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1.
Front Psychol ; 13: 1082646, 2022.
Article in English | MEDLINE | ID: mdl-36687961

ABSTRACT

Experimental designs to induct emotional states have frequently used still procedures. However, more naturalistic methods of emotional induction by letting participants move and interact freely with other participants should be considered. Traditional Sporting Games (TSG) have the above-mentioned characteristics. The general aim of this study was to determine whether the different roles which allowed executing ambivalent interactions induced different emotional states in college students. We developed three studies with three paradoxical TSG (Sitting Ball Game, Four Corners Game, and Pitcher's Game). Before beginning to play, all the participants answered the Positive and Negative Affect Schedule (PANAS) in a mood version. After playing, participants were asked to report retrospectively the emotional state they were feeling in each role of the game, responding to the Self-Assessment Manikin, PANAS, and Games and Emotion Scale-II. Statistical analyses were performed by ANOVA, calculating corresponding effect sizes. Consistently, but specifically, in each game, roles still induced less positive and more negative emotions. Regarding the active roles, more positive and less negative emotions were kindled when the role allowed catching other players. On the contrary, when developing an active role that implied an increased likelihood of being caught, more negative and less positive emotions were experienced. We found some significant interaction effects between the moods and the role played before playing. To conclude, TSG could be an adequate procedure to induct emotional states and to study emotional conditions in a naturalistic way, showing ecological validity.

2.
Article in English | MEDLINE | ID: mdl-34682577

ABSTRACT

The purpose of this study was to examine the players' decisions-making in Marro (a Traditional Sporting Game) through a multimodal approach. Each player's decision-making assumes specific accelerations and decelerations associated with different effort. The research objectives were: (i) to study the decision-making associated with the roles of Hunter and Hare; (ii) to know the physical effort by the roles (Hunters and Hares); (iii) to reveal T-Patterns in the multimodal strategic approach (integrated with decisions and different physical effort) with a direct incidence on the scoring by roles. The study was performed with 22 male and 2 female players aged 18 to 25 (M = 19.4; SD = 1.3). The Marro game was played by two groups for eight minutes. An observational methodology was used, through a type III design. The observational design was nomothetic, one-time, and multidimensional. An 'ad hoc' tool was built to ensure the data quality. Univariate analyses were performed using Crosstabs Command, with adjusted residuals (AR), Classification Trees (Chaid model) and T-Pattern Analysis (TPA). Significant differences were found between matches using the scoring (p < 0.001; ES = 0.26), role (p < 0.001; ES = 0.31), or the organic variables of the study, the speed (p < 0.001; ES = 0.73), the metabolic power and the acceleration/deceleration the speed (p = 0.023; ES = 0.43), while the predictive model pointed to the variable role (p < 0.001) as the main factor responsible for the model growth. TPA (p < 0.005) revealed differences attributable to internal logic in the yellow (first match) and orange (second match) teams, while organic variables were more changeable in the violet (first match) and green (second match) teams. This study advances the individualization of the decision-making process. These results may be useful to better understand the internal of functioning of the Marro game 360° since the use of various methodologies and variables (multimodal approach) provided original findings.


Subject(s)
Athletic Performance , Running , Soccer , Acceleration , Female , Humans , Male , Physical Exertion
3.
Article in English | MEDLINE | ID: mdl-33799944

ABSTRACT

In light of the importance of shots on the final result in basketball matches, this research aims to reveal the predictive ability of variables associated with different game actions (ball screen, one-on-one near the basket and one-on-one far away from the basket), shot zone (near to or far from the basket) and players' position (outside or inside) of the success of shots and of the type of shot, defended or not defended, in three seasons (2014 to 2016) of the Copa del Rey in the ACB (Asociación de Clubes de Baloncesto) League in Spain. Observational methodology was used, and an ad hoc instrument was created using Lince software. The study was conducted on a total of 7695 game actions, of which an analysis of 877 shots was made using CHAID (Chi-squared Automatic Interaction Detection) classification trees. The results obtained in this research have led us to the following conclusions: (a) the most important variable in the success of shots is to find "open shots", regardless of the game action, (b) one-on-one actions outside and inside the zone have a clear connection to the finishes of the plays and end up in defended shots, (c) shots by ball screen lead to more open shots than in one-on-one and (d) play with passes may facilitate to find "open shots". These results can be of interest for coaches to prepare their teams in the best possible way, but they must be interpreted with caution as the sample was very specific (Copa del Rey in the ACB League) and, therefore, it is necessary to continue investigating this topic in other competition contexts.


