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1

Amran, Amran. "Desarrollo de medios de aprendizaje para un gran juego de pelota basado en el aprendizaje en línea para estudiantes de secundaria vocacional de clase XI: viabilidad y eficacia (Developing Learning Media for an Online Learning-Based Big Ball Game at Class XI Vocational High School Students: Feasibility and Efficacy)." Retos 50 (September 5, 2023): 724–36. http://dx.doi.org/10.47197/retos.v50.99235.

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Esta investigación tiene como objetivo producir un medio de aprendizaje, determinar su viabilidad y evaluar la eficacia de los medios de aprendizaje de juegos de pelota grandes basados ​​en el aprendizaje en línea para mejorar el conocimiento de los estudiantes. Este estudio adopta un enfoque de investigación y desarrollo (I+D) con un modelo 4-D. Los pasos de la investigación consisten en: (1) Definición, (2) Diseño, (3) Desarrollo y (4) Difusión. La validación del producto la llevan a cabo dos expertos en la materia, dos expertos en medios y dos expertos en aprendizaje. Los sujetos de prueba
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Jamaluddin Imamy, Nanik Indahwati, and Demy Ilmiawan. "Upaya Meningkatkan Motivasi Belajar Peserta Didik dalam Pembelajaran PJOK Melalui Permainan Hijau Hitam." Journal of Creative Student Research 2, no. 5 (2024): 155–63. https://doi.org/10.55606/jcsr-politama.v2i5.4338.

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The aim of this research is to determine the increase in student learning motivation in PJOK (Physical Education, Sports, and Health) through the Green-Black game. The method used in this research is the classroom action research (CAR) method. The research was divided into two cycles. From the data obtained in cycle 1, the average student learning motivation was 43.9%, and in cycle 2, it increased to 74.72%, showing an average increase of 30.82%. Thus, there was a significant increase in student learning motivation. This data also serves as evidence of the success of using the Green-Black game
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Sazaki, Yoppy, Hadipurnawan Satria, Anggina Primanita, and Muhammad Syahroyni. "Analisa Perbandingan Algoritma A* dan Dynamic Pathfinding Algorithm dengan Dynamic Pathfinding Algorithm untuk NPC pada Car Racing Game." Jurnal Teknologi Informasi dan Ilmu Komputer 5, no. 1 (2018): 95. http://dx.doi.org/10.25126/jtiik.201851544.

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Permainan mobil balap adalah salah satu permainan simulasi yang membutuhkan <em>Non-Playable Character</em> (NPC) sebagai pilihan lawan bermain ketika pemain ingin bermain sendiri. Dalam permainan mobil balap, NPC membutuhkan <em>pathfinding</em> untuk bisa berjalan di lintasan dan menghindari hambatan untuk mencapai garis finish. Metode <em>pathfinding</em> yang digunakan oleh NPC dalam game ini adalah <em>Dynamic Pathfinding Algorithm</em> (DPA) untuk menghindari hambatan statis dan dinamis di lintasan dan Algoritma A* yang digunakan untuk menc
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Loluță, Adrian Gabriel. "Maintaining the Motor Capacity of Military Firefighters Through the Football Game." GYMNASIUM 23, no. 2 (2022): 74–85. http://dx.doi.org/10.29081/gsjesh.2022.23.2.05.

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The aim of this research was to identify new ways of attracting and stimulating the body to maintain the motor capacity of operational personnel in professional structures for emergencies, namely military firefighters using the game of football. The experiment tookplace on duty and had as subjects about 40 military personnel, to which the tactics and technique specific to the game of football were applied. After completing the motor training performed and carried out on the synthetic sports field inside the unit, as well as when the weather conditions are unfavorable or in the cold season, res
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Lubis, Siska Wulan Dari. "THE ADOPTION OF FLY SWATTER GAME TO IMPROVE STUDENTS’ VOCABULARY MASTERY AT MTS HIFZIL QUR’AN MEDAN." BRIGHT VISION Journal of Language and Education 1, no. 1 (2021): 106. http://dx.doi.org/10.30821/brightvision.v1i1.1051.

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<p>This study was aimed to find out improving students’ vocabulary mastery by using Fly Swatter Game at Mts Hifzil Qur’an Medan. The study was conducted by using Classroom Action Research (CAR). The research was conducted into two cycles of action and consisted of four meetings for each cycle. The procedures of the research were planning, action, observation, and reflection. The sample of the research were the first grade of Mts Hifzil Qur’an Medan chosen by saturation sampling. Overall, the total number of the sample was 30 students consisting of all boys.</p><p>Furthermore,
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Run-Lu Zhu, Run-Lu Zhu, Jie Wang Run-Lu Zhu, and Sheng-Jie Zhao Jie Wang. "Categorical Learning-based Line-up Prediction in the Drafting Process of MOBA Games." 網際網路技術學刊 24, no. 2 (2023): 411–19. http://dx.doi.org/10.53106/160792642023032402019.

