Playing with Geometry: An Educational Inquiry Game Activity

Author(s):  
Yael Luz ◽  
Carlotta Soldano
Author(s):  
Roman Stasyuk ◽  
Yurii Ostapenko ◽  
Eleanora Simbirska

The article considers the issue of improving the system of sports training of players in table tennis on the basis of the principle of programmed learning, which is implemented in the form of a comprehensive method of training process. Programmed training in sports training of table tennis players at the preparatory stage is optimized using a system of tools and methods built in the form of a structural-logical scheme is an important area of research. Methodological ways of building a system of sports training of table tennis players on the basis of the method of programmed learning are revealed, which made it possible to determine the principles of building target tasks, which are a certain block of physical exercises structured with a single goal setting. It was necessary to summarize the experience of modern methods of organization for the construction of programmed training in sports training of table tennis players by implementing the principles of complexity and coherence of training activities. At the present stage of development of game sports fundamental knowledge of the content of game, systems of preparation, various, flexible and highly automated skills and perfect activity of functional systems of an organism is especially necessary. Difficulties that turn out to be unpredictable by a program of tactical actions are usually related to informative influences. This is due to the probable nature of the game activity, which, first of all, concerns the information aspect. Despite a certain number of standard game actions, which were mentioned above, the actions of athletes who play sports are based on the response to changes in the situation, the conditions of wrestling. With such a variety of forms of manifestations of the player's actions are constantly associated with the solution of situational motor problems that require the use of programming mechanisms.


2021 ◽  
Author(s):  
Andrew J Gardner ◽  
Grant Iverson ◽  
Suzi Edwards ◽  
Ross Tucker

Abstract Background The tackle is the in-game activity carrying the greatest risk for concussion in Rugby. A recent evaluation of tackle characteristics in Rugby Union precipitated a rule modification to reduce head impact risk during tackles. This study aims to replicate the work conducted in Rugby Union by examining the association between tackle characteristics and head injury events in professional Rugby League. Methods We reviewed and coded 446 tackles resulting in a head injury assessment (HIA) and 5,694 tackles that did not result in a head injury from two National Rugby League (NRL) seasons. Tackle height, body position of players, and contact area on an opponent’s body were evaluated, with the propensity of each situation to cause an HIA calculated as HIAs per 1000 events. Results The propensity for tacklers to sustain a head injury was 0.99 HIAs per 1000 tackles, 1.74-fold greater than for the ball carrier (0.57 HIAs per 1,000 tackles). There was a 3.2-fold higher risk for an HIA when the tackler was upright compared to bent-at-the-waist. The greatest risk of a tackler HIA occurred when head contact was very low (knee, boot) or high (head and elbow). HIAs were most common following head-to-head impacts. The lowest propensity for tackler HIA was found when the tackler’s head was in proximity with the ball carrier’s torso. Conclusions The result of this study replicated the findings in professional rugby union. This has implications for the injury prevention initiatives implemented to reduce HIA risk because the majority of injuries are sustained by the player initiating the action.