Subject(s)
Athletic Performance , Basketball , Spain
4.
Article in English | MEDLINE | ID: mdl-33530347

ABSTRACT

To educate the relational well-being in order to learn to live together in society is one of the main needs of modern physical education (PE). Teachers are in need of pedagogical models to instruct peaceful coexistence and transform possible conflicts into PE. The goal of this study was to determine the effect of a pedagogical model (GIAM model) designed for conflict transformation on the relational well-being of students in obligatory secondary school (ESO in Spain). This study was an empirical research (associative strategy, comparative study using mixed methods). A number of 287 valid students (M = 14.90; SD = 0.66) participated in this study from 4 different secondary schools (SSs): third ESO (SS1 (n = 75); SS3 (n = 45); SS4 (n = 86)) and fourth ESO (SS2 (n = 81)). A sequence of seven learning sessions was conducted, the intervention of the teachers on the GIAM model and the student's motivational climate perception caused by this learning sequence was analyzed. The teachers who best adapted their intervention to the GIAM model obtained greater significant changes (p < 0.005) in favor of the relational well-being of their students. This research provides scientific evidence and intervention strategies for students to learn how to transform the conflicts, adopting a collaborating style based on reflection-for, -in- and on-motor action.


Subject(s)
Motivation , Physical Education and Training , Humans , Schools , Spain , Students
5.
Front Psychol ; 11: 1384, 2020.
Article in English | MEDLINE | ID: mdl-32733318

ABSTRACT

Different international organizations and initiatives highlight the contribution of the traditional sporting games (TSGs) to favor the diversity of knowledge, values, and attitudes necessary for today's society. TSG such as Marro trigger multimodal learning contexts (driving conducts, interpersonal and organic relationships), with great interest in the educational and sports initiation field. The purpose of two studies presented in this manuscript was to examine the 360° multimodal strategic intervention (decisional, relational, and organic) of two teams faced in a Marro game. For this study, a quasi-experimental design was used composed by a single test applied to two non-equivalent teams. Mixed methods were used with an observational methodology in Quadrant III: nomothetic, punctual, and multidimensional. Fourteen university students participated [mean (M) = 20.49, standard deviation (SD) = 2.18]. Three internal logic variables were studied: outcome, role, and subrole; and three variables referred to the dimensions of motor conduct: relationship, risk in the decision, and physical effort. A mixed ad hoc registration system was designed with acceptable margins of data quality. For Study 1, cross-tabulations and classification trees were applied, while for Study 2 strategic T-patterns were identified. The relevance of the scoreboard (p < 0.001; Effect Size = 0.386) and the realization of the role (p < 0.001; ES = 0.091) for the study of multimodal strategic chains in the Marro game were confirmed. The detection of regularities in specific interaction (Hunters against Hares) by Theme (p < 0.005) allowed for interpretation of the process of strategic conducts of both teams during the game. Knowing the strategic chains of playful coexistence among equals through a multimodal range of variables and approaches has revealed an unusual dynamic picture. The study provides scientific evidence for the physical education teacher on the dynamics of the game of Marro. The pedagogical application of these contributions must be made according to curricular interests.

6.
Front Psychol ; 11: 582783, 2020.
Article in English | MEDLINE | ID: mdl-33536964

ABSTRACT

Learning to live together is the central concern of education everywhere in the world (UNESCO). Traditional sporting games (TSGs) provide interpersonal experiences that shape miniature communities charged with emotional meanings. The objective of this study was to analyze the ethnomotor features of TSG (relationship between the internal characteristics of the TSG and sociocultural variables) in three Catalan-speaking Autonomous Communities and to interpret them for constructing emotional communities. The study followed a phenomenological-interpretative paradigm. The identification of TSG was done by a hermeneutic methodological approach by using an exhaustive exploratory documentary research. We studied 503 games collected in the Dictionary Català-Valencià-Balear de Alcover and Moll (1926-1963). Instruments and procedure: A database was built up with information about the internal and external logic of the games. The validity of the information was confirmed by means of a concordance test between the researchers. Data processing was carried out by means of classification trees (inferential level), identifying the predictive variables of the types of TSG. Most of the TSGs were sociomotor games (n = 405/503; 80.5%). The classification tree identified four explanatory variables. Three variables were internal traits (body contact, material, and score), and one variable corresponded to external logic (age). Features of the TSG of the Catalan-speaking Autonomous Communities build original emotional communities. The ethnomotor regularities triggered emotional experiences associated with pleasure for (a) living together (predominance of sociomotor games); (b) domesticating of aggressiveness over opponents (different motor licit aggressiveness); (c) developing sustainability (presence and absence of objects from the surrounding environment); (d) educating the competition (games with and without final score); and (e) interpersonal well-being based on the community (transmission of ludic culture from children to young TSG).

