Academic literature on the topic 'Sports game activities'

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Journal articles on the topic "Sports game activities"

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Arsovski, Denis, Erblin Domazeti, Tanja Jovanovska, and Gordana Ristevska-Dimitrovska. "Getting athletes back in the game." Health Promotion & Physical Activity 22, no. 1 (2023): 8–17. http://dx.doi.org/10.55225/hppa.485.

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Movement is an essential characteristic that has developed over the course of human evolution. With the inclusion of various populations in sports activities, sports have become an important part of people’s daily lives. Knee injuries are common among athletes, with knee joint being the most vulnerable to various injuries. Knee injuries require appropriate treatment to allow the athlete to return to their sports activities. Additionally, this study aimed to increase awareness of the importance of preventing knee injuries in sports and to highlight the potential impact of such injuries on an athlete’s ability to participate in their sport.A cross-sectional study was conducted to evaluate the functional outcomes of athletes with knee injuries. The study included 38 patients with knee injuries (ACL, meniscal injuries, collateral ligament injuries) out of which 21 were physically active athletes, 9 were not, but they were athletes who were not involved in sports at the time of the testing and 8 were recreational athletes. The majority of respondents (76%) reported that they sustained the injury during sports activities. Knee pain was reported as at least once a week by most respondents. The study highlights the importance of proper knee injury prevention measures during sports activities and the need for prompt and effective rehabilitation for those who do suffer injuries. Overall, these findings have important implications for the treatment and management of knee injuries among athletes and individuals seeking to maintain an active lifestyle.
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Busang, Trevor Roma. "Mizumi: Digital Sports Centre." Trends in Undergraduate Research 6, no. 1 (2023): j5–6. http://dx.doi.org/10.33736/tur.5763.2023.

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Digital sport is the product of merging electronic technology into sport activities. It is a new generation of social activitise that can be integrated online and globally regardless of where you are. Based on the popular animated series Pokemon, the concept is to have multiple areas with different activities engaging with the target users around the area. The phrase "catch-em-all" usde to refer to the intention to capture the surrounding people and creating a new interactive area for the anime fans. The buildings are divided by three to resemble the three legendary Pokemon Lake Guardians. The spaces are also planned according to the gym leader theme from the game adapted from the anime.
 
 
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Lewis, Nicky, Walter Gantz, and Lawrence A. Wenner. "What We Do When We Watch Live Sports: An Analysis of Concurrent Viewing Behaviors." International Journal of Sport Communication 14, no. 2 (2021): 153–67. http://dx.doi.org/10.1123/ijsc.2020-0270.

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Using an active audience perspective, this study examines the wide-ranging in-person and second-screen behaviors that occur while viewing live sports. A national sample of participants (N = 630) was surveyed about their live sports viewing behaviors while watching a normal game, a close game, and one where the outcome was clear. Viewers concurrently engaged in a variety of game-related and unrelated activities, many involving additional screens and a social dimension (e.g., talking about the game with others in person and through media, hanging out with family/friends). Games that were not close encouraged more activity than games that were close. Sports fanship was positively associated with game-related behaviors but not unrelated behaviors. In all, live sports viewing involves a wide array of simultaneous in-person and second-screen activity, with some of that activity focused on the sporting events themselves, and other activities focused on meeting the responsibilities of daily life.
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Berezina, Larisa, Olga Bystrova, Svetlana Klyuchnikova, Ivan Kuptsov, and Dmitriy Sementsov. "Extracurricular sports and recreation activities as a component of the cognitive activity development of primary school children." BIO Web of Conferences 26 (2020): 00048. http://dx.doi.org/10.1051/bioconf/20202600048.

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Analysis of scientific and methodological sources on the main positions of development and improvement of physical culture in general education institutions shows that it is necessary to pay attention to the development of schoolchildren cognitive abilities through project activities, interactive game technologies, and personal participation in sports events. Extracurricular activities are an expanded space of upbringing and education, it creates additional opportunities for self-realization and self-knowledge, their capabilities through sports and recreation activities. This article describes the methodology of sports and recreation classes held outside of school hours with the introduction of game sports (basketball, floorball), interactive technologies. The content of the proposed methodology is traditional. It consists of mastering knowledge methods, improving motor skills and developing physical qualities. They are formed thanks to the proposed interactive game technologies and tasks for the intellectual abilities development. The article discusses the possible conditions of sports and recreation activities in general education institutions that ensure a more successful development of younger students cognitive activity. Analysis and generalization of scientific and methodological literature, testing, questionnaires, pedagogical experiment, methods of mathematical statistics. The experimental method was implemented in junior classes and was conducted as part of extracurricular sports and recreation activities in accordance with the Federal state educational standard. The proposed forms and methods of organizing basketball and floorball classes with the inclusion of interactive game technologies and tasks for the development of intellectual abilities increased the cognitive activity of younger schoolchildren. The results of the pedagogical experiment showed the expediency and effectiveness of the proposed method. It provides a holistic approach in the framework of extracurricular sports and recreation activities to improve the indicators of younger schoolchildren cognitive abilities.
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Soltero, Erica G., Alejandra Jáuregui, Edith Hernandez, et al. "Associations between Screen-Based Activities, Physical Activity, and Dietary Habits in Mexican Schoolchildren." International Journal of Environmental Research and Public Health 18, no. 13 (2021): 6788. http://dx.doi.org/10.3390/ijerph18136788.

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Screen-based activities are associated with increased risk of obesity and contribute to physical inactivity and poor dietary habits. The primary aim of this study was to examine the associations among screen-based activities, physical activity, and dietary habits in school-aged children in Guadalajara, Puerto Vallarta, and Mexico City, Mexico. The secondary aim was to examine these associations across sex. The School Physical Activity and Nutrition survey was used to assess screen-based activities (TV watching, video game use, computer use), physical activity, and dietary habits. Organized activity/sports participation, unhealthy dietary habits, and household income were correlated with screen-based activities. While TV watching was associated with decreased participation in organized activity/sports participation, computer and video game use was associated with increased organized activity/sports participation. Boys engaged in more TV watching and video game use compared to girls. All screen-based activities were associated with age among boys; whereas video game and computer use were associated with higher income among girls. These findings suggest a need for sex- and age-specific strategies that acknowledge the differential use of screen-based activities across sex and age. Future research should continue to identify underlying correlates linking screen-based activities with health behaviors to inform strategies to reduce screen-time in Mexican children.
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Bohdanovskiy, Ihor. "CONCEPTUAL MODEL OF TRAINING BACHELORS OF PHYSICAL CULTURE AND SPORTS FOR COACHING ACTIVITIES IN GAME SPORTS WITH PRESCHOOL CHILDREN." Scientific Journal of Polonia University 59, no. 4 (2023): 9–15. http://dx.doi.org/10.23856/5901.

