exercises that serve the game and increase competition in it. The research problem was: Entering the atmosphere of competition and achieving achievements and championships is done by controlling exercises and training and increasing its complexity to serve the requirements of the game، and we find that the game of basketball requires a great deal of strength endurance to overcome multiple re
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Betker, Aimee L., Ankur Desai, Cristabel Nett, Naaz Kapadia, and Tony Szturm. "Game-based Exercises for Dynamic Short-Sitting Balance Rehabilitation of People With Chronic Spinal Cord and Traumatic Brain Injuries." Physical Therapy 87, no. 10 (2007): 1389–98. http://dx.doi.org/10.2522/ptj.20060229.

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Background and Purpose Goal-oriented, task-specific training has been shown to improve function; however, it can be difficult to maintain patient interest. This report describes a rehabilitation protocol for the maintenance of balance in a short-sitting position following spinal cord and head injuries by use of a center-of-pressure–controlled video game–based tool. The scientific justification for the selected treatment is discussed. Case Descriptions Three adults were treated: 1 young adult with spina bifida (T10 and L1–L2), 1 middle-aged adult with complete paraplegia (complete lesion at T11
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Proffitt, Rachel, and Belinda Lange. "The Feasibility of a Customized, In-Home, Game-Based Stroke Exercise Program Using the Microsoft Kinect Sensor." International Journal of Telerehabilitation 7, no. 2 (2015): 23–34. http://dx.doi.org/10.5195/ijt.2015.6177.

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The objective of this study was to determine the feasibility of a 6-week, game-based, in-home telerehabilitation exercise program using the Microsoft Kinect® for individuals with chronic stroke. Four participants with chronic stroke completed the intervention based on games designed with the customized Mystic Isle software. The games were tailored to each participant’s specific rehabilitation needs to facilitate the attainment of individualized goals determined through the Canadian Occupational Performance Measure. Likert scale questionnaires assessed the feasibility and utility of the game-ba
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Umida, Abdulla qizi Eshmanova. "DEVELOPMENT OF AGILITY IN FEMALE STUDENTS THROUGH BASKETBALL GAME ELEMENTS." Multidisciplinary Journal of Science and Technology 4, no. 12 (2024): 27–33. https://doi.org/10.5281/zenodo.14376134.

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This article explores the scientific and pedagogical foundations for developing agility in female students by integrating basketball game elements into physical education classes. During the study, specific training exercises were designed based on the dynamic and reflex-demanding techniques of basketball to enhance agility.
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9

S., Sivarani, Asath Ali Khan D.J, and Ezhilarasan M. "Impact of Game-Specific Training and Plyometric Exercises on Selected Physical Fitness Variables in College-Level Women Ball Badminton Players." Journal of Neonatal Surgery 14, no. 3S (2025): 60–66. https://doi.org/10.52783/jns.v14.1685.

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Investigating the effects of plyometric and game-specific training on particular physical fitness metrics in collegiate women's ball badminton players was the aim of this study. Thirty individuals, ages 18 to 21, were chosen at random from SRM Institute of Technology, Kattankulathur, in order to achieve this goal. Following their selection, these subjects were split into two groups at random, each with 15 participants: the experimental group and the control group. Whereas the control group did not engage in any experimental activities, the experimental group followed a program of plyometric ex
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Ferreira, Bruno, and Paulo Menezes. "An Adaptive Virtual Reality-Based Serious Game for Therapeutic Rehabilitation." International Journal of Online and Biomedical Engineering (iJOE) 16, no. 04 (2020): 63. http://dx.doi.org/10.3991/ijoe.v16i04.11923.

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<span lang="EN-US">Conventional motor rehabilitation therapies followed by stroke survivors during their recovery process, are typically intense and involve numerous repetitions of task-specific recommended exercises. However, due to the lack of short-term or immediate results, patients tend to lose motivation on the rehabilitation process, and on performing the therapist recommended exercises at home between sessions. The work described in this article proposes to engage the patients with the therapeutic exercises by transforming the latter into specially designed serious games. After a
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11

Onica, Vasile, and Constantin Ciorba. "The development of specific skills in students in primary education through the use of Oina elements." Studia Universitatis Moldaviae. Seria Științe ale Educației, no. 5(175) (October 2024): 131–41. https://doi.org/10.59295/sum5(175)2024_18.