7.
J. Phys. Educ. (Maringá) ; 31: e3113, 2020. graf
Article in English | LILACS | ID: biblio-1134721

ABSTRACT

ABSTRACT This research investigated the capacity that game characteristics and protagonists have to predict emotional intensity, as well as motivational orientation (towards performance or outcome). A total of 183 elementary and high school students from four Spanish regions joined the study (boys = 43.7% and girls = 56.2%), aged 12 to 17 years old. Two 60-minute intervention sessions were carried out (15-20' per game); emotional intensity was assessed at the end of the session using the GES, whereas motivational profiles were assessed through the BREQ3. For data analysis, the decision tree technique known as CHAID was employed. The findings allow highlighting that: a) competition result and game type can predict the participants' emotional intensity; b) result during the match, along with gender, can predict performance-oriented motivational profiles; and c) gender and result, in addition to sports background, help predict motivational profiles not oriented to performance.


RESUMO Este trabalho investigou a capacidade preditiva das características do jogo e dos protagonistas para predizer a intensidade das emoções, assim como a orientação motivacional (para o rendimento ou resultado final) dos participantes. Participaram 183 estudantes de ensino fundamental e ensino médio de quatro regiões espanholas (meninos = 43.7 % e meninas = 56.2%), faixa etária de 12 a 17 anos. Se realizaram 2 sessões de intervenção de 60 minutos (15-20' por jogo), a intensidade emocional foi avaliada ao final da sessão mediante o questionário GES e os perfís motivacionais foram avaliados com o questionario BREQ3. Para a análise dos datos foi utilizada a técnica denominada árvores de clasificação CHAID. Entre os resultados destaca-se que: a) o resultado da competição e o tipo de jogo podem predizer a intensidade emocional dos participantes; b) o resultado durante o jogo e o gênero podem predizer os perfís motivacionais orientados ao rendimento; c) o gênero e o resultado, além do histórico esportivo ajudam a predizer os perfís motivacionais que não estão orientados ao rendimento.


Subject(s)
Humans , Male , Female , Adolescent , Basketball/education , Emotions , Motivation , Orientation , Physical Education and Training , Play and Playthings , Sports/education , Students , Competitive Behavior , Education, Primary and Secondary , Athletic Performance , Data Analysis , Emotional Regulation
8.
Rev. bras. cineantropom. desempenho hum ; 22: e59831, 2020. tab, graf
Article in English | LILACS-Express | LILACS | ID: biblio-1092432

ABSTRACT

Abstract The present study investigated the effect of eccentric overload on professional basketball players. Participants were 8 players aged 18-25 years who play in a Leb Oro League team. There was an 8 week training cycle with 1 weekly session of half squats. The control group performed training following a traditional methodology -using free weights- whereas the experimental group used inertial technology, that is, the ProSquat machine from Proinertial®. Both vertical jump and 30-meter sprint were assessed before and after intervention. The following conclusions were reached: a) strength training with vertical vector improves the 30-meter sprint test and also the vertical jump; b) training program that affects the eccentric overload of the movement results in more improvements than traditional training with the same duration; c) training in the vertical vector also has an impact on the way force is manifested in the horizontal vector, showing improvements in the 30-meter sprint.


Resumo O presente estudo investigou o efeito da sobrecarga excêntrica em jogadores profissionais de basquetebol. Os participantes foram 8 jogadores de uma equipe da Leb Gold League entre 18 e 25 anos. Um ciclo de treinamento de 8 semanas foi realizado com 1 sessão semanal no exercício de meio agachamento. O grupo controle realizou o treinamento com metodologia tradicional, com pesos livres, e o grupo experimental, por meio de tecnologia inercial, com a máquina ProSquat, Proinertial®. O salto vertical e o sprint de 30 metros foram avaliados antes e após a intervenção. As seguintes conclusões foram obtidas: a) o treinamento de força com um componente no vetor vertical mostra melhorias no teste de 30 metros e no salto vertical; b) um programa que afeta a sobrecarga de movimento excêntrico apresenta resultados com melhores desempenhos do que o treinamento tradicional; c) o treinamento no vetor vertical também afeta uma expressão da força no vetor horizontal, mostrando melhorias no sprint de 30 metros.