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The article analyzes the current state of research on the problem of training bachelors of physical culture and sports for coaching activities in game sports with children of preschool age, which confirmed the relevance and expediency of the chosen problem, its insufficient theoretical development in pedagogical theory and practice. The following structural components of the training bachelors of physical culture and sports for coaching activity in game sports with preschool children are defined and characterized: motivational-value, informational-communicative, organizational-facilitating, reflective-creative. A conceptual model has been developed, which provides for an integral continuous process of training bachelors of physical culture and sports for coaching activities in game sports with children of preschool age. The model covers four interconnected blocks: the target one, which reflects the social order of society, the goal, the task of training bachelors of physical culture and sports for coaching activities in game sports with preschool children and its components; the methodological block of the model is built according to the principles and requirements for training bachelors of physical culture and sports for coaching activities with preschool children. This block is based on methodological approaches (system, activity, competence, person-oriented, environmental, synergistic, simulation- game) and principles (the principle of integrity, the principle of structuring, the principle of conscious creative activity, the principle of professional orientation, the principle of individual self-worth, the principle of relying on subjective experience of students, the principle of partnership, the principle of complex interaction, the principle of freedom of choice, the principle of novelty); of content containing the principles, organizational and pedagogical conditions of training bachelors of physical culture and sports for coaching activity with preschool children, forms and methods used in this process; the resultant block contains components (motivational- value, informational-communicative, organizational-facilitating, reflective-creative), criteria (motivational, cognitive, activity, analytical), levels (high, sufficient, low) of training of bachelors of physical culture and sports motivation for coaching activities with preschool children. It was found that the training of bachelors of physical culture and sports for coaching activity with preschool children becomes effective thanks to the implementation of the following organizational and pedagogical conditions: promotion of the formation of bachelors of physical culture and sports motivation for coaching activities of teaching sports games of preschool children; actualization of interdisciplinary integration and its scientific and methodological support in the process of training bachelors of physical culture and sports for coaching activities in teaching sports games of preschool children; provision of practice-oriented training of bachelors of physical culture and sports for coaching activities in teaching sports games of preschool children through the involvement of stakeholders in the educational process, the interrelationship of competence, system and personal-activity approaches.
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Silva, Edson Coutinho da, and Alexandre Luzzi Las Casas. "Key Elements of Sports Marketing Activities for Sports Events." International Journal of Business Administration 11, no. 1 (2020): 11. http://dx.doi.org/10.5430/ijba.v11n1p11.

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Sports marketing activities comprise people, activities, business and organisation in producing, facilitating, promoting or organising any product (as goods, services and events) for a demand of sports supporters. This theoretical paper aims to introduce and discuss the sports scheme, sports marketing mix, and sports supporters as three key elements which the sports teams need to focus on to implement sports marketing activities in sports events. By and large, sports teams have been implemented marketing principles as well as sponsorships to qualify a sports events as experience and entertainment focus on the supporters (as customers). Sports scheme refers to actors’ network, marketing tools represents the tools to plan and perform marketing activities and supporters are those who support and purchase club goods. Thus, all of them are key relevant elements to organise a sports event (as a game or match). The professionalism of the sports events has required use the sports and non-sports stakeholders' skill to help sports teams to design and provide a sports experience and amusement by means sports marketing tools to format a suitable product and service to a supporter’s audience.
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PETROVICI, Gabriel Alexandru. "Essential Aspects of Beach Volleyball Technique." GEOSPORT FOR SOCIETY 13, no. 2 (2020): 131–39. http://dx.doi.org/10.30892/gss.1304-063.

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Beach volleyball is a sports game practiced during performance sports activities and people who love to move, or for recreational purposes, Loisir. The game of beach volleyball resembles the game of indoor volleyball in terms of the similarity of essential execution by the volleyball player and some actions of attack or defense. However, the two sports also have significant differences. This is making beach volleyball one of the most famous and practiced sports, especially in the hot season. Also, statistics highlight that sports with the ball up in the open air have the most massive audiences among the sports practiced at the Summer Olympics.
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Irfan Maulana and Rahmawan Santoso. "Survei Minat Olahraga Bola Voli Remaja di Kecamatan Ambal Tahun 2025." Jurnal Pengabdian Masyarakat dan Riset Pendidikan 3, no. 4 (2025): 451–57. https://doi.org/10.31004/jerkin.v3i4.450.

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Sports especially volleyball is the 2nd most popular sport after football, this volleyball game is also very popular among young men and women. According to them this game is very interesting and becomes its own entertainment, with the existence of volleyball sports activities has an impact on the decline in negative activities carried out by teenagers in the Ambal sub-district. The interest of teenagers in participating in volleyball sports activities is very high as evidenced by the average answer to the questionnaire at 91% this is also a reference so that teenagers live healthier and reduce negative activities. Teenagers also need encouragement from outside such as from friends, teachers, family, the environment and also adequate infrastructure.
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Jia, Lile, Edward R. Hirt, and Alethea H. Q. Koh. "How to Have Your Cake and Eat It Too: Strategic Indulgence in Big-Time Collegiate Sports Among Academically Successful Students." Social Psychological and Personality Science 10, no. 6 (2018): 792–801. http://dx.doi.org/10.1177/1948550618789403.

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Past research on academic success emphasizes the need to avoid pleasurable nonacademic activities. In the context of enjoying big-time collegiate sports, we examined the notion that students, especially academically successful ones, may strategically indulge in sports games to resolve the conflict with academic pursuit. After confirming that high- (vs. low-) grade point average (GPA) students indeed found game-related activities less disruptive ( Npilot = 325), we proceeded to study whether strategic indulgence or single-minded avoidance was their preferred means to resolve the game–study conflict. High- (vs. low-) GPA students exhibited three features of strategic indulgence. They were more sensitive to the goodness of the opportunity to partake in collegiate sports ( NStudy1 = 216), engaged in compensatory planning to study on nongame days ( NSudy2 = 409), and actively engaged and enjoyed the game-related activities ( Nstudy3 = 530). These results suggest that understanding strategic indulgence in tempting activities would enrich our knowledge of long-term goal pursuit.
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Dissertations / Theses on the topic "Sports game activities"

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Ben, Ali Boubaker. "Modélisation et méta-analyse des effets du domaine d’action motrice pratiqué sur la conduite et la prise de décision motrices des sportifs : étude quasi-expérimentale au moyen d’un modèle de simulation électronique et numérique." Thesis, Bordeaux, 2018. http://www.theses.fr/2018BORD0299/document.