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<p>In recent years, the e-sports industry has witnessed a rapid development, setting a wave of social and economic influence all over the world. Among these, multiplayer online battle arena (MOBA) games, represented by Dota2 account for the largest share in the number of games, audience, and prizes. As the beginning of the MOBA games, the drafting phase is of great importance due to its impact on the outcome of the game. Therefore, line-up prediction in the drafting process is an important research field in e-sports. Nonetheless, different MOBA games have different hero pools, different
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Garcia, Franc, Hugo Salazar, and Jordan L. Fox. "Differences in the Most Demanding Scenarios of Basketball Match-Play between Game Quarters and Playing Positions in Professional Players." Montenegrin Journal of Sports Science and Medicine 11, no. 1 (2022): 15–28. http://dx.doi.org/10.26773/mjssm.220302.

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The purpose of this study was to compare the most demanding scenarios (MDS) encountered by professional basketball players across game quarters and playing positions during official match-play. Ten professional bas- ketball players were monitored during 11 matches using a local positioning system. Peak physical demands were measured via total distance, distance >18 and >21 km·h -1 , number of sprints >18 and >21 km·h -1 , and number of accelerations and decelerations >2 and >3 m∙s -2 captured over 30, 60, 120, 180, and 300-s rolling averages. Linear mixed models and effect si
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8

Saptaningrum, Saptaningrum. "Upaya Meningkatkan Hasil Belajar Matematika Tema 1 Diriku pada Peserta Didik Kelas I B SD Negeri Kasreman Melalui Permainan Scrabble di Semester I Tahun Pelajaran 2018/2019." JPI (Jurnal Pendidikan Indonesia): Jurnal Ilmiah Pendidikan 5, no. 2 (2019): 50. http://dx.doi.org/10.20961/jpiuns.v5i2.46352.

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<p>The type of this research is a Class Action Research (CAR) with the purpose to<br />analyze the Mathematic learning outcome on the First Chapter about Myself of the students of<br />Class I B the Elementary School of Kasreman with the scrabble game on the first Semester of<br />the 2018/2019 year academic. The subjects of this research are the students of Class I B the<br />Elementary School of Kasreman on the first Semester of the 2018/2019 year academic as much<br />as twenty three children; consist of ten boys and thirteengirls. The data resources of t
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Aryadi, Dedi, and Ira Arini. "Teaching Sepaktakraw by Developing a Motion Ball-Based Soccer Training Model." QALAMUNA: Jurnal Pendidikan, Sosial, dan Agama 15, no. 1 (2023): 503–14. http://dx.doi.org/10.37680/qalamuna.v15i1.3932.

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The sepaktakraw game is a team sport played by 3 people. Mastery of sepaktakraw skills cannot be separated from mastery of specific game techniques, namely kickkick/service techniques. Kick-off/service is a unique technique used to start the game in the sepaktakraw game, so many people say kick-off/service is the most important in the sepaktakraw game. This research aims to determine the procedures and feasibility of developing a training model in extracurricular learning for sepaktakraw sports, which is research using the R&D research method (Research and Development type ADDIE. The metho
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Hadinata, Reza, Mohd Adrizal, Wawan Junresti Daya, Roli Mardian, Muhammad Ilham, and Yovhandra Ockta. "Developing Of Cognitive Assessment Instrumens Of High Order Thinking Skills In Small Ball Game Material." JETL (Journal of Education, Teaching and Learning) 9, no. 1 (2024): 101. http://dx.doi.org/10.26737/jetl.v9i1.5827.

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<span lang="EN-AU">The Instrument of Higher Level Thinking Skills in Small Ball Games is an assessment instrument in sports subjects, especially in the sports of tennis, table tennis and badminton. This instrument is used to measure students' Higher Level Thinking abilities. This study aimed to: (1) produce a test instrumen that is feasible and meets the requirements for use in measuring the </span><span lang="EN-AU">Higher Order Thinking Skills of students majoring in Sports Education</span><span lang="EN-AU">, and (2) find out the characteristics of the instrume
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Reza, Md Nasim, Md Hamidur Rahman, Muhammad Shahidul Islam, Dessalegn Wase Mola, and Syed Murtaza Hussain Andrabi. "Assessment of Motor Fitness Metrics among Athletes in Different Sports: An Original Research." Physical Education Theory and Methodology 24, no. 1 (2024): 47–55. http://dx.doi.org/10.17309/tmfv.2024.1.06.

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Background. Motor fitness is one of the keys to athletes’ success and is the initial factor mixed with game-specific technique and tactics that has an impact on game performance. All athletes should incorporate these elements into their sport and game actions. Study purpose. The aim of this study was to evaluate differences in motor fitness metrics among university-level male athletes participating in various sports. Materials and methods. Sixty (60) male athletes, ranging in age from 18 to 25 years, were selected from six different sports: Athletics, Basketball, Cricket, Football, Handball, a
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Wirdawati, Wirdawati, and Syahrul Ismet. "Peningkatan kemampuan berhitung melalui permainan congklak modifikasi." JPGI (Jurnal Penelitian Guru Indonesia) 3, no. 2 (2018): 110. http://dx.doi.org/10.29210/02296jpgi0005.