9.
Rev. bras. cineantropom. desempenho hum ; 22: e59833, 2020. tab, graf
Article in English | LILACS-Express | LILACS | ID: biblio-1092446

ABSTRACT

Abstract The aim of this study is to analyze the influence of the ball screen and 1x1 situations on the shooting effectiveness in the Euroleague Final Four of the 2016-2017 season. A total of 1122 offensive actions were analyzed by means of an ad hoc instrument called SOCCB, where the following findings stand out: a) ball screen is the most used concept followed by one-on-one played outside the three-point line and finally, the one-on-one played close to the zone; b) the limited use of the one-on-one played close to the zone and specialization of the big men in screening and shooting actions rather than team behavior is confirmed; c) almost 60% of basketball procedures (ball screen and one-on-one) studied finish in a pass, which increases the importance of being competent in this aspect of the game and play without the ball; and d) ball screen and one-on-one played close to the zone were actions generating benefits and the one-on-one played outside the three-point line was an action with greater tendency towards shooting.


Resumo Este estudo tem como objetivo analisar a influência do bloqueio direto e o 1x1 na efetividade dos arremessos nas quartas de final da Euroliga de basquete da temporada 2016-2017. Um total de 1.122 ações ofensivas foram analisadas usando um instrumento ad hoc chamado sistema de observação de conceitos-chave no basquetebol (SOCCB), onde são destacadas as seguintes conclusões: a) bloqueio direto é o conceito mais utilizado, seguido pelo exterior 1x1 e interior 1x1 ; b) o uso limitado do interior 1x1 e a especialização dos jogadores do interior em ações de bloqueio e finalização em vez de criação são confirmados; c) quase 60% dos procedimentos estudados terminam em passe, o que aumenta a importância de ser competente no passe e no jogo sem bola; e d) o bloqueio e o 1x1 interno foram ações que geraram vantagens e o 1x1 externo uma ação com maior tendência à conclusão.

10.
Cuad. psicol. deporte ; 19(1): 241-251, ene. 2019. graf
Article in English | IBECS | ID: ibc-183231

ABSTRACT

The sports initiation of basketball has used exercises and games to improve motor performance, forgetting aspects of maximum importance such as the emotional experience and motivational orientation of players. There were 183 students from public secondary and post-compulsory schools, 103 girls (56.2%) and 80 boys (43.7%). The validated Games and Emotions Scale questionnaire: GES-II was applied, together with the motivation questionnaire that the students completed after finishing the game situations. Two sessions were held: a) races bouncing a basketball and, b) by teams, passing between teammates a ball that had to be launched over the rival team. Multivariate analyzes were applied, classification trees, specifically the CHAID growth method (Chi-squared Automatic Interaction Detector, in SPSS v.24). The analysis of the predictive variables of emotional intensity indicated that the first explanatory variable was the type of emotion (p<.001; F= 1178.369; df1, df2= 1833). The positive emotions (e +) (n= 367, M= 4.0) were more intense (p<.001) than the negative ones (e-) (n= 1468, mean 1.4). The second predictive variable for both types of emotions was the result. The predictive maps of emotional and motivational experience confirm that the characteristics of the tasks and of the players are two intertwined realities to take into account in integral basketball training


La iniciación deportiva del baloncesto se ha servido de ejercicios y juegos para mejorar la ejecución motriz, olvidando aspectos de máxima importancia como la vivencia emocional y la orientación motivacional de los jugadores. Intervinieron 183 estudiantes de centros públicos de secundaria y postobligatoria, 103 chicas (56.2%) y 80 chicos (43.7%). Se aplicó el cuestionario validado Games and Emotions Scale: GES-II y el cuestionario de motivación que los alumnos cumplimentaron tras finalizar las situaciones de juego. Se realizaron dos sesiones: a) carreras botando un balón de baloncesto y, b) por equipos, pasarse un balón entre compañeros que debía lanzarse sobre el equipo rival. Se aplicaron análisis multivariantes, árboles de clasificación, concretamente se empleó el método de crecimiento CHAID (Chi-squared Automatic Interaction Detector, en SPSS v.24). El análisis de las variables predictivas de la intensidad emocional indicó que la primera variable explicativa fue el tipo de emoción (p<.001; F= 1178.369; df1, df2= 1833). Las emociones positivas (e+) (n= 367, M= 4.0) fueron más intensas (p< .001) que las negativas (e-) (n = 1468; mean 1.4). La segunda variable predictiva para ambos tipos de emociones fue el resultado. Los mapas predictivos de la experiencia emocional y motivacional confirman que las características de las tareas y de los jugadores son dos realidades entrelazadas a considerar en el entrenamiento integral del baloncesto