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Les contraintes liées au système de signes véhiculés par le comportement humain multiplient les difficultés face à toutes les formes d‘analyses, particulièrement celles qui se fondent sur l‘observation. Par exemple, les jeux sportifs peuvent, par leur richesse et leur complexité, restreindre le jugement de l‘observateur, notamment lorsqu‘il s‘agit d‘étudier des conduites et des prises de décisions motrices in situ, là où le pratiquant évolue dans un rapport consubstantiel avec son environnement. C‘est à ce niveau que les recherches en praxéologie proposent l‘analyse de la logique interne des situations ludosportives à travers une démarche systémique et structurale et une classification de pratiques sportives et ludomotrices en huit domaines d‘action motrice distincts. Les poutres maîtresses de ces domaines d‘action sont : la nature du rapport du sujet avec le milieu physique (milieu certain ou incertain) ainsi que la présence d‘interaction motrice liée à la présence d‘adversaires et/ou de partenaires. Nous avons mené une méta-analyse de trois domaines d‘action motrice au coeur desquels les sportifs pratiquent dans un milieu domestiqué, dont un domaine psychomoteur (agir en solo) et deux domaines sociomoteurs (agir contre des adversaires et agir avec des partenaires et des adversaires). Nous avons adopté une démarche méthodologique qui fait appel à l‘outil de modélisation électronique et numérique. Ce travail s‘articule autour de la science de l‘action motrice, des sciences de l‘Éducation, de la didactique des APS et des sciences de l‘ingénierie électronique et numérique. La problématique tente de mettre en évidence les effets potentiels d‘une pratique motrice régulière de trois domaines d‘action distincts sur les conduites et les prises de décision motrices. Autrement dit, chaque domaine d‘action motrice comprend des activités ludomotrices homogènes au regard de leurs traits de logique interne, influençant ainsi certains schémas d‘actions spécifiques sur la conduite motrice du pratiquant, propices au façonnage d‘habitus moteurs. Les investigations se construisent autour d‘un modèle expérimental spécifique appelé « B-percept® », modèle créé à partir d‘un jeu ludomoteur traditionnel, le « jeu des Quatre coins ». Ce système de mesures innovant et évolutif est utilisé pour évaluer et comparer les conduites de sportifs des trois domaines précités et de non-sportifs. Le protocole B-percept® mesure la vitesse de réaction simple et complexe, tant visuelle que sonore des pratiquants. Par ailleurs, outre les observations des sportifs agissants, nous avons proposé des tests de prédictions de score et d‘estime de soi (PSPP) et un entretien post-test avec les sujets, ceci afin de mieux appréhender et comprendre les conduites motrices exécutées. Les résultats obtenus ont montré qu‘une pratique sportive influencerait de manière positive le temps de réaction simple et complexe des sportifs par rapport aux non-pratiquants de sports. De surcroit, elle pourrait développer significativement leur sentiment d‘auto-efficacité, ce qui se traduirait par une meilleure capacité de prédiction des scores dans les tests B-percept®. Globalement, on relève aussi des résultats plus tranchés entre les domaines sociomoteur et psychomoteur, notamment dans la prise de décision au cours des situations complexes. Ces résultats ont été vérifiés à travers une méta-analyse par domaines, par algorithme moteur et par habitus moteurs. Fort de ces résultats, le modèle B-percept® pourra trouver des extensions dans le domaine de l‘enseignement en éducation physique et sportive, de l‘entrainement sportif et dans les centres de formation des élèves à besoins spécifiques. Dans le champ de l‘EPS, notre objectif est de contribuer à la réflexion et à la conception des contenus et de la programmation des activités physiques et sportives en ciblant, de façon pertinente et cohérente, les choix des situations motrices selon les domaines d‘action ludomotrice<br>In sports and physical activities, gestures often carry an affective connotation. However the constraints due to their complexity when used in the communication process as signs system produced by human behavior could multiply difficulties on the of scientific analyses and studies. Thus, methods used to interpret the human movements and gestures have evolved in last decades, due to an increasing use of quantitative data. Nowadays researchers are working on decision-making by collecting behavioral significant information, especially during human-interactions in sports activities. Thus, since more than forty years, researches such as in motor praxeology analysis the internal logic of sports practices through systemic and structural analyses. Consequently a classification of sports activities was raised and gave eight different domains of motor action. These domains are based on the nature of physical environment (certain or uncertain environment), the attendance of opponents and/or partners. The aim of this thesis is to propose a systemic and structural methodological approach by comparing through a meta-analysis the impact of a regular sports practice in three different domains of motor activities on motor-behavior and decision-making. Our approach is built on an experimental model previously established by modeling the paradoxal game called the ―four corners game‖. Thus a smart wireless system for modeling visual and auditory searching behavior was conceived for measuring simple and complex reaction time. B-percept® helps as well to make observations, self-efficacy survey, test score-predictions and personal self-physical profile. This research allowed us to find relevant results. However, we need to be cautious about their generalization. Indeed, we have found that practicing sport positively influences the simple and complex reaction times and significantly increases self-efficacy of sports practitioners. Moreover, they could have a better ability to predict their scores at B-percept® tests. Meta-analysis through sports specialties and habitus were proceeded to improve results‘ analyzes, however, we still needing several investigations through future researches to propose a generalization of the equation model of B-percept®. In the near future, this experimental new model will be available for researchers in physical education and sports, teachers and coaches. It could also be proposed to training centers for students with special needs (handicap). We are looking forward helping to improve scholar programs made from sports activities as to be classified through the domain of actions
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Meehan, Brendan. "Using digitally versatile disk (DVD) video technology for teaching disability sport, games, and activities to general physical educators." Virtual Press, 2002. http://liblink.bsu.edu/uhtbin/catkey/1277065.

