897 resultados para player


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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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In the literature, it is possible to find a large number of studies directed toward athletic training in the physical, technical and tactical aspects of the Soccer game. In the other side, we are able to attest that there exists few instruments in the sport area of studies on evaluation of the athlete, in specific, rare are the instruments for assessment that takes into consideration the game situation. The most important aspect of an instrument of assessment is its validity. The present study has the objective to validate the “Instrument for Assessment of the Soccer Player” (IASP), proposed by Gama (2003). For the process of validation, participated nine university students, volunteers, four women and five men. The evaluators had a training period for acquaintance with the instrument and they analyzed, in individual basis, soccer games registered in video. This procedure was done via a 29 inches TV set, a DVD device and a voice recorder. Tests of reliability and objectivity were applied in order to measure intra and between observers consistency. As for the objectivity analysis, the results for each one of the soccer motor action with the ball in a game situation showed high correlation between possible score and obtained score. However these data did not allow for the validation of the IASP instrument as the criterion applied to the analyzed actions were different between observers even when of the observation of the same player in the same game. This problem was detected also in the evaluation of reliability. However, the present study was capable to point out inconsistencies within the Instrument for Assesment of the Soccer Player (IASP) so that after the needed changes being made, another validation will be done

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Since its origin, soccer has been conquering followers all over the world. As a consequence of this cultural phenomenon, countless works are being done aiming to analyze the game systems and the fundamentals carried out by a team. The purpose of this paper is to analyze the Brazilian Soccer Team’s game systems and actions with ball possession in the 1958, 1962 and 2002 World Cup finals. Specifically, the paper analyzed the actions that occur during the match, such as control, dribble, pass, shot, foul and tackling. In order to achieve that, the Skout software (Barros et al., 2006) was utilized and, through it, all fundamentals carried out by the Brazilian team were identified and codified in a virtual field. The data from each match was transported into the Matlab® software, in which the zone of major action of each player was analyzed, represented by the main axis. The outcome showed that the game systems put into practice by the Brazilian team in the 1958 and 1962 World Cup finals didn’t present significant changes, nevertheless, regarding the 2002 final, there was a great difference. The Brazilian team got similar percentages in the technical actions carried out in the three World Cup finals analyzed, however, in absolute numbers, the passes, the shots and the dribbles decreased while the fouls increased.

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The technological advances of recent decades combined with digital inc1usion in Brazil sparked the country's population to the constant use of computers to perform tasks in many different natures. Whether it's for communication, entertainment, work or school, computers are tools with increasing numbers in Brazilian homes. Along with this evolution the Brazilian Physics teaching should be aware of the use of teaching tools that relate directly to the computer to student learning. Highlighting in this work we have scanned the contents of the Wikipedia community, a wide variety of educational videos placed on YouTube, educational games that try to teach the player in a fun way and a variety educational softwares placed on the World Wide Web. It is with special attention to educational softwares as tools for teaching physics, which describe some strategies for use of these software, combined with the textbooks, to illustrate some ways to introduce the use of educational softwares directly in the classroom

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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This paper aims to show the beginning of habitus and the bodily hexis construction of male ballet dancer and female player soccer. Firstly, the habitus and the bodily hexis are established by the cultural inheritance of families (advices, likes, choices, prohibitions, and work divisions). After, they are restructured by the most diverse fields where this people act, mainly in the school, specifically at Physical Education classes (in the specialized places where these classes occur). Thus, it is possible to verify the success or the failure of their path lives and the possibility of a social ascent by the choice of these practices as professional career.

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In Brazil, the Catholic Church has an important role in the construction of citizenship, education and training the rural lower classes of the population. Studied in this article, this participation and contribution in the 60s, by highlighting the strong weighting would take the issue of land reform. The Catholic Church was a major player in unionization campaigns and basic education and suffered great tensions and internal conflicts that divide between those who sought the "liberation of the oppressed" and those who fought for reforms without changing the "social order". This paper recovers the trajectory of implementation of various programs of Catholic union formation and foundation of unions. We use historical methodology and retrieve the voice of the authors through interviews with trade unionists, lawyers, church authorities and militants popular.