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<em>This study aims to determine the improvement of children's numeracy skills through modified congklak games. The type of research used is classroom action research (CAR). The research subjects were 15 students of the Generation of West Pasaman Kindergarten. The time used in this study was 2 months, from July to August 2018. The study was conducted in 2 cycles. Data collection is done by observation and documentation study. Data were analyzed by percentage techniques. The results of the study on the implementation of the first cycle of the first meeting until the third meeting showed a
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Muryani, Sri. "Teams Games Tournament Untuk Meningkatkan Motivasi Belajar Dan Kemampuan Berlatih Lari Pada Siswa Kelas 3 SD Negeri Nganjat Polanharjo Klaten 2018/2019 Semester I." JPI (Jurnal Pendidikan Indonesia): Jurnal Ilmiah Pendidikan 5, no. 4 (2019): 260. http://dx.doi.org/10.20961/jpiuns.v5i4.46431.

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<p>The purpose of this study was to find out: (1) Student learning motivation in learning Penjasas with teams games tournament in third grade students of Nganjat Polanharjo Public Elementary School in Klaten Regency 2018/2019; (2) Ability to practice student running in learning Penjasas with team games tournament models for third grade students of Nganjat Polanharjo Elementary School in Klaten Regency 2018/2019. This type of research is Classroom Action Research (CAR), with research procedures: planning, action, observation, and reflection. Data collection techniques use: observation, in
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Wong, Febrio Immanuel, Lasmery Rosentauly Meissalinya Girsang, and Ni Putu Limarandani. "Pengaruh Terpaan Iklan Free Fire dan Kredibilitas Komunikator Tretan Muslim terhadap Keputusan Pembelian Item Game Free Fire di Line Open Chat Gamers Indonesia." Journal of Business & Applied Management 15, no. 2 (2022): 153. http://dx.doi.org/10.30813/jbam.v15i2.3811.

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<p>Free Fire (FF), a shooting simulator game, is one of the most successful games in Indonesian e-sports in 2021, besides Asia and Latin America for the last two years. Besides advertising, the success of this game is also marked by the presence of Tretan Muslim (a comic/content creator) as the brand ambassador. By using the Theory of the Elaboration Likelihood Model (ELM), it is assumed that actions can be formed or changed by being influenced by the ability to influence the communicator and the existence of a message of persuasion. Including, influencing the decision to purchase Free F
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15

Lim, In-Soo. "Effects of supplement L-theanine on cognitive anxiety, salivary alpha-amylase, and cortisol in archery competition." Physical Activity and Nutrition 28, no. 4 (2024): 070–74. https://doi.org/10.20463/pan.2024.0034.

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[Purpose] Archery is a representative sport requiring high levels of concentration. Accordingly, assessing participants’ physiological and psychological factors related to tension, anxiety, and stress represents a valuable resource for enhancing performance. This study examines the impact of L-theanine administration on archers' cognitive anxiety levels, salivary alpha-amylase (sAA), and salivary cortisol (sC) in archery competition.[Methods] The study included 18 athletes from women's colleges who participated in the 50-meter individual competition at the 40th president's cup national archery
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Shi, Xuanke, Quan Wang, Chao Wang, et al. "An AI-Based Curling Game System for Winter Olympics." Research 2022 (October 26, 2022): 1–17. http://dx.doi.org/10.34133/2022/9805054.

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The real-time application of artificial intelligence (AI) technologies in sports is a long-standing challenge owing to large spatial sports field, complexity, and uncertainty of real-world environment, etc. Although some AI-based systems have been applied to sporting events such as tennis, basketball, and football, they are replayed after the game rather than applied in real time. Here, we present an AI-based curling game system, termed CurlingHunter, which can display actual trajectories, predicted trajectories, and house regions of curling during the games via a giant screen in curling stadi
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Chalmers, Peter, Kathryn Mcelheny, John Dangelo, Kevin Ma, Dana Rowe, and Brandon Erickson. "Is Workload Associated with Internal Impingement in Professional Baseball Players? An Analysis of Days of Rest, Innings Pitched and Batters Faced (221)." Orthopaedic Journal of Sports Medicine 9, no. 10_suppl5 (2021): 2325967121S0032. http://dx.doi.org/10.1177/2325967121s00329.

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Objectives: Determine if workload; as measured by number of days rest between outings, innings pitched, batters faced, and being a starting pitcher; associates with risk for internal impingement in professional baseball pitchers. Methods: All professional baseball pitchers who were diagnosed with internal impingement between 2011-2017 were identified using the major league baseball (MLB) Health and Injury Tracking System (HITS). A separate player usage dataset was used to determine workload. We then compared workload variables between pitcher-games 2, 6, 12, and >12 weeks prior to documente
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Rago, Vincenzo, Adrian Muschinsky, Kasper Deylami, Magni Mohr, and Jeppe F. Vigh-Larsen. "Weekly Training Load in Elite Male Ice Hockey: Practice Versus Competition Demands." International Journal of Sports Physiology and Performance 17, no. 2 (2022): 270–77. http://dx.doi.org/10.1123/ijspp.2021-0188.

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Purpose: The aim of this study was to compare training load (TL) between practice and games across in-season microcycles in elite Danish male ice hockey. Methods: Practice sessions and game data were collected using a wearable 200-Hz accelerometer, heart rate (HR) recording, and rating of perceived exertion (RPE) throughout 23 practice sessions and 8 competitive games (n = 427 files) and examined in relation to the number of days before the game (game day minus). Results: Total accelerations, accelerations >2 m·s−2 (Acc2), total decelerations, decelerations less than −2 m·s−2 (Dec2), time &
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Brandenburg, Jason P., and Michael Gaetz. "Fluid Balance of Elite Female Basketball Players Before and During Game Play." International Journal of Sport Nutrition and Exercise Metabolism 22, no. 5 (2012): 347–52. http://dx.doi.org/10.1123/ijsnem.22.5.347.