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The purpose of this project was to design, create, and implement a pilot for an adapted physical education (APE), DVD-Video teaching aid. This creative project has resulted in a DVD-Video that can be used as an instructional tool and resource for physical educators. It follows the teaching methods and skills from the wheelchair basketball chapter in Davis (2002), featuring strategies and ideas that can aid in the successful teaching of physical education (basketball) to individuals of all abilities.The use of interactive DVD-Video in a learning environment is seen as an innovative and exciting delivery method for instructional purposes. It is proposed that the majority of learners would enjoy using, and acquire a very significant learning experience from using, interactive DVD-Video instruction. Therefore, it is anticipated that physical educators would get a meaningful APE training experience from an interactive instructional DVD-Video such as the one piloted for this creative project.<br>School of Physical Education, Sport, and Exercise Science
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"The Planning of In-game Sponsored Events and Promotional Activities in Professional Sports." TopSCHOLAR, 2009. http://digitalcommons.wku.edu/stu_hon_theses/218.

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Mičko, Michal. "Analýza individuálního herního výkonu mladších žáků." Master's thesis, 2014. http://www.nusl.cz/ntk/nusl-324878.

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Name: Analysis of an individual playing perfomance of U13 players Aims: The aim of the analysis is to asses technical level of U13 players, specifically the percentual success rate of collecting the ball and to identify the on-spot ball collecting and in-motion ball collecting ratio. Furthermore to find out the successfulnes of the move following the on-spot collecting a in-motion collecting. Methods: Empirical research by the observation method is focused on the quantitave analysis of qualitative features of ball collecting. Findings: The result of he research is, that examined subjects have more succesful than unsuccesful ball collecting attemps. Furthermore, the more used technique of ball collecting is the on-spot collecting and that success ratio of the following move is higher in in-motion collecting. Keywords: football, individual gaming activities, ball collecting, performance analysis
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Vacek, Milan. "Raná specializace ve volejbalu dívek u kategorie mladších žákyň." Master's thesis, 2020. http://www.nusl.cz/ntk/nusl-412184.

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Title: Early specialization in youth female volleyball Objectives: Describe whether the current way of volleyball training process is inclined to a long-term concept of early specialization. Methods: The distribution electronic questionnaire of the E-survey type managed to collect the necessary data from 75 coaches of youth girls volleyball teams from all regions of the Czech Republic. The questionnaire was mostly relevant to coaches in the U13 category and contained 22 questions. The answers to the questions were statistical methods of processing tables and graphs and possibilities compared with research and literature Results: We found that 39% of coaches consider specialized training to be the most suitable form of sports training in the U13 category. It turned out that none of the other forms, such as general motor skills training and minivolleyball, has such a representation. The project of minivolleyball in colors is perceived positively by 82% of respondents, on the other hand in this category only less than 20% place it in more than half of the training units. The answers show that the U13 category is already predominantly specialized training of regular volleyball. The game is dominated by a game system with two setters, while in the teams there are mainly player specializations setter,...
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Kochanová, Šárka. "Pohybové aktivity dětí v předškolním věku." Master's thesis, 2011. http://www.nusl.cz/ntk/nusl-300487.

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v angličtině The name of dissertation: Movement activities of chlidren in their presschool age Written by: Šárka Kochanová The head of dissertation: PaedDr Jana Kolčiterová The objectives of dissertation: 1. Analysing some conditions for carrying out preschool children's activities at selected nursery schools and integrating individual preathletic exercises in chlidren's exercise. 2. Finding out parent's interests in children's sport activities. 3. Differertiation varios levels of children's sport activities at same age. Methodology: Study in depth of expert literaturee Informing about background at selected nursery schools Monitoring children's sport activities including preathletic exercises and testing its opinion Applycating simply athletic games to get necessary information to find out the differences in motor level of children at same age. Monitoring differences in sport activities of children living in town and in the country By way of unstandard questionnaire getting new information about children's and parent's attitudes to own assessment of their sport activities Results of dissertation 1. Conditions for sport activities at nursery schools locating in towns and in the country differ from one another. Nursery schools in the country don't measure up to the equipment of nursery schools in...
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Choutková, Magdaléna. "Možnosti přípravy pro volejbal u mládeže ve věku 6-10 let." Master's thesis, 2012. http://www.nusl.cz/ntk/nusl-306669.

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1 RESUME The title of the thesis: The possibilities for Volleyball Training of Children aged 6-10 Place: Charles University Faculty of Physical Education and Sport Department of Sport Games Author: Magdaléna Choutková Branch of Study: Physical Education and Sports Thesis Supervisor: doc. PhDr. Jaroslav Buchtel, CSc. Year of Thesis Defence: 2012 Abstract: The master's thesis deals with the issue of the preparation of young volleyball players who are not able to master either basic ways of playing or individual game activities in volleyball. The children are between six and ten years old which corresponds with the lower primary education. Volleyball is a kind of sport where the basic individual game activities are considered very difficult. For playing volleyball well, children must firstly reach a certain degree of physical abilities. If we start too early, then we achieve an early specialization, which has mostly a negative impact on young sportsmen. The aim of the thesis is to choose and evaluate some ways of preparation of young volleyball players between six and ten. At the same time I am going to focus on the approaches, which are specific for the real volleyball game. I do not intend to list activities, which only generally help to develop the kinesthetic abilities, but I want to deal with activities,...
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Hánková, Anna. "Sportovní hry jako nepovinný předmět na střední škole." Master's thesis, 2017. http://www.nusl.cz/ntk/nusl-346111.

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This thesis deals with interest of the students of the Secondary school of social services of Kavčí hory in an optional course in sports and games. The thesis is divided into two parts, the theoretical and the practical. The theoretical part briefly introduces the history of physical education in Czech schools, development of the subject physical education and its optional form of sports and games, and selected forms of extracurricular activities. The practical part demonstrates the results of a survey conducted at the Secondary school of social services of Kavčí hory and their analysis. It also makes concrete recommendations for the school and its teachers of physical education with reference to the elective course in sports and games. The research has shown that a sufficient number of students from the school have demonstrated an interest in the elective course in sports and games and, therefore, the subject could be offered (and enough students would enrol). As regards the content, the students were most interested in volleyball, gymnastics, floorball and general sports activities. KEYWORDS Physical education, school curriculum, elective course in sports and games, popularity of sports activities, student interest in an elective course in sports and games, Secondary school of social services of...
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Books on the topic "Sports game activities"

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Mood, Dale. Sports and recreational activities. McGraw-Hill, 2003.