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The diversity of tools used in the educational process considerably increases the interest of primary school pupils and makes the physical education lesson much more attractive, especially when it is conducted in the form of a game. Oina is a very complex sports game and the use of specific elements of this game in the formation of students’ skills is relevant. The arguments are based on the analysis of the results of the scientific research carried out at two high schools in Chisinau with the participation of fourth-grade students. The physical education tools proposed in the experimental gro
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Ottoboni, Giovanni, Andrea Ceciliani, and Alessia Tessari. "The Effect of Structured Exercise on Short-Term Memory Subsystems: New Insight on Training Activities." International Journal of Environmental Research and Public Health 18, no. 14 (2021): 7545. http://dx.doi.org/10.3390/ijerph18147545.

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It has been shown that exercise positively affects cognitive abilities, such as frontal functions and long-term memory processes. We tried to understand whether different exercises (i.e., an open-skill activity, a team game, vs. a closed-skill activity, a circuit) might specifically influence different short-term-memory (STM) subsystems of working memory. We examined the effect of a single bout of open- and closed-skill exercises on three STM tasks (i.e., verbal, visuo-spatial, and motor) in children attending the 3rd and 4th classes at primary school. One group was tested before and after (T0
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Pachoulakis, Ioannis, Nikolaos Papadopoulos, and Anastasia Analyti. "Kinect-Based Exergames Tailored to Parkinson Patients." International Journal of Computer Games Technology 2018 (October 30, 2018): 1–14. http://dx.doi.org/10.1155/2018/2618271.

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Parkinson’s disease (PD) is a progressive neurodegenerative movement disorder where motor dysfunction gradually increases. PD-specific dopaminergic drugs can ameliorate symptoms, but neurologists also strongly recommend physiotherapy combined with regular exercise. As there is no known cure for PD, traditional rehabilitation programs eventually tire and bore patients to the point of losing interest and dropping out of those programs just because of the predictability and repeatability of the exercises. This can be avoided with the help of current technology, character-based, interactive 3D gam
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14

Miron, Florin, Dan Monea, and Horea Leonida Ștefănescu. "The Influence of Physical Exercises Carried Out in the Aquatic Environment on Physiological Parameters for 10 – 12 Year Tennis Players." Studia Universitatis Babeş-Bolyai Educatio Artis Gymnasticae 68, no. 4 (2024): 75–86. http://dx.doi.org/10.24193/subbeag.68(4).33.

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The objective of this study is to highlight the effect of physical exercises specific to the game of tennis, carried out in the aquatic environment to optimize the effort capacity of the players practicing this sport on the physiological parameters of the players in this sport. The impact of such an intervention program in the aquatic environment is a multilateral one, having benefits on optimizing performance capacity, maintaining an optimal state of health and opening new horizons for children practicing the game of tennis. A novelty element of this experimental research is represented by th
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Florin, Miron, Monea Dan, and Stefănescu Horea. "The Influence of Physical Exercises Carried Out in the Aquatic Environment on Physiological Parameters for 10 – 12 Year Tennis Players." GYMNASIUM 25, no. 1 (2024): 124–44. http://dx.doi.org/10.29081/gsjesh.2024.25.1.09.

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The objective of this study is to highlight the effect of physical exercises specific to the game of tennis, carried out in the aquatic environment to optimize the effort capacity of the players practicing this sport on the physiological parameters of the players in this sport. A novelty element of this experimental research is represented by the implementation in the training program of tennis players in the aquatic environment and exercises from other sports branches such as swimming, gymnastics and athletics. The intervention program is a bold attempt to weave and combine exercises from dif
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Mukhlif, Ali Khalid, Khalil Ibrahim Sulaiman, and Qusay Rashid Sabti. "The impact of specific anaerobic exercises on the development of kinetic performance speed and skill level for the backcourt smash in volleyball." Retos 62 (October 15, 2024): 31–36. http://dx.doi.org/10.47197/retos.v62.109124.

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This study examined the impact of specific anaerobic exercises on the development of kinetic performance speed ("movement speed") and the skill level of volleyball players in executing the backcourt smash (from position 6). The researchers employed an experimental methodology using a single experimental group with pre- and post-tests. The sample included 12 players from the Abu Risha Volleyball Club participating in the premier league. Over eight weeks, the players underwent three training sessions per week, with three training sessions per week. The practical part of the training sessions beg
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17

Fadakarzadeh, Esmaeil. "Designing Game Techniques and Specific Exercises for English Language Teaching and their Impact on Learning and Retention in 3rd -grade Elementary School Students." International Journal of Psychosocial Rehabilitation 23, no. 4 (2019): 1546–55. http://dx.doi.org/10.37200/ijpr/v23i4/pr190479.