A iniciação esportiva do basquete vem utilizando jogos e exercícios para o desenvolvimento da performancetécnica, esquecendo aspectos fundamentais como a experiência emocional e a orientação motivacional dos jogadores.Participaram183estudantes de escolas públicas deensino médio,sendo 103 mulheres (56.2%) e 80 homens (43.7%). Aplicou-se o questionário validado Games and Emotion Scale: GES-IIe o questionário de motivação, que foi preenchido após a finalização das situação de jogo. Foram realizadas duas sessões: a) corridas com dribles com a bola de basquete e, b)jogopor equipes, passando uma bola entre seus companheiros de time que deviam lança-la sobre a equipe rival,tentando eliminá-los. Foram aplicadas análises multivariáveis, árvores de classificação, e aplicado o método de crescimento CHAID (Chi-squared Automatic Interaction Detector, SPSS v.24). Aanálise das variáveis preditivas da intensidade emocional indicou que a primeira variável explicativa foi o tipo de emoção (p <.001;F= 1178.369;df1, df2= 1833). As emoções positivas (e+)(n= 367,M4.0) foram mais intensas (p <.001) que as negativas (e-) (n= 1468;M1.4). A segunda variável preditiva para ambos tipos de emoções foi o resultado. Os mapas preditivos da experiência emocional e motivacional confirmam que as características das tarefas e dos jogadores são duas realidades entrelaçadas para otreinamento integral do basquete


Subject(s)
Humans , Male , Female , Adolescent , Sports/psychology , Basketball/psychology , Transfer, Psychology , Motivation , Emotions , Competitive Behavior , Athletic Performance/psychology
11.
Rev. psicol. deport ; 26(supl.1): 37-44, 2017. tab, graf
Article in Spanish | IBECS | ID: ibc-162642

ABSTRACT

El objetivo de la investigación fue analizar la toma de conciencia de los estados de ánimo en dos equipos de baloncesto teniendo en cuenta el tipo de tarea motriz y el resultado. El estudio se realizó con jugadores de la Liga Española de Baloncesto Amateur y jugadoras de una selección autonómica infantil femenina en la temporada 2010-2011. Se realizaron tres registros compuestos cada uno de ellos por cuatro sesiones, una para cada tipo de tarea motriz. Se registraron los estados de ánimo antes del calentamiento, a mitad de la sesión y al final. Para valorarlos se eligió la versión reducida del cuestionario Profile of Mood States. Se aplicó un modelo de ecuaciones de estimación generalizadas obteniendo las siguientes aportaciones: a) los distintos tipos de tareas motrices desencadenan estados de ánimo desiguales; b) se destaca el papel de la derrota como desencadenante de estado de ánimo negativos; c) los duelos entre jugadores y equipos unidos a la derrota suscitan estados de ánimo negativos tanto en chicos como en chicas; d) las tareas motrices sin oposición (psicomotrices y de cooperación) activan estados de ánimo positivos pudiendo ser utilizadas como reguladoras de la afectividad (AU)


The goal of the research was to analyze the awareness of the moods in two basketball teams, taking into account the type of motor task and the result. The research was conducted on players belonging to the Spanish Amateur Basketball League and on players in the female children's selection during the 2010-2011 season. Three registers were carried out, each one consisting of four sessions, one for each type of motor task. Mood states were recorded before warming up, in the middle of the session and at the end. In order to evaluate them, a reduced version of the Profile of Mood States questionnaire was chosen. A generalized estimates equation model was used, obtaining the following results: a) the different types of motor tasks activate differing mood states; b) a defeat's role as a detonator for negative emotional states is emphasized; c) duels between players, when combined with a loss, generate negative mood states both in boys as well as in girls; d) non-opposition motor tasks (psychomotor and cooperative tasks) activate positive mood states, and can thus be used as affectivity regulator (AU)