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Mood, Dale. Sports and recreational activities. McGraw-Hill, 1999.

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Humphrey, Mary Ann. Waterplay: Games and activities for everyone. W.C. Brown, 1990.

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Ferrer, J. J. The art of stone skipping and other fun old-time games: Stoop ball, jacks, yo-yo's, cat's cradle, coin flipping, line baseball, jump rope and more. Charlesbridge Pub., Inc., 2012.

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Richard, Smith, Williamson Doug, and Nottingham Polytechnic. Adapted Physical Activities Unit., eds. Practical innovations for nine adapted activities, games and sports. Nottingham Polytechnic Department of Physical Education, Adapted Physical Activities Unit, 1992.

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Mood, Dale. Sports and recreational activities for menand women. 9th ed. Times Mirror/Mosby College Pub., 1987.

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Thornton, Kim Campbell. Fun: Activities for kids. BowTie Press, 2008.

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Knight, Jared R. 101 games and activities that teach leadership and teamwork. Healthy Learning, 2011.

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ill, Cupples Pat, and Ontario Science Centre, eds. Sportworks: More than 50 fun games and activities that explore the science of sports. Addison-Wesley, 1989.

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Centre, Ontario Science, ed. Sportworks: More than fifty fun games and activities that explore the science of sports. Addison-Wesley, 1989.

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Book chapters on the topic "Sports game activities"

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Brevers, Damien, Claus Vögele, and Joël Billieux. "The Evolving Landscape of Sports Betting: A Risk for Young People?" In Wohlbefinden und Gesundheit im Jugendalter. Springer Fachmedien Wiesbaden, 2022. http://dx.doi.org/10.1007/978-3-658-35744-3_17.

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AbstractWatching sport and attending a sport event are generally considered popular, enjoyable, and valorized activities in our society. The last few years have seen a development in digital technologies (i.e. smartphones, tablets, computers), which now offers the possibility to gamble on almost every sport events, at every moment, e.g. before or during a game in play. Moreover, the level of exposure to sports betting advertisements is unprecedented. Promoted by this around-the-clock availability and ubiquity of cues, sports betting and gambling is becoming increasingly popular, in particular in adolescents and young adults, with a growing concern that this population could develop unprecedent levels of gambling-related problems. Our objective here is to elaborate on how the increased popularity of sports betting is currently reframing the way sport is experienced by young fans and student-athletes. After describing current levels of sports betting involvement and related problems among young people, we will review the available evidence documenting the growing normalization and popularity of gambling in sports and its impact on cognitive and affective processes in children and adolescents, including young athletes. The last section focuses on regulation strategies addressing current concerns on the consequences of sports betting in children and adolescents.
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Wardle, Heather. "When Games and Gambling Collide: Modern Examples and Controversies." In Games Without Frontiers? Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-74910-1_3.

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AbstractThe intersection of gaming and gambling has a long lineage. In recent years this process has amplified, arguably accelerated by developing technological infrastructures which facilitate rapid payment purchases and online and real-time systems which allow companies to communicate directly with users and users to communicate with each other. This chapter traces key issues relating to some notable recent examples of the gaming/gambling intersection. It includes controversies about the status of social casino games and loot boxes; the development and expansion of daily fantasy sports markets; the betting and wagering of skins won or bought through digital games, and; rising opportunities to bet on esports. Each exemplifies how these activities are products of a unique set of social and economic circumstances, how corporations are diversifying and becoming part of a more complex gaming/gambling ecosystem and using data to drive growth, all of which raise particular issues for consumer protection.
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Takemata, Kazuya, Akiyuki Minamide, and Sumio Nakamura. "Science and Technology Communication Activities by Using 3D Image Projection System." In E-Learning and Games for Training, Education, Health and Sports. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33466-5_13.

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Collinet, Cécile, Fanny Raingeaud, and Elodie Saraiva. "Generation 2024: The Expectations and Disappointments of Promoting Sports Activities Through Use of a Label." In Planning the Paris 2024 Olympic and Paralympic Games. Springer Nature Singapore, 2024. http://dx.doi.org/10.1007/978-981-97-3725-3_6.

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Baranyi, René, Dennis M. Binder, Nadja Lederer, and Thomas Grechenig. "Design of a Serious Game to Increase Physical Activity by Adding Direct Benefits to the Game for Conducting Sport Activities." In International Conference on Biomedical and Health Informatics. Springer Singapore, 2018. http://dx.doi.org/10.1007/978-981-10-4505-9_6.

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Schut, Pierre-Olaf, Jeanne-Maud Jarthon, and Jérémy Pierre. "Preparing the Legacy of the Games: Women’s Participation in Sport Activities in the Public Spaces in Paris." In Planning the Paris 2024 Olympic and Paralympic Games. Springer Nature Singapore, 2024. http://dx.doi.org/10.1007/978-981-97-3725-3_11.

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King, Peter. "Winning, Losing, and Playing the Game." In Games, Sports, and Play. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780198798354.003.0003.

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This chapter argues for two independent but related theses: that it is an essential feature of games that there be winners and losers; and that winning and losing should be replaced with the more general notions of success and failure in a game. The first thesis has the consequence that many activities Suits countenances as games are not games but mere pastimes, easily confused with games since they can readily be turned into games. The second thesis tries to incorporate winning and losing into Suits’s account, arguing that the broader notions of success and failure are what his account needs—someone is still playing a game even if she tries to achieve the silver medal rather than the gold—which has the additional benefit of showing how the abstract analysis of games in terms of success and failure is linked to the strategies players adopt in playing the game.
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Bachynski, Kathleen. "The Rough and Tumble." In No Game for Boys to Play. University of North Carolina Press, 2019. http://dx.doi.org/10.5149/northcarolina/9781469653709.003.0006.

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Whether a child’s death or injury associated with playing football could in fact be attributed to football was a crucial question in evaluating the sport’s risks. On a technical level, doctors debated such issues as whether heat strokes that athletes suffered while playing in hot weather constituted a direct or indirect injury. More broadly, doctors, coaches, parents, and sports supervisors debated whether certain risks were unique to the particular nature and techniques of football, or simply inherent to the “rough and tumble” of an active childhood. Putting football’s risks in context often involved comparisons to other activities, from driving to boxing to playing baseball. As doctors sought to identify ways to minimize the dangers, their beliefs in the sport’s social benefits shaped their interpretation of those dangers. The conceptualization of football injuries as a medical issue was deeply tied up with ideological, moralistic, religious, and nationalistic beliefs about the role of youth sports.
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Finco, Mateus David. "Entertainment and Physical Activities." In Research Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-7707-3.ch052.