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This study determined the fluid balance of elite female basketball players before and during competition. Before and during 2 international games, 17 national-level players (age 24.2 ± 3 yr, height 180.5 ± 6 cm, mass 78.8 ± 8 kg) were assessed. Fluid-balance assessment included pregame hydration level as determined by urine specific gravity (USG), change in body mass during the game, ad libitum intake of water or sports drink, and estimated sweat losses. Mean (± SD) USG before Game 1 was 1.005 ± 0.002 and before Game 2 USG equaled 1.010 ± 0.005. Players lost an average of 0.7% ± 0.8% and 0.6%
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Henkaryansyah, Ghani, Asep Angga Permadi, Azhar Ramadhana Sonjaya, and Alam Hadi Kosasih. "Efforts To Improve Shooting Accuracy Through The Target Situations Game Approach In Petanque Sports." Indonesian Journal of Physical Education and Sport Science 4, no. 4 (2024): 466–74. http://dx.doi.org/10.52188/ijpess.v4i4.855.

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Study purpose. This study sought to ascertain whether the target scenario game strategy improved petanque shot accuracy. Training with target situation games seeks to accomplish a certain goal, which calls for coordination, accuracy, and precision. Materials and Methods. True Experimental One Group Pretest-Posttest Control Group Design is the name given to this kind of study. 16 participants made up the study's population. The study's sample consisted of sixteen individuals. This study's sample was selected using the total sampling technique. The shooting game is the test tool employed in this
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Prieto Andreu, Joel Manuel. "Paleocontacto GT: fusionando ejercicio físico con un juego de mesa (GT Paleocontact: fusing physical exercise with a board game)." Retos 59 (August 5, 2024): 892–902. http://dx.doi.org/10.47197/retos.v59.107734.

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Se explora el uso de juegos de mesa como herramienta para mejorar la condición física en estudiantes de Ciencias de la Actividad Física y del Deporte. Inspirado en el juego "Splendor", el proyecto adapta sus mecánicas para incorporar desafíos físicos, creando un entorno educativo lúdico y motivador. El objetivo principal es diseñar un juego de mesa activo que promueva la actividad física y el desarrollo de la condición física de los estudiantes. El diseño del estudio es cuasiexperimental, transversal y cuantitativo, con una muestra de nueve estudiantes. La metodología se divide en tres fases:
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Karisman, Vicki Ahmad. "Hybrid sports education and step game approach: Improving volleyball skills." Jurnal SPORTIF : Jurnal Penelitian Pembelajaran 9, no. 1 (2023): 110–24. http://dx.doi.org/10.29407/js_unpgri.v9i1.18817.

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Mastering the technique of playing volleyball is important for every player. This will come in handy in gaming. Mastering it will make it easier to play and win. This study aims to determine whether step play and a hybrid approach to sport instruction will improve the skills of volleyball players. An experimental research methodology using a one-shot case study design was applied. This study was attended by 36 elementary school students using total sampling technique. They were instructed to participate in a joint sports education program between the Sport Education Model (SEM) and the Step Ga
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Pliauga, Vytautas, Sigitas Kamandulis, Gintarė Dargevičiūtė, et al. "The Effect of a Simulated Basketball Game on Players’ Sprint and Jump Performance, Temperature and Muscle Damage." Journal of Human Kinetics 46, no. 1 (2015): 167–75. http://dx.doi.org/10.1515/hukin-2015-0045.

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AbstractDespite extensive data regarding the demands of playing basketball, the relative importance of factors that cause fatigue and muscle potentiation has been explored only tentatively and remains unclear. The aim of this experimental field study was to assess changes in leg muscle power and relate these changes to body temperature modifications and indices of exercise-induced muscle damage in response to a simulated basketball game. College-level male basketball players (n=10) were divided into two teams to play a simulated basketball game. Ten-meter sprint and vertical counter-movement j
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Taryma, Stanisław, Grzegorz Ronowski, Krzysztof Brzozowski, Łukasz Lichota, Marcin Miotk, and Paweł Miodoński. "Duomoto sport car with two-strolled transmission systems." AUTOBUSY – Technika, Eksploatacja, Systemy Transportowe 19, no. 9 (2018): 173–78. http://dx.doi.org/10.24136/atest.2018.310.

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The sports car, powered by two engines, designed and built by a team of four graduates of the Faculty of Mechanical Engineering at the Gdańsk University of Technology is prezented. One (engine) of them was placed at the front of the vehicle. It transmits the torque to the wheels of the front axle through a combined system. The second engine, located at the rear of the vehicle, in the same way transmits the drive torque to the wheels of the rear axle. The car named Duomoto was built on the basis of two Volkswagen Golf GT. It was subjected to road tests. The test results and conclusions are incl
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Pengelly, Michael, Nathan Elsworthy, Joshua Guy, Aaron Scanlan, and Michele Lastella. "Player Chronotype Does Not Affect In-Game Performance during the Evening (>18:00 h) in Professional Male Basketball Players." Clocks & Sleep 3, no. 4 (2021): 615–23. http://dx.doi.org/10.3390/clockssleep3040044.