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18

Hadi, Agader, and Ali Ramadan. "The Effect of Special Exercises According to Specific Areas device On Learning low forehand reverse Of Squash Players Aged 13-15 years old." Journal of Physical Education 36, no. 3 (2024): 571–82. http://dx.doi.org/10.37359/jope.v36(3)2024.2150.

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The research aims to prepare special exercises according to specific areas in the accuracy of performing the reverse low blow for squash players, and to identify the effect of special exercises according to specific areas in the accuracy of performing the reverse low blow for squash players. To achieve the goal, the researchers used the experimental method by designing the experimental and control groups with pre- and post-tests to suit it with the research problem. The research population was chosen intentionally, and they are junior squash players aged (13-15) years, who number (12 junior pl
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19

DAMIAN, Cosmin, and Mirela DAMIAN. "Futsal Player Rehabilitation after Anterior Cruciate Ligament (ACL) Reconstruction." Revista Romaneasca pentru Educatie Multidimensionala 10, no. 1 (2018): 62. http://dx.doi.org/10.18662/rrem/18.

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Anterior cruciate ligament (ACL) tears are one of the most common knee injuries in sports. This research provide a scientific basis for the rehabilitation protocol after anterior cruciate ligament (ACL) reconstruction and present a subject experiences in the rehabilitation process after surgery, using futsal specific exercises with the purpose of returning in 6 months to sport activity. The subject which was tested is 18-years-old male, futsal player with anterior cruciate ligament (ACL) reconstruction with a hamstrings autograft. The rehabilitation protocol spans over a 6 month period and was
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20

Szturm, Tony, Aimee L. Betker, Zahra Moussavi, Ankur Desai, and Valerie Goodman. "Effects of an Interactive Computer Game Exercise Regimen on Balance Impairment in Frail Community-Dwelling Older Adults: A Randomized Controlled Trial." Physical Therapy 91, no. 10 (2011): 1449–62. http://dx.doi.org/10.2522/ptj.20090205.

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Background Due to the many problems associated with reduced balance and mobility, providing an effective and engaging rehabilitation regimen is essential to progress recovery from impairments and to help prevent further degradation of motor skills. Objectives The purpose of this study was to examine the feasibility and benefits of physical therapy based on a task-oriented approach delivered via an engaging, interactive video game paradigm. The intervention focused on performing targeted dynamic tasks, which included reactive balance controls and environmental interaction. Design This study was
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SECHKA, S. S. "THE PECULIARITIES OF USING THE ELEMENTS OF THE GAME IN ENGLISH LESSONS AS AN EFFECTIVE METHOD OF TEACHING THE MATERIAL." Scientific papers of Berdiansk State Pedagogical University Series Pedagogical sciences 1, no. 3 (2021): 165–71. http://dx.doi.org/10.31494/2412-9208-2021-1-3-165-171.

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The article considers the effectiveness of the use of game elements in English lessons. It is noted that the teacher can use different methods and techniques in lessons, the article tests the effectiveness of the game method of teaching. The use of game methods can make it easier for the teacher to teach students, because it is easier for the audience to perceive the material in the form of games. With the help of games we create a comfortable psychological atmosphere in the audience, establish equality, give a chance to express themselves to both strong and weak students. Students learn to co
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Mircea Ionut, Olteanu, Badau Dana, and Martoma Alina. "Study on the Identification of Execution Errors, Causes, and Specific Corrective Kinetic and Prophylactic Means in Free Throws in Basketball." GYMNASIUM 25, no. 1 (2024): 94–109. http://dx.doi.org/10.29081/gsjesh.2024.25.1.07.

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The identification of execution errors in real-time correction through an innovative specific device to free throw refinement, and through corrective kinetic and prophylactic exercises adapted to basketball game. The study included 92 subjects structured into sports categories: U14, U16, U18, and by gender: female (46 subjects) and male (46 subjects). Subjects were observed to identify the incidence of execution errors in free throws, their causes and correction methods during the study's testing. The study results highlight the decrease in the number of execution errors between the final and
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Topcu, Iskender. "GAME SITUATION AS A MEANS OF FORMING COMMUNICATIVE COMPETENCES IN STUDENTS." Mountain School of Ukrainian Carpaty, no. 19 (November 27, 2018): 105–8. http://dx.doi.org/10.15330/msuc.2018.19.105-108.