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This article aims to discuss the use of business games for educational purposes taking into account evidence about the difficulty in managing financial resources. The use of business games is justified because the young generation tha are coming to the education system have grown up using business games, allowing a more motivating learning environment and stimulating investment and on how the concept to provide learning. Instead of pushing content well defined and wel-formatted for the student, promotes the use of games promote at the same time, a chalenge whose solution entails learning effort. Thus, the use of games affect educators, students and aducational institutions, requiring them new attitudes and patterns of thought about schooling. The elaboration of this article was based on experiences gained with the development and use of games for educational purposes, specifically the game "Mercado Virtual". Several articles have been published on research with indergraduates and postgraduate courses in business administration and engineering field. They have shown that the evaluation of the player, based on their decisions during the game, to detect specific aspects of learning. This exploratory research is based on data obteained in various experiments with the game Mercado Virtual.

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Pós-graduação em Ciências da Motricidade - IBRC

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The objective of this research study was quantify the power, force of vertical impulse, jumping height and the relation of the power output during the execution of the layup in basketball, by variables associated to anthropometric data. The study was carried with seven basketball players, university students, male, from the Universidade Estadual Paulista Julio Mesquita Filho (Unesp) basketball team, from Bauru City. The players were an age of 20,7 ± 2,4 years old, body weight of 77,1 ± 9,4 kg, body fat of 14,7 ± 3,6%, lean mass of 65,5 ± 6,2 kg and height of 180,0 ± 5,0 cm. Each player did the ability of the layup three times, with a previous time to adapt. The kinetic and kinematic values was obtained from the data of a system that consists of photocells and a contact carpet from a system called JumpSystemâ (CEFISE), using after that equations of UVRM and impulse. The photocells was dispose to capture the previous run-up, as well the speedy in the time of two steps of the layup, and it was also synchronized with the contact carpet in the last step, to preserve the exactly time of the propulsion of jump. In this way, the values and the kinetic variables found was vV (2,94 ± 0,3 m's-1), vH (11,3 ± 3,4 m's-1), vI (11,8 ± 3,2 m's-1), time of contact (0,214 ± 0,2 s), angle of jump (15,9 ± 6,26 graus) and H (44,3 ± 8,9 cm). The variables and the kinematic values found was FimpV (974,9 ± 119,03 N, PP (3112,9 ± 633,9 W) and PM (1556,4 ± 316,9 W). To better understand the ability of layup in basketball, as the kinetic variables, kinematic variables and anthropometrics that determine the performance, the study did correlations between dV (H) with vV, vH, vI, angle, FimpV, PP e PM; FimpV, PP e PM com with the kinetic variables of vV, vH, vI, angle, and anthropometric variables of PC and height, and correlations of PP e PM with %G and MM. So, significant results was found between the correlations of dV with FimpV (R2 = 0,81)...

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Soccer is the most popular sport in Brazil and one of the most popular in the world. Within this context, the practice of university soccer has increased the number of practitioners. A methodology widely used in the training of high performance teams are games reduced field ( JCR). The objective of this study was to evaluate the intensity of physical effort of football players during a small side game, 4x4, check the correlation between [La], HR PSE and the players and the floater influence on the intensity of the small side game. We analyzed eight players of UNESP in Bauru mean age 21.2+1.5 years, weight 75.8+11.6 kg, height 1.77±8cm, body fat percentage 12.3+5.5%, VO2max 37.1 ml/kg/min. The training was performed in 4 x 6 min with an interval of between one minute for recovery. The [La] and PSE were collected between the second and third time and after the end of training, the HR was measured every five seconds throughout the training through the RS400 heart rate monitor. A training session player floater participation (4x4+1) and the other not (4x4). The results presented showed no correlation with the HR [La] and PSE. HR significantly different, being 157+10 in the game 4x4+1 and 146+13 in the game 4x4. The percentage of HRmax in the game with floater was 81.3% and 75.7% in the game without. The players were most of the time in a higher intensity in the JCR with a floater, 37.8% of playing time over 85% HRmax, and 22.5% of playing time over 85% of HRmax in the JCR without floater, demonstrating that the use of a floater player made the game more intense and efficient to increase the intensity of the game

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Pós-graduação em Artes - IA

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Pós-graduação em Educação - FCT

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)