tactical games
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2021 ◽  
Vol 9 (1) ◽  
pp. 20-31
Author(s):  
Alex Gekker ◽  
Daniel Joseph

Abstract This paper explores Disco Elysium’s first major expansion, “Working Class Update” as emblematic of the potential fracture between the game’s themes and its politics of production and distribution. Our central claim is that in this update, the studio has reacted to the audience’s appreciation for the game’s labor themes within broader dissatisfaction with the industry’s otherwise exploitative practices, yet was constrained by the contemporary dynamics of said industry. First, we examine Disco Elysium’s radical political orientation and the platformized political economy of digital game distribution through ZA/UM’s origins within the Estonia-specific ICT scene. Second, we describe the current state of videogames distribution, in critical dialog with Dyer-Witheford and De Peuter’s concept of a “game of multitude.” We show the limits and contradictions of Disco Elysium to enact radical political stance in a grow-ingly consolidated and platform-dependent video games market. Finally, through a qualitative empirical analysis of the community’s responses to the Worker’s Class Update on Reddit and Steam, we examine the game’s fit into the above-mentioned framework through key themes of dissonant development, tactical games and software commons.


2021 ◽  
Vol 13 (11) ◽  
pp. 6012
Author(s):  
María G. Gamero ◽  
Juan M. García-Ceberino ◽  
Sergio J. Ibáñez ◽  
Sebastián Feu

Analysing declarative and procedural knowledge in sport makes it possible to evaluate the students’ acquisitions in the learning process. This study aimed to compare the acquisition of declarative and procedural knowledge after the implementation of several intervention programmes in school basketball, according to the methodology and prior experience of the students. A total of 55 students from the sixth year of primary education took part in the study, distributed into three groups. Each group participated in a different intervention programme: tactical games approach (TGA), direct instruction (DI) or service teacher’s basketball unit (STBU). The level of knowledge was measured using the Test of Declarative and Procedural Knowledge in Basketball (TDPKB). A descriptive analysis was performed to determine the participants’ characteristics. A factorial ANOVA was subsequently applied in two phases (pre-test and post-test) for independent samples to compare the level of knowledge among the different groups, and a t-test for related samples was performed to compare the pre–post knowledge level within each group. Then, a factorial ANOVA and a test of repeated measures were carried out to determine the effect of the methodology and experience on the students’ knowledge. The results indicate that the TGA, DI and STBU intervention programmes induced improvements in the levels of declarative and procedural knowledge in all the groups, with the students who participated in the TGA programme achieving higher levels of declarative knowledge. Finally, the effect of the absence of practical experience was identified as a determining factor for improvement. The students who had not previously practised basketball achieved higher levels of knowledge with the TGA intervention programme.


Author(s):  
Michael Metzler ◽  
Gavin Colquitt
Keyword(s):  

2021 ◽  
pp. 1356336X2110058
Author(s):  
Francesco Sgrò ◽  
Roberto Coppola ◽  
Rosaria Schembri ◽  
Mario Lipoma

The purpose of this study was to examine the effects of a tactical games model instructional plan on game-play volleyball performances of elementary school students, taking into account their skill level. In total, 39 fourth-grade students (average age: 8.9 years) participated in a 13-week unit, in which each lesson exaggerated the use of small-sided games. In-game performances were assessed via the Team Sport Assessment Procedure, while students played a 10-minute modified game (four versus four). Data were collected pre- and post-intervention, and after the summer vacation (retention test). A 2 (skill level) × 3 (time) analysis of variance with repeated measures was used to compare students’ performance, and the relevant effects were interpreted mainly by means of confidence intervals and effect size measures. At the end of the instructional period, all participants had an overall moderate to large improvement, and this global improvement seems to have remained at least until the end of the summer vacation. Lower-skilled students attained a larger and more established improvement than high-skilled students did. However, some detrimental effects on in-game students’ performance existed at the end of the instructional period. Therefore, teachers have to take into account students’ skill levels when designing their lessons because, if small-sided games are adequately considered and managed, students’ learning processes can be enhanced. Furthermore, the students should be assigned appropriate learning activities to avoid summer learning loss in physical education.


Author(s):  
Sixto González-Víllora ◽  
Javier Fernandez-Rio ◽  
Eva Guijarro ◽  
Manuel Jacob Sierra-Díaz

2020 ◽  
Vol 20 (2) ◽  
pp. 213-224
Author(s):  
Dwi Aprianti

Tujuan dari penelitian ini adalah untuk menguji pengaruh model pembelajaran dan status berat badan terhadap keterampilan bermain dan kebugaran jasmani. Metode penelitian yang digunakan adalah metode eksperimen dengan desain faktorial 2x2. Penelitian ini dilaksanakan di MTs Ar-Rohmah Sukajadi Kota Bandung dengan jumlah sampel sebanyak 28 orang dan menggunakan teknik sampling stratified random sampling. Dalam penelitian ini menggunakan dua instrument yaitu GPAI (Game Performance Assessment Instrument) untuk menilai keterampilan bermain dan instrument TKJI (Tes Kebugaran Jasmani Indonesia) untuk menilai kebugaran jasmani. Analisis data menggunakan bantuan software SPSS versi 22 melalui analisis varian dua jalur (two way anova). Kesimpulan dari penelitian ini yang pertama, model pembelajaran tactical games dan direct instruction memberikan pengaruh terhadap keterampilan bermain dan kebugaran jasmani. Kedua, terdapat interaksi antara model pembelajaran dengan status berat badan terhadap keterampilan bermain dan kebugaran jasmani. Ketiga, model pembelajaran tactical games dan direct instruction memberikan pengaruh yang sebanding terhadap keterampilan bermain. Sedangkan model pembelajaran direct instruction lebih berpengaruh daripada tactical games terhadap kebugaran jasmani pada kelompok obesitas. Keempat, model pembelajaran tactical games lebih berpengaruh daripada direct instruction terhadap keterampilan bermain dan kebugaran jasmani pada kelompok non-obesitas.


Author(s):  
A. Antúnez ◽  
J.M. García-Ceberino ◽  
S. Feu ◽  
Ibáñez S.J.

El propósito del estudio fue validar dos programas de intervención, correspondientes a dos unidades didácticas realizadas cada una en base a dos metodologías diferentes: Direct Instruction (ID) y Tactical Games Approach (TGA), para la enseñanza del fútbol escolar. Se diseñaron dos programas de intervención semejantes con el mismo número de tareas, sesiones, fases de juego, contenidos y objetivos. En el proceso de validación participaron 13 jueces expertos. La validez de contenido se calculó mediante el coeficiente de V de Aiken y sus intervalos de confianza. Para la consistencia interna se empleó el coeficiente de ? de Cronbach. Ninguna de las tareas que componen los programas de intervención fue eliminada al superar el valor crítico exacto (V ? .69). La consistencia interna de las tareas fue excelente (? = .97). Por tanto, ambos programas de intervención son válidos y fiables para la enseñanza del fútbol escolar, así como para comparar los efectos de ambas metodologías.


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