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Sport-specific skills display diurnal variation across various team sports such as badminton and tennis serving accuracy and soccer dribbling, volleying, and chipping execution. However, the effects of athlete chronotype on in-game sport-specific skill performance according to time of day across team sports is not well understood. Therefore, the aim of this study was to identify the effect of player chronotype on in-game basketball performance during evening games. Professional male basketball players (n = 11) completed a morningness–eveningness questionnaire and were categorized according to
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Fox, Jordan L., Jesse Green, and Aaron T. Scanlan. "Not All About the Effort? A Comparison of Playing Intensities During Winning and Losing Game Quarters in Basketball." International Journal of Sports Physiology and Performance 16, no. 9 (2021): 1378–81. http://dx.doi.org/10.1123/ijspp.2020-0448.

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Purpose: To compare peak and average intensities encountered during winning and losing game quarters in basketball players. Methods: Eight semiprofessional male basketball players (age = 23.1 [3.8] y) were monitored during all games (N = 18) over 1 competitive season. The average intensities attained in each quarter were determined using microsensors and heart-rate monitors to derive relative values (per minute) for the following variables: PlayerLoad, frequency of high-intensity and total accelerations, decelerations, changes of direction, jumps, and total inertial movement analysis events co
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Dunican, Ian C., Charles C. Higgin, Kevin Murray, et al. "Sleep Patterns and Alertness in an Elite Super Rugby Team During a Game Week." Journal of Human Kinetics 67, no. 1 (2019): 111–21. http://dx.doi.org/10.2478/hukin-2018-0088.

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AbstractSleep is a vital component of preparation, performance and recovery for a Super Rugby game. The purpose of this study was to quantify sleep behaviours and alertness of professional rugby union players during training and a game. Thirty-six rugby union players from a Super Rugby team wore a wrist-activity device (Readiband™) to measure sleep for 3 days before, 3 days after and on the night of an evening game. Players were separated into those selected to play the game (n = 23) and those who were not (n = 13). Alertness was assessed for all training and game times using bio-mathematical
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Budiman, Ardhika Restu, Atrup ., and Wasis Himawanto. "Improvement of Sports Learning Using the Traditional Games of Dragon and Gedrik with a Scientific Approach to Students Class VIII SMPN 1 Watulimo in 2020." International Journal of Research and Review 9, no. 6 (2022): 322–28. http://dx.doi.org/10.52403/ijrr.20220633.

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The purpose of this study was to determine the improvement of student learning outcomes in class VIII SMPN 1 watulimo with 11 students from two classes with two groups using a scientific approach and traditional games. This study uses a Classroom Action Research (CAR) approach with class VIII SMPN 1 Watulimo research subjects, this research was carried out in two cycles using instruments in the form of lesson plans, teacher observation sheets, student observation sheets, student interview sheets and tests in each cycle. The conclusion of this research showed that in the first cycle of group I
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Mohammad Fikriansyah Idzi’ Layyinnati. "Pengaruh Media Pembelajaran Berbasis Website (Wordwall) Terhadap Hasil Belajar Peserta Didik Pada Mata Pelajaran Fiqih Kelas VII Di Sekolah Menengah Pertama Muhammadiyah 07 Paciran." Jurnal Pendidikan Islam 1, no. 1 (2022): 1–32. http://dx.doi.org/10.37286/jmp.v1i1.133.

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This study uses the application of the classroom action research model (CAR) with the aim of knowing learning outcomes in fiqh class VII subjects through wordwall game media because after using wordwall game media students obtain complete learning outcomes at SMP Muhammadiyah 07 Blimbing, Paciran for the 2020/2021 academic year. . The population in this study were all seventh grade students at SMP Muhammadiyah 07 Blimbing, Paciran for the 2020/2021 academic year, totaling 50 students. In this study, the data collection technique used was the observation method.
 From the results of data p
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Mohammad Fikriansyah and Idzi’ Layyinnati. "Pengaruh Media Pembelajaran Berbasis Website (Wordwall) Terhadap Hasil Belajar Peserta Didik Pada Mata Pelajaran Fiqih Kelas VII Di Sekolah Menengah Pertama Muhammadiyah 07 Paciran." Jurnal Mahasiswa Pendidikan 4, no. 2 (2023): 1–34. http://dx.doi.org/10.37286/jmp.v4i2.248.

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This study uses the application of the classroom action research model (CAR) with the aim of knowing learning outcomes in fiqh class VII subjects through wordwall game media because after using wordwall game media students obtain complete learning outcomes at SMP Muhammadiyah 07 Blimbing, Paciran for the 2020/2021 academic year. . The population in this study were all seventh grade students at SMP Muhammadiyah 07 Blimbing, Paciran for the 2020/2021 academic year, totaling 50 students. In this study, the data collection technique used was the observation method.From the results of data processi
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Martyniuk, Y., and V. Dzhym. "Comparative analysis of indicators of general physical fitness of qualified boxers of different manners of conducting a fight." Єдиноборства, no. 4(30) (November 1, 2023): 79–88. http://dx.doi.org/10.15391/ed.2023-4.08.