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The article analyzes the role of gaming situations in the process of forming communicative competences in students. A traditional approach to learning is not always justifiable in a modern comprehensive school setting, as it does not adequately provide for intensive acquisition of knowledge.
 The use of the game situation system permits effective shaping, improving and developing the skills and abilities for all types of language activities. The game exercises, when used systematically, help to model the conditions of real communication in the learning process, which in turn leads to an i
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Loluță, A.G. "Intensifying the motor capacity of military firefighters through basketball." ACROSS - A Comprehensive Review of Societal Studies 5/2022, no. 4 (2022): 51–56. https://doi.org/10.5281/zenodo.7853951.

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The aim of this research was to identify new ways to attract and stimulate the body to maintain the capacity of the physical effort of the operational staff within the professional structures for emergency situations, namely military firefighters using the game of basketball. The study was carried out on duty and had as subjects about 30 military personnel, to which a set of strength exercises performed on the specific equipment of the basketball game was applied. The military personnel involved were fully equipped with personal protective equipment consisting of nomex water protection suit, i
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SAVU, Cristian, and Constantin PEHOIU. "Developing Force by Means of Basketball in the Physical Education Lesson." Revista Romaneasca pentru Educatie Multidimensionala 10, no. 1 (2018): 145. http://dx.doi.org/10.18662/rrem/25.

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Basketball, as well as other sports or other activities in general, tends to evolve in line with the conquests of contemporary science and technology.Each teacher has his / her own ideas on the best way to achieve the area of activity in which students have to excel to win, and the statistical means to help them are very varied.Because of the complexity of the physiological effort, it is not wrong to think of basketball, the sporting game with the largest and most complex challenge to the body.In the present paper we wanted to highlight the importance of using the specific means in the basketb
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Smith, M. A. L., and R. B. Rogers. "The Game Show Challenge: Catalyst for Student Participation in Plant Propagation." HortTechnology 8, no. 2 (1998): 238–41. http://dx.doi.org/10.21273/horttech.8.2.238.

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The game-show format, used recurrently in an undergraduate-level, introductory plant propagation course, fostered a friendly, competitive incentive for students to master facts and concepts critical to understanding processes in plant physiology. Because student teams, rather than individuals, served as the contestants in each game, and because game points were never translated into grade points, participants and observers learned from and enjoyed the exercises without anxiety. Propagation-specific clues and questions were prepared for “Wheel of Fortune,” “Win, Lose, or Draw,” and other games.
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Chepka, Olena. "GAME TECHNOLOGIES IN CORRECTIVE AND DEVELOPMENTAL WORK WITH CHILDREN WITH SEVERE SPEECH DISORDERS." Psychological and Pedagogical Problems of Modern School, no. 2(10) (October 31, 2023): 57–66. http://dx.doi.org/10.31499/2706-6258.2(10).2023.290571.

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The article reveals the possibilities of game technologies in corrective and developmental work with children with severe speech disorders. A system of correctional work is proposed, which includes various methods and techniques of logarithmic influence on children of younger preschool age. The purpose and task of the logarithmic influence on children with severe speech disorders is revealed: overcoming this disorder through the development and correction of non-verbal mental functions and communicative behavior, which contributes to the fastest adaptation of the child to the conditions of the
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Musienko, Anton, Zhanna Tsimbalyuk, Olena Nesen, Fadli Ihsan, and Edi Setiawan. "Improving the tactical preparedness of 3x3 basketball players based on the use of improvisational exercises." Health, sport, rehabilitation 10, no. 1 (2024): 76–88. http://dx.doi.org/10.58962/hsr.2024.10.1.76-88.

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Background and purpose Purpose. To improve the tactical interaction of players in 3x3 basketball at the stage of specialized basic training based on the use of specific improvisational exercises, taking into account the specifics of the players’ competitive activity. Material and methods Two groups of basketball players at the stage of specialized basic training, 12 athletes each, took part in the research, taking into account the lack of reliability of differences in the analysed indicators at the beginning of the study (р>0,05). All participants gave an informed consent to partake in this
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Sújar, Aarón, Marina Martín-Moratinos, María Rodrigo-Yanguas, et al. "Developing Serious Video Games to Treat Attention Deficit Hyperactivity Disorder: Tutorial Guide." JMIR Serious Games 10, no. 3 (2022): e33884. http://dx.doi.org/10.2196/33884.

