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2.
Front Psychol ; 14: 1127602, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-36798892

RESUMO

International organizations such as the UN and UNESCO set priority goals for education in the 21st century. This article shows the educational contribution of the Traditional Sporting Game (TSG) of Bear Guardian and Hunters that involves the three-chained roles. The three roles test players who share a unique social interaction ritual. This study was part of a training experience for university students in physical activity and sports sciences in the theory and practice of motor games subject at INEFC, University of Lleida (Spain). This research investigated the emotional intensity in these three roles, the emotional meaning units, and their correspondence with the emotional triad. This study is a mixed-methods research. After playing the game involved, 131 university students (46 women and 85 men) aged 18-35 years (M = 20.19, SD = 2.42) answered the validated GES-II scale indicating the intensity and causes of five basic emotions. The data were analyzed using different strategies (qualitative data: content analysis; quantitative data: descriptive statistical analysis, inferential and association rules). The methodology employed has revealed part of this game's secret (intimate and subjective) code: the affectivity invisible to external observation. Among the findings, we highlight: (a) each role originates different intensities and units of emotional meaning; (b) the three roles feedback, need and complement each other in this socio-affective network of interdependent relationships; (c) the Bear is the central role of the game. The emotional meanings concerning the motor aggression of the Bear operate as a magnet that attracts four itineraries of association rules of meanings and emotional triads. In the hands of intelligent, prepared and sustainable teachers, this game can help students learn to live together and educate them to control and respectfully channel motor aggression. In this way, students will be active actors in the process of civilization in favor of sustainable development.

4.
Artigo em Inglês | MEDLINE | ID: mdl-34682577

RESUMO

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.


Assuntos
Desempenho Atlético , Corrida , Futebol , Aceleração , Feminino , Humanos , Masculino , Esforço Físico
5.
Physiol Behav ; 236: 113421, 2021 07 01.
Artigo em Inglês | MEDLINE | ID: mdl-33848526

RESUMO

The focus of this study was on exploring decision-making in a triadic motor game (Bears, Monkeys and Ants), using T-Pattern analysis (TPA). The research involved 23 players aged 12 to 13 years (mean ± standard deviation; 12.5 ± 1), 12 girls and 11 boys, from a secondary middle-class school in Tenerife (Spain). An observational design was used (quadrant III): Nomothetic (a plurality of players), Punctual (a session recorded) and Multidimensional (different criteria). A mixed methods approach was used. It consisted of systematic observation to assess specific roles and subroles. A viewing instrument was built to observe the players 'ad hoc' while they were playing. To address the quality of the records, the inter-observer and intra-observer reliability and validity were calculated. We carried out a descriptive analysis of the behaviors' frequencies coded through Lince. For data analysis we use the tools IBM SPSS 25 and THEME v.6. TPA were performed according to collective (team by team), team-gender and individual. Although analyzes were performed (Chi-square (χ2)), comparing the participation between girls and boys in each team; no significant differences were found (p>.05). Greater complexity was pointed out throught T-Pattern analysis in Monkeys and Ants teams than in the Bears team. Girls showed greater variability than boys in Monkey and Ants teams. When girls used 3 different roles, boys only used 2 of them, being the conduct to realease peers (p <0.005) recurrent in Monkeys. The boys as a team (p <0.005) used subroles that directly modified the outcome in the Ants team. Similar T-Patterns were found in girls (p<.05) when analyzed individually. The use of TPA allows the detection of hidden features while girls and boys were playing. The apparent neutrality of the game may have a seemingly random decision-making process but TPA revealed specificities highly applicable to the study of gender through triadic motor games.


Assuntos
Relações Interpessoais , Instituições Acadêmicas , Processos Grupais , Reprodutibilidade dos Testes , Espanha
6.
Front Psychol ; 12: 611279, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-33868082

RESUMO

Human Towers are one of the most representative traditional sporting games in Catalonia, recognized in 2010 as Intangible Cultural Heritage by the United Nations Organization for Education, Science and Culture (UNESCO). The objective of this research was to study the emotional states (well-being, discomfort, and affectivity) elicited by a representative performance of the colla de Castellers de Lleida. This research is based on an ethnographic case study, with mixed methods in which 17 key informants (castellers) voluntarily participated. Participant observation was used; the data were recorded in a field diary and oral sources (semi-structured interviews). The content analysis was done using the Atlas.ti software (version 8.4.4). An SPSS database was also created. The statistical techniques were: Descriptive statistical techniques, cross tables with Pearson's Chi-square values (significance level of p < 0.05). We also used a classification and regression trees (CRT) to examine the predictive capacity of five independent variables (data source, logic, semantic units; contexts of a performance) of emotional states. The results reveal that the comments (n = 132) were mostly oriented toward well-being states (n = 70; 53%), The internal cooperative logic of the Human Towers enhances the intense interpersonal relationships of socio-emotional well-being.

