5 resultados para game-playing

em Universidad de Alicante


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Gender differences in anthropometric and athletic properties (e.g. strength) as well as the different net heights (2.24 vs. 2.43 m) on the same field size (8x16 m) would be reflected in the game. The literature about differences between male and female playing characteristics in beach volleyball is scarce. Therefore, the aim of this study was to analyse the differences by gender in the use of offensive zones. Study participants were 20 players (10 female and 10 male) who took part in the European Beach Volleyball Championship 2005 and 2006. Video recordings were made of the 659 points in eight matches played. The beach volleyball court was divided into six zones (z1 to z6). The results showed that men and women use different offensive zones and also were different in the percentages of ball out (15.53 and 27.38% respectively). Concretely, men players used more 1, 2, 4 and 5 zones and women 1 and 5 zones. A few differences were observed in the percentage the ball to the net (7.73 and 5.35% respectively). An understanding of the use of offensive zones is relevant to establish specific tactical training patterns for beach volleyball.

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One of the most relevant subjects for the intellectual formation of elementary school students is Mathematics where its importance goes back to ancient civilizations and which its importance is underestimated nowadays. This phenomenon occurs in Mexico, where 63.1% of the total population of elementary school students between the third and sixth grade have insufficient/elemental level of mathematics knowledge. This has resulted in the need to use a new mechanism to complement student’s classroom learning. With the rapid growth of wireless and mobile technologies, the mobile learning has been gradually considered as a novel and effective form of learning due to it inherits all the advantages of e-learning as well as breaks the limitations of learning time and space occurring in the traditional classroom teaching. This project proposes the use of a Mathematics Game e-Library integrated by a set of games for mobile devices and a distribution/management tool. The games are developed for running on mobile devices and for cover the six competencies related with the mathematics learning approach established in Mexico. The distribution/management tool allows students to reach contents according to their needs; this is achieved through a core engine that infers, from an initial profile, the games that cover the user’s knowledge gaps.

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Se propone la realización de un juego de rol con el objetivo de que los alumnos comprendan una asignatura a priori tediosa, Gestión Integrada en la Industria Química, de una forma práctica y amena. Este tipo de prueba facilita la evaluación de varias competencias a la vez, englobando tanto habilidades técnicas, como la comunicación oral y la puesta en escena. En este caso concreto los alumnos se han introducido en la situación de una auditoría de los distintos sistemas de gestión de la Universidad de Alicante, incluyendo calidad, medio ambiente y prevención de riesgos laborales. Los profesores han valorado las competencias adquiridas y los alumnos han realizado una encuesta para comprobar si ellos tienen la percepción de haberlas adquirido. Además se estudia su utilidad en un entorno laboral, en prácticas en empresa, ya que varios alumnos realizan las asignaturas de Prácticas Externas después de haber cursado la asignatura de Gestión Integrada en la Industria Química. El trabajo se completa con el estudio del posible interés de los juegos de rol en otras asignaturas de la titulación.

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The aim of this study was to develop an anthropometric profile on highly skilled male water polo players by specific playing positions. Also, to identify significant relationships between these features an overhead throwing speed in highly skilled male Water Polo players by specific playing positions. Methods: A total of 94 male water polo players (24.5±5.3 yrs) who were playing in the Spanish King´s cup were studied. Subjects were grouped according to their specific playing positions: 15 goalkeepers, 45 offensive wings, 20 center backs and 14 center forwards. Anthropometric assessment was made following ISAK protocols. Hand grip and throwing speed in several situations were also assessed. A one-way analysis of variance (ANOVA) was used to determine if significant differences existed among the four playing positions. Pearson product-moment correlation coefficients (r) were used to determine the relationships of all anthropometric measures with throwing speed and hand grip. The total player’s somatotype was endomorphic-mesomorphic (2.9–5.8–2.3). Center forwards exhibit important anthropometric differences compared with the other specific playing positions in elite male water polo players, but no differences were found in throwing speed by specific playing positions in each throwing conditions. Moreover, a higher number of relationships between anthropometric and throwing speed were found in wings and also in center backs but no relationships were found in center forwards. The data reflects the importance of muscle mass and upper body in the throwing skill. Coaches can use this information in order to select players for the different specific positions.

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Actualmente, la sociedad denuncia la cada vez más acuciante desidia lectora en los estudiantes de Educación Secundaria. Es habitual escuchar que las causas de la misma se encuentran en las horas que los adolescentes dedican a la televisión, a Internet y a los videojuegos. Lejos de alimentar el rechazo a estos soportes lúdicos, este estudio se plantea que se han convertido en una parte fundamental de la cultura de los jóvenes y que, además, no solo no disuaden de la lectura, sino que están relacionados con ella y, en muchísimos casos, dependen de la misma para su propio desarrollo. No es posible imaginar un RPG (Role-Playing Game), una aventura gráfica o una visual novel sin texto escrito y es indudable que quienes emplean estos soportes están leyendo continuamente. Se plantea, pues, la posibilidad de emplear los videojuegos en el área de Didáctica de la Lengua y la Literatura como elementos viables para el desarrollo de la competencia lectoliteraria en los alumnos de Educación Secundaria, gracias a su papel como elementos transmedia y su fácil inclusión en las constelaciones literarias de cada uno de los alumnos.