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Purpose: to carry out a comparative analysis of indicators of the general physical fitness of skilled boxers of different manners of conducting a fight. Material and methods. The following research methods were used in the work: theoretical analysis and generalization of scientific and methodical literature; pedagogical research; pedagogical testing; methods of mathematical statistics. The research was conducted on the basis of Children and Youth Sports School № 9 (Kharkiv) and Children and Youth Sports School № 2 (Poltava). The research involved 25 skilled boxers aged 17-19 years old, of diff
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Ferioli, Davide, Aaron T. Scanlan, Daniele Conte, Emanuele Tibiletti, and Ermanno Rampinini. "The Business End of the Season: A Comparison Between Playoff and Regular-Season Workloads in Professional Basketball Players." International Journal of Sports Physiology and Performance 16, no. 5 (2021): 655–62. http://dx.doi.org/10.1123/ijspp.2020-0405.

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Purpose: To quantify and compare the internal workloads experienced during the playoffs and regular season in basketball. Methods: A total of 10 professional male basketball players competing in the Italian first division were monitored during the final 6 weeks of the regular season and the entire 6-week playoff phase. Internal workload was quantified using the session rating of perceived exertion (s-RPE) method for all training sessions and games. A 2-way repeated-measures analysis of variance (day type × period) was utilized to assess differences in daily s-RPE between game days, days within
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Mohd Sidek, Nur Nashruha, Maziah Mat Rosly, and Nasrul Anuar Abd Razak. "Children’s Physiological and Perceptual Responses to Sports Exergames When Played in Different Positions." Children 10, no. 9 (2023): 1489. http://dx.doi.org/10.3390/children10091489.

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Today’s children are prone to becoming involved in exergames, but their positions during play have not been sufficiently investigated to determine whether the positions they adopt result in equal responses. The design of this study involved the collection of physiological and perceptual responses (i.e., heart rate (HR), rating of perceived exertion, and enjoyment score) during exergames in three different sports (bowling, tennis, and boxing) with players in different positions (sitting and standing). The participants played each game for 10 min while their HR was recorded. After the gameplay,
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Suprianto, Diki, Widi Syahtia Pane, and Godefridus Bali Geroda. "Improving Students Listening Skill by Using Audio Game “Blind Legend Game” at SMA 1 Siluq Ngurai." Inquest Journal 1, no. 02 (2023): 140–45. https://doi.org/10.53622/ij.v1i02.161.

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AbstractBackground:Listening is one of the basic English skill that mus be mastered. Listening is a listen activity where we hear something, be it a speech, a lecture, or an explanation about something from someone else, where we not only hear but also have to listen and understand and then gain new knowledge from what we hear (Tyagi, 2013).Methodology:This research doing by Classroom Action Research method. The subject of this research was XI-MIPA grade of SMA Negeri 1 SILUQ NGURAI 2022/2023 year of academic and consist of 29 students member. The objective of this research was to improve stud
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Gréhaigne, Jean-Francis, Paul Godbout, and Daniel Bouthier. "Performance Assessment in Team Sports." Journal of Teaching in Physical Education 16, no. 4 (1997): 500–516. http://dx.doi.org/10.1123/jtpe.16.4.500.

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The purpose of this paper is to discuss a procedure to assess individual performance in team sports in contexts of preassessment and formative assessment. An authentic assessment procedure based on the observation of players’ actions during matches yielded two performance indices: the efficiency index and the volume of play. A general nomogram is suggested for use with various team sports in order to produce a single performance score combining both indices. Content validity, concurrent validity (.74), and ecological validity are discussed. The interobserver reliability (>.90) of the data a
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Fox, Jordan L., Aaron T. Scanlan, Robert Stanton, Cody J. O’Grady, and Charli Sargent. "Losing Sleep Over It: Sleep in Basketball Players Affected by Game But Not Training Workloads." International Journal of Sports Physiology and Performance 15, no. 8 (2020): 1117–24. http://dx.doi.org/10.1123/ijspp.2019-0676.

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Purpose: To examine the impact of workload volume during training sessions and games on subsequent sleep duration and sleep quality in basketball players. Methods: Seven semiprofessional male basketball players were monitored across preseason and in-season phases to determine training session and game workloads, sleep duration, and sleep quality. Training and game data were collected via accelerometers, heart-rate monitors, and rating of perceived exertion (RPE) and reported as PlayerLoad™ (PL), summated heart-rate zones, and session RPE (sRPE). Sleep duration and sleep quality were measured u
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Suzuki, Katsunori, Daisuke Yoneoka, Masakazu Terada, Katsuyuki Kenjo, Toshiya Koyanagi, and Yuki Suzuki. "Injury rate and characteristics in Japanese male professional ice hockey players: prospective study of 60 players over 10 seasons." BMJ Open Sport & Exercise Medicine 10, no. 1 (2024): e001720. http://dx.doi.org/10.1136/bmjsem-2023-001720.