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It is possible to observe that gameplays are a big success in many different places. From arcade games to the most recent games, users have been trying different games to entertain and lately exergames are supporting users to enhance physical activities level in their daily basis. This chapter analyzes how players of Pokémon GO are producing new connections for social benefits and an active lifestyle meanwhile or after using the game. This study involved 176 players in the cities of Pelotas and João Pessoa (Brazil). As a result, it was evident that users had changed many habits, specially regarding physical activity gains, such as running, walking, or cycling more frequently, and many of players were getting into an active lifestyle, practicing exercises with friends and family. Authors conclude that Pokémon GO is a successful mobile-based gameplays that can be used to promote a healthier lifestyle with a new way of interaction, changing lifestyles with a big potential to be used to motivate people to be more active and healthy.
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He, Zhixuan, Dickson K. W. Chiu, and Kevin K. W. Ho. "Weibo Analysis on Chinese Cultural Knowledge for Gaming." In Advances in Business Information Systems and Analytics. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-7998-9016-4.ch015.

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This chapter analyzes the current situation of video games with Chinese cultural knowledge in China's game market by analyzing Weibo messages of five selected video games developed based on Chinese culture to explore their relationships with Chinese culture. The authors then summarize the results from comments, likes, word cloud, and clustering analysis to provide practical suggestions. As a new industry, video games and e-sports are gaining popularity worldwide. However, scant research has focused on video games developed based on Chinese culture in the current market, mainly because they started much later than their Western counterparts. Therefore, the findings of this research can help game developers better understand these markets and customer preferences while protecting and spreading Chinese culture through gaming and e-sports activities in this digital era.
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Conference papers on the topic "Sports game activities"

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Stanescu, Monica, Jurate Stanislovaitiene, and Doina Croitoru. "PHYSICAL EXERCISES AND COMPUTER-BASED GAMES: FROM PLAYGROUND TO SERIOUS GAMES AND EXERGAMES." In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-207.

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The technological and informational development of the last decades has also been an opportunity for the physical exercises field to benefit from the computer-based games effects, through the integration of functional indicators into a set of educational stimuli that aim to motivate and train people for a healthy and sustainable physical activity. Inspired by the characteristics of motor activities, both in structural terms and in physical and psychological demands, computer-based games are now widely used as specific learning tools as serious games and exergames. Nowadays both type of games contributes to the achievement of the specific objectives of different motor activities. The paper aims to present an analysis of the serious games and exergames used in the field by applying a series of scientific criteria and to highlight their contribution at the specific learning process and fitness development. On the other hand, literature review has enabled authors to highlight the main research directions of using computer-based games in motor activities, providing important milestones for expanding the research area. The conclusions of the paper are consistent methodological landmarks for specialists who want to modernize the training process through the use of computer-based games, as well as for the IT specialists who can develop new technologies and software products for this area. ++++++++ serious game, exergame, computer-based games, physical exercises, sports serious game, exergame, computer-based games, physical exercises, sports serious game, exergame, computer-based games, physical exercises, sports serious game, exergame, computer-based games, physical exercises, sports serious game, exergame, computer-based games, physical exercises, sports serious game, exergame, computer-based games, physical exercises, sports serious game, exergame, computer-based games, physical exercises, sports
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Wibowo, Ricky, Eka Nugraha, and Kuston Sultoni. "Fundamental Movement Skills and Game Performance in Invasion Game Activities." In 2nd International Conference on Sports Science, Health and Physical Education. SCITEPRESS - Science and Technology Publications, 2017. http://dx.doi.org/10.5220/0007061703900395.

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Pogodina, O. A., O. S. Zakharova, and E. D. Mitusova. "ADAPTIVE ASPECT OF PHYSICAL CULTURE AND SPORTS ACTIVITIES OF OLDER PEOPLE." In Х Всероссийская научно-практическая конференция. Nizhnevartovsk State University, 2021. http://dx.doi.org/10.36906/fks-2020/45.

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To achieve sports results, it is necessary to use specialized tools and unique methods of teaching the game of volleyball. This actualizes the search for effective means of physical, technical, and tactical training. The article presents a set of tools aimed at developing technical and tactical actions of schoolchildren aged 11–12 years. The complex developed by us includes exercises aimed at technical and tactical training of volleyball players. These exercises are close to the game conditions and have an emotional character. A set of exercises helps to consolidate and control the acquired skills, points out mistakes and gaps not only in the physical but also in the tactical and technical training of volleyball players aged 11–12 years.
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Barkoukis, Vasileios, Thrasyvoulos Tsiatsos, Nikolaos Politopoulos, et al. "A SERIOUS GAME APPROACH IN ANTI-DOPING EDUCATION: THE GAME PROJECT." In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-200.

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Anti-doping education has largely relied on traditional educational approaches such as face-to-face interaction and e-learning material. Current challenges in anti-doping education involve a) the development of modern educational tools suitable for the new generation of athletes, b) the use of state-of- art learning pedagogies that will enable effective engagement, learning and retention of the learned material, c) a systematic evaluation of the outcomes of anti-doping educational interventions on behavior and related cognition, and d) a positive approach to doping prevention. Project GAME aims to address these needs through the development of a serious game that will incorporate current empirical evidence on the psychological mechanisms underpinning the decision making process towards doping use in competitive and recreational sports. The aim of the present study is to highlight the importance of anti-doping education, conduct a state of the art literature review on serious games' design, present the prototype of a scenario that will be included in a serious game for anti-doping education, and discuss the project's activities related to the use of technologies in anti-doping education. +++++++++++++ Anti-doping education has largely relied on traditional educational aproaches such as face-to-face interaction and e-learning material. Current chalenges in anti-doping education involve a) the development of modern educational tools suitable for the new generation of athletes, b) the use of state-of- art learning pedagogies that will enable effective engagement, learning and retention of the learned material, c) a systematic evaluation of the outcomes of anti-doping educational interventions on behavior and related cognition, and d) a positive approach to doping prevention. Project GAME aims to address these needs through the development of a serious game that will incorporate current empirical evidence on the psychological mechanisms underpinning the decision making process towards doping use in competitive and recreational sports. The aim of the present study is to highlight the importance of anti-doping education, conduct a state of the art literature review on serious games' design, present the prototype of a scenario that will be included in a serious game for anti-doping education, and discuss the project's activities related to the use of technologies in anti-doping education.
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Isidori, Emanuele, Iosif Sandor, and Alessandra Fazio. "VIRTUAL REALITY, EDUCATIONAL GAMES AND LEISURE IN CONTEMPORARY SOCIETY: THE SPORT PEDAGOGY POINT OF VIEW." In eLSE 2017. Carol I National Defence University Publishing House, 2017. http://dx.doi.org/10.12753/2066-026x-17-195.