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Video game–based therapeutic interventions have demonstrated some effectiveness in decreasing the symptoms of attention deficit hyperactivity disorder (ADHD). Compared with more traditional strategies within the multimodal treatment of ADHD, video games have certain advantages such as being comfortable, flexible, and cost-efficient. However, establishing the most appropriate type(s) of video games that should be used for this treatment remains a matter of debate, including the commercial existing video games or serious video games that are specifically constructed to target specific disorders.
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Formenti, Damiano, Alessio Rossi, Tindaro Bongiovanni, et al. "Effects of Non-Sport-Specific Versus Sport-Specific Training on Physical Performance and Perceptual Response in Young Football Players." International Journal of Environmental Research and Public Health 18, no. 4 (2021): 1962. http://dx.doi.org/10.3390/ijerph18041962.

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This study aimed to compare the effects of non-sport-specific and sport-specific training methods on physical performance and perceptual response in young football players. Seventy-nine under 11 participants were selected and assigned to non-sport-specific (NSSG), sport-specific (SSG), and control (CNTG) groups. The NSSG training protocol consisted of combined stimuli based on balance, agility, and jump rope drills. The SSG training protocol included technical exercises, defensive and offensive game-based drills, and a small-sided game. The CNTG included the participants not taking part in any
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Parmar, Sanjay Tejraj, Anuprita Kanitkar, Nariman Sepehri, Satish Bhairannawar, and Tony Szturm. "Computer Game-Based Telerehabilitation Platform Targeting Manual Dexterity: Exercise Is Fun. “You Are Kidding—Right?”." Sensors 21, no. 17 (2021): 5766. http://dx.doi.org/10.3390/s21175766.

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There is a need for innovation to improve the engagement and accessibility of rehabilitation programs for children and adults with upper extremity motor impairments due to neurodevelopmental disorders, acquired brain injuries, or spinal cord injuries. For this purpose, a computer game-based telerehabilitation platform (GTP) was developed to address this need. Through the application of a miniature inertial-based computer mouse and the wide variety of commercial computer games, the developed GTP can provide engaging task-specific exercises for the rehabilitation of manual dexterity (object hand
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Araújo, Tiago, Rui Resende, Miguel Camões, and Eduardo Teixeira. "Recovery Training in Football: A Qualitative Study on Coaches' Perspectives." Journal of Sport Pedagogy & Research 2, no. 10 (2024): 14–25. https://doi.org/10.47863/mofx1136.

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Although essential, the choice of specific methods and exercises to optimise football recovery training remains empirical. The execution of training plans with low-intensity exercises (“classic” method) is standard, even if these do not replicate the technical-tactical demands of the game, nor do they have a scientific basis that demonstrates their superior effect. Through semi-structured interviews, this study explored the perspective of five coaches with national and international experience in recovery training and the use of classic or high-intensity recovery methods more closely aligned w
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Greig, Matt, and Jason C. Siegler. "Soccer-Specific Fatigue and Eccentric Hamstrings Muscle Strength." Journal of Athletic Training 44, no. 2 (2009): 180–84. http://dx.doi.org/10.4085/1062-6050-44.2.180.

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Abstract Context: Epidemiologic findings of higher incidences of hamstrings muscle strains during the latter stages of soccer match play have been attributed to fatigue. Objective: To investigate the influence of soccer-specific fatigue on the peak eccentric torque of the knee flexor muscles. Design: Descriptive laboratory study. Setting: Controlled laboratory environment. Patients or Other Participants: Ten male professional soccer players (age = 24.7 ± 4.4 years, mass = 77.1 ± 8.3 kg, V˙o2max = 63.0 ± 4.8 mL·kg−1·min−1). Intervention(s): Participants completed an intermittent treadmill proto
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Melki, Hassan, Mohamed Sami Bouzid, and Youcef Rezguani. "Effect of a Specific Warm-up based on Oppositional Wrestling Games on The Technical Performance and Mental Health of Physical Education Students." Слобожанський науково-спортивний вісник 28, no. 3 (2024): 157–63. http://dx.doi.org/10.15391/snsv.2024-3.007.