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ObjectivesWe aimed to assess the injury rate and characteristics in Japanese male professional ice hockey players.MethodsThis study involved an inclusive cohort of male ice hockey players from a Japanese professional team competing in the 2010–2011 through the 2019–2020 seasons. An injury was defined as the ‘time-loss and medical attention’ definition of the International Ice Hockey Federation. All injuries that occurred during games and practice sessions were recorded daily on injury charts by the team athletic trainers and/or physician. Game-related injury rates were analysed using both the
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Nordstrøm, Anine, Roald Bahr, Lena K. Bache-Mathiesen, Ben Clarsen, and Ove Talsnes. "Association of Training and Game Loads to Injury Risk in Junior Male Elite Ice Hockey Players: A Prospective Cohort Study." Orthopaedic Journal of Sports Medicine 10, no. 10 (2022): 232596712211296. http://dx.doi.org/10.1177/23259671221129646.

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Background: Training and game loads are potential risk factors of injury in junior elite ice hockey, but the association of training and game loads to injuries is unknown. Purpose: To investigate the association of chronic training and game loads to injury risk in junior male elite ice hockey players. Study Design: Cohort study; Level of evidence, 2. Methods: In this prospective cohort study, we monitored all health problems among 159 male junior ice hockey players (mean age, 16 years; range, 15-19 years) at sports-specific high schools during the 2018-2019 school year. Players reported their
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Tabaković, S., G. Videnović, M. Mirković, and D. Krasić. "RECONSTRUCTION DEFECT RECONSTRUCTION DEFECT ORBITAL FLOOR WITH SYMPHYSEAL WITH SYMPHYSEAL GRAFT." Praxis medica 36, no. 1 (2008): 127–28. http://dx.doi.org/10.70949/pramed200801239t.

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<p>Fracture of orbital floor is relatively frequenthly injuries. Fractures can appear same in war or peacefull conditions. War injuries can be bursting, and in many cases is very hard, with fracture, dislocation and defect more of orbit walls. Peacefulls injuries orbital floor appear mostly in car exident, fight, fall on face, and also in sports activity. Regarding specific anatomic structure, sensitive position and content of orbital cavity, even today exists different opinion especially by question of mechanism of originate, same as question of injury treatment.</p&g
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Nopembri, Soni, Cerika Rismayanthi, Kukuh Hardopo Putro, et al. "Improvement of HOTS Method in Basketball Game Through TGFU Learning." Teorìâ ta Metodika Fìzičnogo Vihovannâ 22, no. 1 (2022): 85–91. http://dx.doi.org/10.17309/tmfv.2022.1.12.

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The study's purpose was to improve students’ Higher Order Thinking Skills (HOTS) through learning using the Teaching Game For Understanding (TGfU) as a medium. This study uses purposive sampling with the provision of classes that have a low average value of physical education. 
 Materials and methods. This research is classroom action research (CAR). The sample used in this study consisted of one class totaling 32 students. 
 Results. The results of the study were that in the first cycle there were two assessments carried out, namely when playing the first game and the second game. I
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Iman, Bayu Hamara, Yusandra Md Yusof, Nuryadi Nuryadi, and Yudy Hendrayana. "The Application of the Peer Teaching Model on the Improvement of Futsal Playing Skills Among Extracurricular Futsal Students at SMP PGRI Pasirjambu." Journal of Physical Education For Secondary Schools 3, no. 1 (2023): 207–18. https://doi.org/10.17509/jpess.v3i1.82599.

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This study aims to investigate the effectiveness of the peer teaching model in enhancing futsal playing skills among students participating in extracurricular futsal activities at SMP PGRI Pasirjambu. The research employed a Classroom Action Research (CAR) design, which allows for iterative cycles of planning, action, observation, and reflection to assess instructional interventions in authentic learning settings. The participants in this study were selected using a purposive sampling technique, focusing specifically on students actively involved in the school's futsal extracurricular program.
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Brito, Pedro, Júlio A. Costa, Pedro Figueiredo, and João Brito. "Simulated Soccer Game Protocols: A Systematic Review on Validated Protocols That Represent the Demands of the Game." Journal of Strength and Conditioning Research 38, no. 1 (2023): 192–205. http://dx.doi.org/10.1519/jsc.0000000000004604.

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Abstract Brito, P, Costa, J, Figueiredo, P, and Brito, J. Simulated soccer game protocols: A systematic review on validated protocols that represent the demands of the game. J Strength Cond Res 38(1): 192–205, 2024—Several laboratory and field testing protocols have been developed attempting to simulate the activity pattern and physiological demands of soccer. In the present systematic review, we aimed to analyze and discuss the appropriateness, strengths, and limitations of soccer-specific simulated tests. A systematic review of the literature was conducted based on the PRISMA guidelines. Stu
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Koca, Feyzullah. "Comparison of the Anxiety of Game and Combat Athletes of Catching Corona Virus." Pakistan Journal of Medical and Health Sciences 16, no. 4 (2022): 720–23. http://dx.doi.org/10.53350/pjmhs22164720.

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Purpose: The aim of this study is to compare the anxiety of catching the corona virus of game and combat athletes. Methods: A total of 351 university student athletes were asked to fill in the "Anxiety of catching the Corona virus" scale developed by Demir et al., (2020). Independent t-test and one-way Anova tests were used for statistical differences. Conclusion: The difference between the total scale scores of individual anxiety and anxiety of catching a new type of corona virus according to gender was statistically significant (p<0.05). The difference in social anxiety sub-dimension scor
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Silva, Miguel, Daniel Lacerda, and Paulo Vicente João. "Game-Related Volleyball Skills that Influence Victory." Journal of Human Kinetics 41, no. 1 (2014): 173–79. http://dx.doi.org/10.2478/hukin-2014-0045.