Subject(s)
Humans , Basketball/psychology , Affect , Motor Skills , Athletic Performance/psychology , Affective Symptoms/psychology , Age and Sex Distribution , Task Performance and Analysis
12.
Rev. psicol. deport ; 26(supl.1): 81-86, 2017. tab, graf
Article in Spanish | IBECS | ID: ibc-162648

ABSTRACT

El objetivo de la investigación fue detectar patrones temporales en secuencias ofensivas generadas a partir del bloqueo directo o el 1X1 en una competición de baloncesto de alto nivel nacional. Se analizaron conjuntamente dos Copas del Rey ACB (2014 y 2015) con un total de 1673 secuencias ofensivas. El instrumento de observación utilizado fue el SOCCB. Los patrones temporales (T-patterns) se obtuvieron en el software Theme v.6 Edu BETA y las aportaciones más importantes del estudio fueron las siguientes: a) se obtuvieron 10 patrones temporales que obtuvieron lanzamientos con ventaja, 9 de ellos exitosos; b) todos los patrones tuvieron su origen con bloqueo directo; c) los jugadores interiores con el balón tienen una orientación hacia la finalización; d) el objetivo del bloqueo directo era invadir el centro del campo permitiendo pases tanto interiores como exteriores Se confirma que el bloqueo directo es una acción de juego generadora de ventajas colectivas y que en la liga ACB los lanzamientos con ventaja son prácticamente sinónimo de canastas (AU)


The aim of the research was to detect time patterns generated from a ball screen or one-on-one in a high-level national basketball match. Two ACB Copa del Rey tournaments were analyzed, with a total of 1,673 offensive sequences. The observation instrument used was the SOCCB. The time patterns - or t-patterns - were derived using the Theme v.6 Edu BETA software, and the most important conclusions obtained from this research were the following: a) 10 t-patterns were extracted where there were shots taken with a certain advantage, out of which 9 were successful; b) all said patterns originated from a ball screen action; c) inner players in possession of the ball are oriented towards finalization; d) the objective of ball screen was to invade the mid-court area, allowing both inner and outer passes. It can be confirmed that ball screen is a game action which generates collective advantages, and that in the ACB league, shots taken with an advantage equal scored points (AU)


Subject(s)
Humans , Basketball/psychology , Competitive Behavior , Athletic Performance , Observational Study , Group Processes
13.
Cuad. psicol. deporte ; 15(3): 169-174, oct. 2015. tab, ilus
Article in Spanish | IBECS | ID: ibc-147219

ABSTRACT

El objetivo de esta investigación fue crear un instrumento que pudiera estudiar la relación entre algunas acciones que tiene el jugador con balón para obtener ventajas sobre su rival (uno contra uno exterior e interior y el bloqueo directo) y el éxito en los lanzamientos. Para ello se desarrolló SOCCB con el software Lince® mediante la metodología observacional con un diseño Ideográfico/Puntual/Multidimensional. La muestra estuvo compuesta por los partidos jugados por el Real Madrid vs Gran Canarias y Unicaja vs Cai en cuartos de final de la copa de Rey 2014. Para el cálculo de la fiabilidad y la homogeneidad del instrumento se aplicó la teoría de la generalizabilidad y el coeficiente de Kappa. La validez de contenido se hizo mediante el juicio de expertos quienes valoraron la congruencia, claridad (positivos) y tendenciosidad (negativo) del instrumento. Se puede afirmar que el instrumento de observación SOCCB es fiable y válido para analizar las finalizaciones en el baloncesto (AU)


O objetivo desta pesquisa foi desenvolver um instrumento que permitisse estudar a relação entre algumas ações tomadas pelo jogador em posse da bola para obter vantagem sob o adversário (situações de um contra um interior e exterior, assim como também no bloqueio direto) e o sucesso nos arremessos. Para isso desenvolveu-se o SOCCB (SOCCB) com ajuda do software Lince® e com base na metodologia observacional com um modelo Ideográfico / Pontual / Multidimensional. A amostra foi composta pelas partidas entre o Real Madrid vs Gran Canarias e o Unicaja vs Cai válidos pelas quartas de final da Copa do Rei de 2014. Para o calculo da confiabilidade e homogeneidade do instrumento aplicou-se a teoria da generabilidade o coeficiente Kappa. A validez do conteúdo foi feita através do julgamento de especialistas, eles avaliaram a coerência, clareza (positivos) e tendenciosidade (negativo) do instrumento. Pode-se afirmar que o instrumento de observação SOCCB é confiável e válido para analisar as finalizações em basquete (AU)