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Background and study aim. This study explored the impact of two different specific warm-up protocols (consisting of either opposition games or classical exercises) on technical-tactical performance, intrinsic motivation and stress levels in wrestling schoolchildren. Materials and methods. Sixty-three schoolchildren divided into two parallel groups (specific warm-up opposition game group: EG, n = 18, aged 12.42 ± 0.87 years; and classical specific warm-up group: CG, n = 18, aged 12.41 ± 0.78 years) who completed three 75-minute sessions over four weeks practicing different specific warm-up exer
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Hung, Lillian, Yong Zhao, Michelle Lam, et al. "FEASIBILITY AND ACCEPTABILITY OF GAMIFIED CYCLING EXERCISE IN A LONG-TERM CARE HOME: A QUALITATIVE STUDY." Innovation in Aging 8, Supplement_1 (2024): 1244. https://doi.org/10.1093/geroni/igae098.3979.

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Abstract Gamification can motivate older adults to exercise by transforming physical activities into enjoyable experiences. Incorporating gaming elements in cycling exercises can foster a sense of interest and achievement, potentially improving health outcomes. This study investigated the acceptability and feasibility of motivating residents living in long-term care homes with a gamified cycling exercise. Fourteen residents (13 living with dementia) completed a 4-week gamified cycling exercise twice a week. Safety during exercise was addressed by monitoring heart rate and symptom observation.
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García-Ceberino, Juan M., Ana Bravo, Ernesto de la Cruz-Sánchez, and Sebastián Feu. "Analysis of Intensities Using Inertial Motion Devices in Female Soccer: Do You Train like You Compete?" Sensors 22, no. 8 (2022): 2870. http://dx.doi.org/10.3390/s22082870.

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Intensity research in female soccer is limited. This study aimed to investigate whether female professional soccer players train with external and internal intensities similar to those recorded in real competition. The specific players’ position, the game situation and training task type were analyzed in a total of 18 female players (26.25 ± 3.89 years). The empirical, descriptive and associative study was structured into two parts. Part 1: characterizing the training sessions (n = 13) and official matches (n = 3) using the Integral Analysis System of Training Tasks. The association between sp
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Radu, Antonia, Dana Badau, and Adela Badau. "Improving the Jump Shots of U12 Junior Basketball Players by Implementing a Combined Program of Plyometric and Coordination Exercises Using MyVert Technology." Sensors 24, no. 12 (2024): 3993. http://dx.doi.org/10.3390/s24123993.

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The aim of this study was to investigate the impact of the implementation of an experimental program with combined plyometric and coordination exercises for a time interval of 6 months aimed at improving the jump shots of U12 junior players through the use of information technologies. One hundred seventeen female basketball players, aged between 10 and 12 years (U12), participated in this study. The study subjects were divided into two groups: the experimental group (EG), with 60 (51.3%) subjects, and the control group (CG), with 57 subjects (48.7%). The 6-month experiment program implemented
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Mitusova, E. D. "Students’ physical education comprehensive methodology in pedagogical university using badminton and breathing practices." Severny region: nauka, obrazovanie, kultura 26, no. 2 (2025): 69–76. https://doi.org/10.35266/2949-3463-2025-2-6.

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The conducted pedagogical research included two interrelated components: a diagnostic and analytical (testing) stage and a practice-oriented module aimed at introducing elements of the sports game “Badminton” in the structure of the physical education elective course. The researchers used comprehensive methods, including pedagogical observation, instrumental diagnostics with InBody and the Cardiovisor cardiological screening system, and mathematical and statistical analysis of the empirical data. One of the significant areas of the research was the study of the student’s body functional state
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Gkeka, Eugenia, and Athanasios Drigas. "Ict's and Dysgraphia." Technium Social Sciences Journal 31 (May 9, 2022): 228–40. http://dx.doi.org/10.47577/tssj.v31i1.6423.

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The aim of this review is the recognition of characteristics of “Dysgraphia” or “Dysorthography”, as specific learning disorder in written. Concretely, the diagnostic technological tools enable to recognize the particular characteristics of this disorder. As well as, the offer of the intervention technological tools is been evident with the effectiveness of the different applications. Indeed, the activities and the exercises of these tools on educational and game environment using augmented reality assist the children’s and the adults’ handwriting with Dysgraphia and enhance the writing skills
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Aleksieva, Milena, and Stoyan Denev. "SURVEY ON ADAPTATIONS OF BASKETBALL FOR PEOPLE WITH DISABILITIES." Trakia Journal of Sciences 17, Suppl.1 (2019): 896–900. http://dx.doi.org/10.15547/tjs.2019.s.01.147.