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Play and game are two activities which allow us to be and develop as human beings, and they represent two basic components of education conceived of as a practice of teaching and learning. The importance of these activities which belong both to human nature and culture has been stressed by many modern and contemporary philosophers and educationists (Schiller, Huizinga, Simon, etc.). In recent years, the Polish sociologist and philosopher Zygmunt Baumann, father of so-called "liquid theory" of society, has discussed the role and function of play and game within postmodern society. Pedagogy as a theoretical and practical science of education highlights the importance of examining and studying all human games in order to identify those that can be better used as a means to promote education and its values in the context of leisure. Sort pedagogy as a science of physical and leisure activity is interested in this topic. To be clear, this science is interested in studying sport as a recreational activity which always implies body actions, movement, and play/game. For this reason, among the points of view of the sciences dealing with the study of human games, that of sport pedagogy can be seen as one of the most capable of explaining, comprehending and understanding what play and game really are and their meaning for the person and her/his education. The digital revolution and the advent of virtual reality in all its forms (mainly 3D) we experience in our everyday life have created new scenarios for developing new educational games and virtual ways to play the sports. All these scenarios frame and mark a new digital era in which communication technologies give rise to new trends in education, and edutainment (a concept expressing both education and entertainment) plays a fundamental role and function. For this reason, starting from this cultural analysis and utilizing a hermeneutical methodological approach, our study will classify, first all, the different types of educational games, and show their implications from a theoretical point of view. Secondly, it will stress the importance of sport pedagogy in studying the issues dealing with this specific research field. Our aim is to show that digital and virtual games are emerging tools capable of fostering leisure along with health, exercise, and sport. We want to demonstrate that this kind of games allows pupils and children as digital natives to learn and to be educated in a true educational way, that is playing. In conclusion, because of their being wonderful tools to improve learning skills and to promote educational values and the sports in their different aspects, educational and virtual reality-based games have not to be considered with suspicion by educators and (physical education) teachers but a great opportunity to teach and learn.
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Popović, Ilić, and Ivan Popović. "Traumatic brain injuries in sport: A systematic review." In Antropološki i teoantropološki pogled na fizičke aktivnosti (10). University of Priština – Faculty of Sport and Physical Education in Leposavić, 2024. http://dx.doi.org/10.5937/atavpa24024p.

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Head injuries are a frequent occurrence in various sports activities. Collision and contact sports carry the highest incidence risk of these types of injuries. Within head injuries pathology, traumatic brain injuries are considered the most dangerous, primarily because of the threat to vital centers. Precise, quick diagnosis, adequate therapy, as well as removing the athlete from the field until the symptoms subside can reduce the intensity of neurodegenerative disorders accompanied by short-term or long-term neurological, vegetative, cognitive and motor deficits. This study analyses the trends of proposed measures that need to be taken in sports primarily in terms of prevention and diagnostics, in order to prevent and mitigate the consequences of head injuries, especially in younger categories of athletes. Changing the rules of the game, controlled and limited heading in football, as well as mandatory wearing of protective equipment in all potentially risk sport activities are some of the proposed measures in reviewed researches.
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Popović, Jasna, Ivana Đorđević, and Ružena Popović. "A review of students' free time activities and the role of the school in promoting an healthy lifestyle and participation in various types of elective sports and outdoor activities." In Antropološki i teoantropološki pogled na fizičke aktivnosti (11). Univerzitet u Prištini-Kosovska Mitrovica - Fakultet za sport i fizičko vaspitanje u Leposaviću, Leposavić, 2025. https://doi.org/10.5937/atavpa25263p.

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Inactive life and obesity in all age, social, ethnic and economic categories have reached epidemic proportions, above all, in all highly developed countries of the world. Some studies suggest that school and youth sports may be the only answer to the obesity epidemic. The literature on barriers to youth participation in sports and the high dropout rate of the school sports model indicates that a more inclusive approach and a more diverse youth sports offer could be an effective way to attract and retain children in sports programs. Within the school, extracurricular activities and optional sports should complement regular physical education classes, as was the practice before. All children, regardless of their level of physical abilities, talent and mastery of sports skills, should be encouraged to try themselves on their own initiative in a series of different activities that are fun and contribute to long-term engagement and improvement of physical fitness. Specific goals within school programs should achieve the following tasks: Creation of opportunities to participate in school sports sections, or in a different way organized activities in nature; Carrying out activities in an adequate and professionally supervised environment; Cultivating the desire to compete, while at the same time enjoying mutual company, fostering "fair play", respecting teammates and opponents in the game and forming a team spirit; Establish programs and activity models that meet the needs and interests of the majority of students; Improvement of social interaction and reduction of conflicts among students and prevention of peer violence; Providing opportunities for participation on a principle that is available to everyone, without prior selection; Providing students with the opportunity to try different forms of activities, in order to improve their psychophysical development, emotional and social life, to form a healthy lifestyle and to use their free time properly.
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Galeev, A. R., M. V. Basaraba та F. R. Yakushev. "THE JAPANESE GAME ЭYUKIGASSENЭ AS A MEANS OF HEALTH AND RECREATIONAL PHYSICAL CULTURE IN EXTRACURRICULAR ACTIVITIES OF STUDENTS". У Х Всероссийская научно-практическая конференция. Нижневартовский государственный университет, 2021. http://dx.doi.org/10.36906/fks-2020/09.