The aim of this study was to develop an instrument that could study the relationship between some actions that the player has with the ball to get advantage over his rival (one versus one and direct pick up) and the success in the shooting. For that, SOCCB was developed with software Lince® through the observational methodology with an ideographic/spot/ multidimensional design. The sample analyzed was the games played by Real Madrid vs Gran Canarias y Unicaja vs Cai in a Spanish short competition. To calculate the reliability and instrument’s consistence generalizability theory and Kappa coefficient was applied. The content validation was established through expert judges who assessed the consistence, clarity (positive items) and bias (negative item) of the instrument. Arguably the SOCCB observation instrument is reliable and valid to analyze offence’s completion in basketball (AU)


Subject(s)
Humans , Sports/standards , Basketball/standards , Social Control, Formal/analysis , Athletic Performance , Competitive Behavior , Observational Study
14.
Cuad. psicol. deporte ; 15(3): 193-198, oct. 2015. tab, graf
Article in Spanish | IBECS | ID: ibc-147223

ABSTRACT

El objetivo de esta investigación fue identificar la relación entre la eficacia en el lanzamiento a canasta y los diferentes sistemas defensivos que plantea el equipo rival. Se realizó un estudio cuasi-experimental basado en un estudio de caso en un contexto natural utilizando la metodología observacional. Se empleó el instrumento validado denominado SODB con el que se estudiaron 402 lanzamientos. De los hallazgos obtenidos se puede destacar: a) no se encontraron diferencias significativas entre los sistemas de juego defensivos y el éxito o fracaso en los lanzamientos; b) el mayor número de lanzamientos fueron realizados contra sistemas de juego posicional; c) el sistema individual fue el que presentó mayor número de lanzamientos a canasta; d) se obtuvieron los mejores porcentajes de éxito en el lanzamiento cuando se enfrentaron a situaciones de reorganización defensiva o balance defensivo. Con los datos mostrados se abre una reflexión sobre el estudio de las variables predictivas del éxito en los lanzamientos a canasta. Además, los entrenadores deben investigar acerca de las estrategias pertinentes para tratar de lanzar en situaciones de desorganización del equipo rival ya que hay más probabilidades de éxito (AU)


O objetivo desta pesquisa foi identificar a relação entre os diferentes sistemas de jogo do time sem a bola e a eficácia do arremesso a cesta no basquete. Realizou-se um estudo quase-experimental, embasado num estudo de caso dentro de um contexto natural, utilizando a metodologia observacional. Utilizou-se o instrumento validado SODB (SODB) no estudo de 402 arremessos. Dos resultados obtidos destacam-se: a) não foram encontradas diferenças significativas entre os sistemas de jogo da equipe sem a bola e o êxito ou fracasso nos arremessos; b) o maior número de arremessos deu-se contra sistemas de jogo posicionais; c) o sistema individual foi o que apresentou maior número de arremessos; d) se encontraram as melhores porcentagens de êxito nos arremessos quando se enfrentavam a situações de reorganização defensiva; Com os dados encontrados se abre uma reflexão sobre o estudo das variáveis preditivas do êxito no arremesso a cesta. Além disso, os treinadores devem investigar sobre as estratégias pertinentes para arremessar em situações de desorganização da equipe adversária já que há mais possibilidade de êxito (AU)


The aim of this study was to identify the relationship between defensive team systems and effectiveness in basketball. A quasi-experimental study based on a case study in a natural context using observational methodology was performed. A validated instrument called SODB registered 402 field goals. It can be highlighted next findings: a) no significant differences between defensive team systems and the success or failure of field shots; b) the highest number of field shots were made against positional systems; c) the individual system presented the highest number of field shots; d) the best success rates in the field shots were obtained when confronted with situations of defensive transition. With the data shown in this study we can consider, for the future, other studies about predictors of success in field shots. In addition, coaches should inquire about relevant strategies to shoot in situations which defensive team is disorganized because they are more chances of success (AU)


Subject(s)
Humans , Sports/trends , Basketball/trends , Athletic Performance , Competitive Behavior , Group Processes
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