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Adapted physical activity is part of the physical activity in the present-day world. It uses a variety of physical exercises and sports as means of education, good upbringing, improvement and fulfilling life. The aim of adapted physical activity is to provide every person with the opportunity for social communication throughout their lives through physical activity as a preventive measure against the aggravation and complication of their illnesses. This study aims to collect information on the knowledge of the rules of adaptations of the basketball game for people with specific needs. The obje
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Yoo, Dong-Hyun, Sang-Geun Jo, Jaehyun Yoo, and Yong-Seok Jee. "Enhancing neuromuscular function and psychological recovery in knee injury patients through an interactive line game: A sex-specific analysis of randomised controlled trials." Isokinetics and Exercise Science 33, no. 2 (2024): 148–60. https://doi.org/10.1177/09593020241296403.

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Background Although game-based exercises for injured patients are expected to reduce post-traumatic stress disorder (PTSD) and anxiety while improving neuromuscular function and enhancing isokinetic moments, there is a lack of research. Furthermore, it is not known whether there are gender differences in these variables. Objective To verify the effects of the interactive line game (ILG) on psychophysical conditions in knee injury patients. This study also aimed to observe changes in these variables based on gender. Methods A total of 54 patients, aged between 20 and 24 years, were included. Th
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Mar, Marcos Molano, and Santorum Michael. "La narración del Videojuego en el laberinto de la Mise en Abyme"." ASRI. Arte y Sociedad. Revista de Investigación en Arte y Humanidades Digitales, no. 18 (June 10, 2020): 207–18. https://doi.org/10.5281/zenodo.7655171.

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Los videojuegos incorporan a la narración tradicional la capacidad de narrar las historias a través de acciones llevadas a cabo por personajes-jugadores. Esto es solo posible porque la narración del videojuego ha surcado nuevos caminos expresivos por los que hacer transitar sus relatos: frente a la linealidad de trayectos trazados en una sola dirección, propia de ejercicios clásicos, surge el laberinto de recorridos en múltiples direcciones específico del videojuego, y cuya interpretación es finalmente llevada a cabo por el jugador‒person
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Kanitkar, Anuprita, Sanjay Tejraj Parmar, Tony J. Szturm, Gayle Restall, Gina Rempel, and Nariman Sepehri. "Parents' Perspectives on a Computer Game–Assisted Rehabilitation Program for Manual Dexterity in Children With Cerebral Palsy: Qualitative Analysis of Expectations, Child Engagement, and Benefits." JMIR Rehabilitation and Assistive Technologies 8, no. 2 (2021): e24337. http://dx.doi.org/10.2196/24337.

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Background Children with motor impairments affecting the upper extremity benefit from task-specific therapy, such as constraint-induced movement therapy. However, there is a need to improve engagement and compliance with task-specific exercise programs that target manual dexterity for children with cerebral palsy (CP). A computer game–based rehabilitation (GRP) platform was developed that combines fine manipulation and gross movement exercises with engaging game activities appropriate for young children with CP. Objective The objectives of this qualitative analysis were to compare parents’ per
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Bojor, Laviniu. "Game-Based Learning in Modern Military Education: Digital Wargaming as a Tool for Tactical Training." International conference KNOWLEDGE-BASED ORGANIZATION 30, no. 2 (2024): 1–7. http://dx.doi.org/10.2478/kbo-2024-0060.

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Abstract This study examines the effectiveness of digital game-based scenarios and wargaming in developing tactical skills and decision-making abilities among military cadets. Utilizing the ARMA 3 game, three tactical scenarios—offensive, defensive, and stability and support operations—were tested. The study involved cadets from “Nicolae Bălcescu” Land Forces Academy (NBLFA) Sibiu, selected for their interest in gaming, familiarity with ARMA 3, and knowledge of military tactics. The results showed multiple advantages of using game-based scenarios in military training. The immersive environment
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Radu, Antonia, Dana Badau, and Cristian Graur. "Enhancing Physical and Technical Performance in Sport Games through the Implementation of Plyometric Exercise Programs." Timisoara Physical Education and Rehabilitation Journal 17, no. 32 (2024): 1–6. http://dx.doi.org/10.2478/tperj-2024-0001.