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Sports events occupy a large place in the life of every person, regardless of whether he is an athlete or not, is engaged in high-performance sports or conquers local peaks of local significance. Such events may be of a different nature. So, they can be a qualification to have certain rules to include the ratings and to make a selection of athletes in teams. They may, on the contrary, be Amateur, have no specific rules or federations. They often involve the participation of everyone willing to do so. The authors of the article consider the possibility of conducting extracurricular activities according to the rules of the Japanese game «Yukigassen» as one of the means of the recreational and recreational culture of young students.
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YAO, YUANBO, WENWU HU, CAI YANG, and LIAOKUN YE. "EXISTING PROBLEMS IN COLLEGE SPORTS COMPETITION ANALYSIS AND SOLUTION PATH RESEARCH." In 2021 INTERNATIONAL CONFERENCE ON ADVANCED EDUCATION AND INFORMATION MANAGEMENT (AEIM 2021). Destech Publications, Inc., 2021. http://dx.doi.org/10.12783/dtssehs/aeim2021/35958.

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Abstract. College sports activities can enrich the amateur life of college students and enhance their life. This study combined with the author's practical experience in competition management many times, using the literature method and interview method, to explore the existing problems in regional college sports competitions, found that the current regional college sports competitions in the pre-match publicity, registration, arrangement, safety in the game and post-match results registration and maintenance problems need to be solved, and combined with the problem put forward related solutions: the establishment of a complete event website, the construction of a sound event publicity channel, the structure of low error rate of the registration system website, The upgraded order book produces templates, improves the training quality of the event staff, develops the results registration website that conforms to the characteristics of the event and does a good job in the summary of the event, hoping to help the regional college sports competition activities improve the quality, better realize the original intention of holding the competition activities, reflect the function of the university events.
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Popović, Ivan, Igor Ilić, Slavka Durlević, Tatjana Popović-Ilić, and Milica Kostić. "Physical preparation in goalball." In Antropološki i teoantropološki pogled na fizičke aktivnosti (10). University of Priština – Faculty of Sport and Physical Education in Leposavić, 2024. http://dx.doi.org/10.5937/atavpa24019p.

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People with disabilities (PWD) represent the category of population which due to their impaired abilities have special needs. However, PWD need to have sports activities like all other people in order to maintain and improve their general anthropological status. As such, people with disabilities achieve significant sport results at the highest level. Blind and visually impaired people are a special category of people with disabilities in regards to sports training and competitions, since their physical abilities and characteristics are not impaired compared to people without disabilities, except in the field of sight. Goalball is a team sport designed for blind and visually impaired people and is characteristic among sports of people with disabilities because the rules are not adopted from another sport and adapted for people with disabilities, but are unique. There is no categorization in this sport because all participants, blind and visually impaired, wear special blacked - out eye shades, so that everyone is equal on the court. Goalball requires special physical preparation due to the complexity of the game itself. Although in this sport players occupy only three positions on the field, the time from defending the shot on goal to the end of the attacking phase is 10 seconds, so athletes must have high fitness levels. Depending on the competition schedule, there is a distinct difference between general and special physical preparation, within which special emphasis is placed on individual physical preparation.
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Reports on the topic "Sports game activities"

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Lunn, Pete, Elish Kelly, and Nick Fitzpatrick. Keeping Them in the Game: Taking Up and Dropping Out of Sport and Exercise in Ireland. ESRI, 2013. http://dx.doi.org/10.26504/rs33.

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Keeping them in the Game, commissioned by the Irish Sports Council and compiled by ESRI researchers, provides evidence for policy from three large nationally representative surveys of activity, covering everyone from primary school children to older adults. In launching the report Minister Michael Ring highlighted “the importance of having research of this quality in order to inform important policy decisions around trying to increase the number of Irish people taking part in sport throughout their lives". Key findings include: Almost all primary schoolchildren engage in regular sporting activity – it's what happens after that stage that is a cause for concern. Many children drop out of regular activity during the second-level years, especially girls. School exams have a strong negative impact: students participate less in exam years and this has a lasting effect on whether they are active in later years. Students who play sport get, on average, better Leaving Certificate results. Activity as an adult is less related to attitudes and beliefs than to life events: most adults believe sporting activity is good for them and want to be more active, but leaving education, work commitments, relocations and family responsibilities lead many to drop out. Cycling and, in particular, swimming, are most likely to persist into later adulthood; Gaelic games meanwhile have a high drop-out rate. New sporting activities are mostly taken up through social connections with friends, colleagues and family members; finding facilities is not a barrier. These factors lead to a widening socio-economic gap as people progress through adulthood – the less well-off are more likely to drop out from sport as young adults and less likely to take up new activities. The study discusses a number of policy implications.
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Clarke, Gloria. Do youth in sport stay out of court? Insights and recommendations for families, coaches, community groups, sports organisations, and policymakers. The University of Waikato, 2025. https://doi.org/10.15663/shei43661.

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In Aotearoa New Zealand, rugby and rugby league are popular sporting codes, historically and particularly among males. In their 2023 annual reports, New Zealand Rugby reported 147,434 registered participants, while New Zealand Rugby League reported 28,180. Both institutions have also developed equity, diversity and inclusion strategies aimed at nurturing the participation and involvement of women and girls, as well as Māori and Pacific communities. However, while both codes have recorded an increase in female participation, there has been a gradual decline in male participation (Cully, 2023; Radio New Zealand, 2023; Wilson, 2022). This decline in sport participation has also been noted by (former) Principal Youth Court Judge Andrew Becroft, who found that young male offenders are often not involved in sport (Bruce, 2013; Sport NZ, 2018). This report summarises the findings of a study that examines sports attrition in relation to youth offending. In that study, the author (Clarke, 2012) examined the childhood and youth sporting experiences and illegal activities of five young men aged between 18 and 25 years old. The aim of this report is to provide insights into how these young men became involved in sport and why they dropped out, how they became involved in crime, and possible links between their sport participation and offending. Their experiences highlight several issues that can be addressed by parents/caregivers, clubs, sport administrators, coaches, community groups, sports organisations, and policymakers. In course of the study, six key observations were made. For these young men: 1. rugby and or rugby league were their primary and final sporting codes; 2. these sports were or had become ‘just a game’; 3. aggressive coaches diminished their enjoyment and commitment to sport; 4. their parents/caregivers were absent from their sporting lives; 5. their participation in sport and crime was simultaneous; and 6. the collision aspect of rugby and rugby league may have helped to facilitate their offending. In this document, the names of these young men have been replaced with aliases. To provide the reader with a richer and deeper understanding of the issues, the report features a number of their stories and reflections (edited for readability only). The research methods are briefly outlined in Appendix 1. Sources included in this report are listed in the References section. For a fuller review of the literature and the research analysis refer to the original research document (Clarke, 2012).
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