2020 ◽  
Vol 2 (80) ◽  
pp. 71-88
Author(s):  
Viktor Moskalets

The essential psychological properties of any activity are in its motivation and, consequently, in the goals that direct the subject to it as to a means of achieving them. The core of game activity motivation (game) are positively colored emotional experiences that actually arise in a person (consolation from excitement, spiritual uplift, etc.). Acquisition and use of material goods and / or social benefits do not appear to be its defining motives. And the game does not belong to the future or the past, but only to the present – to its very own course “here and now”. However, such motivational foundation is inherent not only to the game, but also to some other activities. The so-called game means used by other activities are divided into two types – educational-developmental (training, role, business, etc.) and psycho-correctional. In a subject who seeks to use such means effectively should dominate a motivation that corresponds to their purpose. Differentia specifiс of game activity is a creation of purely game pretended situations. Namely, this property is the predicate-discourse basis of the denotation of the term “game”. It is from “pretendness” that those connotative meanings of it and other associations are formed, which create definitive relativism in the semantic field of game activity. A notable condition of the played situations are the rules that provide the game order, while deviations from this order spoil and devalue the game. Like taboos and imperatives of all forms of regulation, the rules of the game do not allow and require self-restraint, which does not stimulate positively colored emotional reactions, because they limit the freedom of action. However, the subject accepts these rules voluntarily and gladly follows them, experiencing “courage” and demonstrating his mental and physical abilities (intelligence, agility, etc.), especially when his game impresses with skill, beauty, and admiration. It is noted that dizzying and amusing situations are essentially not games, but actually entertainment. It is claimed that the game itself and the game content of other activities contain a very noticeable developmental-educational potential, contributing to the successful mastering knowledge, skills, abilities and competencies by a person. First of all, we talk about such teaching methods as business and role-playing games, military training maneuvers, the specialists’ activity in special conditions. At the same time, game psycho-correctional methods, captivating each participant with their game content are designed to help him get rid of the consequences of mental traumas he suffered in life, or “slow down” in his psyche positive, but depressed, inhibited, properties. Therefore, the consolation, the pleasure of such self-purification is the psychological filling of the game content of these techniques. In addition, it is proved that the game develops aesthetic sensitivity – the ability to perceive beauty and enjoy it through the mediation of system, order, harmony and other aesthetic properties. Thus, the game is not only the absence of internal coercion, but also freedom of spirit, the release of mental energy. For example, the subject is immersed into virtual freedom of spirit both during creation and in the situation of perception of art, which pleases and attracts him by this very process. Anyway, a person is amused (“encouraged”) by his living spirit, the ability of his spirituality in empathic responses to artistic images. This basic content of motivation of artistic-aesthetic activity is semantically related to the game motivation. It is argued that the game and religion have similar properties: pretended situations, obligatory conditionalities, positive emotional coloring of the action process. However, this assimilation is the result of a purely theoretical understanding, while the full picture of the existence of the game is much more complex.


Author(s):  
V. Pasichnyk ◽  
M. Pityn ◽  
V. Zgoba ◽  
V. Pasichnyk ◽  
O. Kolobych ◽  
...  

In preschool age there is a formation of the child's personality, the formation of his physical and spiritual culture - the basis of harmonious development, as the beauty of the human soul and healthy body. Today, one of the main tasks of improving preschool education is to raise a harmoniously developed, perfect, healthy child, able to fully realize their spiritual, physical, intellectual and moral capabilities. An important area of ​​physical education of preschool children is the use of various forms and tools for their harmonious development, among which an important place is given to play activities Purpose: to characterize the specific functions of the concept of play activities in the physical education of preschool children. Research methods: theoretical analysis and generalization of literature sources, induction and deduction, abstraction, comparison, classification and systematization. Results: specific functions are indicated as a certain category of system approach. It is represented by independent properties and has the purpose of describing the system of game activity within the physical education, which should be carried out to achieve the generalized goal. The group of specific functions of the concept of play activity in physical education includes the competence, interdependence, effectiveness and density, which are largely implemented by the author's concept and justified by us and implemented depending on the specifics of play in the relevant group of educational institutions. The fundamental changes taking place in the modern cultural and educational space, social demands and needs confirm the idea of the priority of childhood as the most responsible period of personality development. It is in preschool age that the formation of a child's personality takes place, the formation of his physical and spiritual culture - the basis of harmonious development, as the beauty of the human soul and a healthy body.


2020 ◽  
Vol 8 (2) ◽  
pp. 86-92
Author(s):  
Nataliya Lutkova ◽  
Yrii Makarov

In our research we revealed parameters of psycho-physiological status (PPS) of qualified volleyball players during game activity, determined dynamics of those indicators depending on attack efficacy of athletes. The purpose of the research: to identify parameters of psycho-physiological status (PPS) of qualified volleyball players performing attack actions during game activity, which have the greatest informative value for the prediction of the planned results. The task of the study was to identify PPS parameters of qualified players when performing attack actions during game activity. Methods and organization of the research. We used vibration imaging technology with VibraMed10 program to achieve the objective of the study. We brought together 12 volleyball players of the 1st adult sport category, playing for the national volleyball team of P.F. Lesgaft NSU. We determined the following PPS parameters of players: aggression, stress, anxiety, danger, balance, charisma, energy, self-regulation, inhibition, and neuroticism. Research results. The study revealed that parameters of psycho-physiological status of athletes performing attack actions are modified in accordance with all investigated indicators. Dynamics of parameters of psycho-physiological status of players is determined by the effectiveness of performed actions. The study results demonstrate that attack efficacy depends on the number of significant parameters. Such parameters include aggression, balance, energy, self-regulation and charisma. The identified PPS parameters of athletes have the greatest informative value for prediction of the planned results in game activity. Conclusion. We have revealed the informative PPS parameters of qualified volleyball players during game activity, which include aggression, balance, energy, self-regulation and charisma. Dynamics of these indicators determine the attack efficacy of athletes.


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