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Abstract Aim. The aim of the study was to implement a training program consisting of plyometric exercises using modern technologies to improve the explosive strength of junior basketball players. Material and method. The study addresses this necessity by investigating the transformative impact of a customized plyometric training program on the explosive strength of 19 female basketball players aged 10 to 12. In the study, a two-month program of specific plyometric development exercises adapted to the basketball game was implemented, focused on improving the key parameters of explosive resistan
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Mohammed, Omar, and Ahmed Attia. "Small-sided game activities impact the specific motor skills and skill-related competencies of football players between the ages of 12 and 14 years." Journal of Physical Education 36, no. 4 (2024): 923–40. https://doi.org/10.37359/jope.v36(4)2024.1924.

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This research aims to investigate the effects of S.S.G. exercises on motor and skill competencies in individuals aged 12 to 14 years. The playing style fulfills several objectives for coaches to enhance the proficiency of their players, particularly in age-specific categories. Motor abilities immediately influence skill capabilities, thereby conferring a significant advantage to the team. Age groups require emphasis since they constitute the essential foundation for elite teams and the extensive base for national teams. Consequently, they ought to be advanced to more rigorous and meticulously
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Alexandru, Oprean, Puni Alexandru-Rares, Ungurean Bogdan-Constantin, and Cojocariu Adrian. "Optimizing speed and agility in a volleyball game – Junior players." New Trends and Issues Proceedings on Humanities and Social Sciences 8, no. 3 (2021): 09–20. http://dx.doi.org/10.18844/prosoc.v8i2.6157.

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The present study aims to identify if and how motor skills such as speed and agility can be improved by using training activities corresponding to performance in volleyball. The experiment included a total of 16 male athletes (17–18 years old), divided into two groups (control and experimental group). The tests applied in the research were the Illinois test and the Hexagon test, since speed, agility and quickness are essential to high performance in volleyball. After the initial tests, the experimental group became part of a 6-week training programme, designed to learn and master speed and agi
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Ravier, Gilles, Claire Hassenfratz, and Romain Bouzigon. "Reproducibility of heart rate and perceptual demands of game-based training drills in handball players." Brazilian Journal of Kinanthropometry and Human Performance 19, no. 5 (2017): 515. http://dx.doi.org/10.5007/1980-0037.2017v19n5p515.

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Game-based training are popular in team-sports; however there is a lack of research specific to team handball. The aim of this study was to assess i) the test-retest reliability of heart rate (HR), time spent in HR zone intensities and rating of perceived exertion of a novel small-sided game, ii) and whether it is comparable to that of generic intermittent shuttle running and match play with team handball players. Fourteen elite male handball players completed each exercise comprising two periods of 10min interspersed with 2min recovery in separate occasions and repeated them one week apart. E
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Suransky, Leonard, Ulrich Mans, and Gideon Shimshon. "Training the Warrior-Diplomat: Enhancing Negotiation and Conflict Management Skills through Experiential Learning." International Negotiation 15, no. 2 (2010): 247–80. http://dx.doi.org/10.1163/157180610x506974.

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AbstractDespite the wealth of experience among simulation scholars, there is still little consensus on how to link gaming attributes to specific learning objectives. This article aims to contribute to this discussion and argues that specific simulation design can lead to reaching predefined learning objectives. The authors present a teaching project developed and executed for the Netherlands Defense Academy, how it was set up in 2005, and the way it evolved over time. The authors discuss how the methodology fits into the academic debate on the strengths of experiential learning. The simulation
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Finco, Mateus David, Richard Santin Rocha, Rafael Wailla Fão, and Fabiana Santos. "Let's Move!" International Journal of Game-Based Learning 8, no. 2 (2018): 44–54. http://dx.doi.org/10.4018/ijgbl.2018040104.

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The aim of this article was to analyze how players of Pokémon GO could adopt a healthier and active lifestyle meanwhile or after using the game, observing how active they could become in their daily routines. The methodology involved a qualitative analysis involving a sample with players who were invited to complete an online questionnaire to answer specific questions about lifestyle and healthy choices. This study involved 125 players (84 males and 41 females) in the city of Pelotas (South of Brazil) that have played for at least six months the game. As results, it was possible to observe tha
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