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AbstractThe aim of the present study was to identify the volleyball skills that discriminate in favour of victory. Twenty-four games (n=24) from the Senior Men's Volleyball World Championship played in Italy in 2010 were chosen and analyzed with Data Volley software. The discriminating function was used to identify the discriminating variables, using a canonical structuring coefficient of |SC| >.30. The results suggest that service points, reception errors, and blocking errors were the discriminating variables that identify the final outcome of the match (victory/defeat). Moreover, successf
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Romanenko, Vyacheslav, and Nataliia Tsyhanovska. "The latest capabilities of assessing simple visual-motor reaction using modern mobile technologies." Єдиноборства, no. 3(33) (June 1, 2024): 59–69. http://dx.doi.org/10.15391/ed.2024-3.06.

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Purpose: to investigate the novel possibilities of assessing simple visual-motor reaction using modern mobile technologies. Material and methods. Research methods included analysis and synthesis of scientific-methodical literature, psychophysiological measurements, and mathematical statistical methods utilizing licensed programs RStudio and Numbers. The study was conducted in several stages. In the first stage, 135 students from Kharkiv State Academy of Physical Culture and Kharkiv State Academy of Arts of various specializations, aged 18-23 years, participated: martial arts (n=45); sports gam
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Astuti, Yuni, Erianti Erianti, Dina Amsari, and Dessi Novita Sari. "The Effect of Sports Modifications and Mini Games to improve students' physical fitness in the Adaptive Physical Education Course." Retos 51 (October 24, 2023): 519–25. http://dx.doi.org/10.47197/retos.v51.99975.

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This study aims to determine whether there is an effect of sports and game modifications in improving students’ physical fitness. This type of research is quantitative research with an experimental model. The population in this study were students taking adaptive physical education course in July – December 2022 semester. The sampling technique used a census technique with a total of 90 students. Furthermore, the t-test is used for data analysis. Based on the test results with different samples, it is shown that the physical fitness variable in the pretest value of the experimental group and t
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Williams, Markus N. C., Jordan L. Fox, Cody J. O’Grady, Samuel Gardner, Vincent J. Dalbo, and Aaron T. Scanlan. "Weekly Training Demands Increase, but Game Demands Remain Consistent Across Early, Middle, and Late Phases of the Regular Season in Semiprofessional Basketball Players." International Journal of Sports Physiology and Performance 17, no. 3 (2022): 350–57. http://dx.doi.org/10.1123/ijspp.2021-0078.

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Purpose: To compare weekly training, game, and overall (training and games) demands across phases of the regular season in basketball. Methods: Seven semiprofessional, male basketball players were monitored during all on-court team-based training sessions and games during the regular season. External monitoring variables included PlayerLoad™ and inertial movement analysis events per minute. Internal monitoring variables included a modified summated heart rate zones model calculated per minute and rating of perceived exertion. Linear mixed models were used to compare training, game, and overall
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Ekinci, Nurullah Emir, Ilimdar Yalcin, and Cihan Ayhan. "Analysis of Loneliness Levels and Digital Game Addiction of Middle School Students According to Various Variables." World Journal of Education 9, no. 1 (2019): 20. http://dx.doi.org/10.5430/wje.v9n1p20.

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The aim of this study was to examine the loneliness levels of students at the middle school level and their digitalgame addictions in terms of various variables. The study group consisted of 404 volunteer students in 5th-8th gradein Kutahya, Turkey. As data collection tools, "Digital Game Addiction Scale", developed by Lemmens et al. (2009)and "UCLA Loneliness Scale" developed by Russell et al. (1980) were used. The SPSS package program was usedfor the analysis of the data. According to research findings, it was found that there was a statistically significantdifference between the levels of d
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Jinlong Han, Andrew. "The Spread of Street Basketball in Russia." American Journal of Sports Science 11, no. 2 (2023): 54–58. http://dx.doi.org/10.11648/j.ajss.20231102.14.

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The article presents a brief history of the spread of street basketball in Russia. It is shown that the popularity of street basketball is growing every year and unites more and more people in Russia, especially in large cities of the country, such as Moscow, Rostov-on-Don, Novosibirsk, Tyumen, etc. The <i>purpose </i>of this study is to briefly study the history of the origin of streetball in Russia, and to show the spread of street basketball in the country. <i>Methods: </i>In my study, I used questionnaires and interviews that took pla
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Sarul Gunawan, Ahmad Atiq, and Muhammad Fachrurrozi Bafadal. "Application of the Team Game Tournament (TGT) Cooperative Learning Model to Improve the Ability of Football Passing Techniques." Journal Physical Health Recreation 3, no. 2 (2023): 209–17. http://dx.doi.org/10.55081/jphr.v3i2.1093.

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The purpose of this study was to determine the increase in the ability of basic passing techniques in soccer games through the application of the Team Game Tournament (TGT) cooperative learning model in Class VIII C at SMP Negeri 25 Pontianak. This research is a Classroom Action Research (CAR) with the Team Game Tournament (TGT) method. Data collection techniques in this study used tests, observations, interviews, documentation and literature. The data instruments in this study were field notes, interview recordings and observation guidelines. The results of the assessment carried out in cycle
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