7.
Front Psychol ; 12: 586238, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-33716856

RESUMO

UNESCO in the 2030 agenda for sustainable development establishes respect for the environment and sustainability education as key elements for the challenges of society in the coming years. In the educational context, physical education can have a vital role in sustainability education, through Traditional Sporting Games (TSG). The aim of this research was to study from an ethnomotor perspective the different characteristics of two different groups of TSG (with and without objects) in the Canary Islands, Spain. The corpus of this investigation was made up of 513 TSG, identified by two analysis techniques and collected in a database. The categories corresponding to the variables of the internal logic of the game were the type of motor interaction, related to space, relationships with time (competition), and relationships with objects. The study also examined the variables of external logic or sociocultural conditions such as the protagonists, playing areas, and game moments. The data analysis was carried out using descriptive and inferential statistics: cross-tables, effect sizes, classification trees (CHAID), and the identification of frequency areas. Of the total number of playful activities identified (n = 664), most were physical activities (n = 513/664; 77.26%) (non-physical activities: n = 151/664; 22.74%). These activities were Quasi-games without rules (n = 87) and TSG (n = 426) as well as activities with Objects (n = 299) and without material (n = 214). This research confirms that the TSG in the Canary Islands is a mirror of traditional culture and, from a pedagogical approach, shows great potential for material and social sustainability.

8.
Physiol Behav ; 232: 113329, 2021 04 01.
Artigo em Inglês | MEDLINE | ID: mdl-33493543

RESUMO

Identifying performance indicators in professional boxing trough T-pattern analysis (TPA) was a priority objective of the present study. We accessed data through the boxrec.com portal, where 15 boxing fights were selected. All these fights concluded in the first or second round and belonged to champions (lb. for lb.) of international organizations recognized in professional boxing. The boxers' interactive decisions were approached through an observational methodology. For the conformation and behavioral record, a mixed registration system was agreed upon by two former exprofessional boxers. The data were analyzed through Theme (TPA) to reveal differences relating to the outcome (Winner vs Loser), in terms of temporal regularities and number of occurrences through Chi-square (χ2). More percentages of individual T-Patterns were found in winners than in losers, and winning boxers showed greater decisional complexity than the losers. However, these differences between both groups of boxers were not supported by Chi-square (χ2).


Assuntos
Boxe , Humanos
9.
Front Psychol ; 11: 1384, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32733318

RESUMO

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.

10.
Front Psychol ; 11: 109, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32116919

RESUMO

The main objective of the work is to address the effective behavior of girls and boys through Triadic Motor Games (TMG). A chasing game "The Maze" was applied on two class groups with a total of 42 players, 18 girls, and 24 boys, who were 12- and 13-year-old secondary school students. An observational methodology was adopted, with a nomothetic, punctual, and multidimensional design. We used a mixed registry system that two expert observers later applied through an observational methodology, obtaining sufficient record-quality levels. THEME was applied to detect temporary regularities, while cross-tabulations and growth trees were applied with the SPSS v.24 tool to reveal whether girls and boys played in similar or distinct ways. The fact that the specific decision groups within the physical education class are different for girls and boys (p < 0.005) is worth reflecting on. The game's TMG complexity was addressed through roles and subroles, giving rise to a certain motor asymmetry in relation to gender, which is an expression of behaviors lacking in playful neutrality. Through a mixed-methods approach, a study was built using observational methodology that reveals more varied motor solutions in girls, while male behavior showed greater specialization of roles and subroles, and the linkage of these solutions with the favorable modification of the marker. Identifying relevant variables when playing TMG allows a better understanding of girls and boys by analyzing their relationships, which are sometimes paradoxical, in a practical context.

11.
Front Psychol ; 11: 612623, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-33510689

RESUMO

The traditional ludomotor activities (LA) are recognized by UNESCO as an intangible piece of cultural heritage. The ethnomotricity analyzes LA in its sociocultural context, taking into account the proprieties of rules or motor conditions (internal logic) and the link with local culture (external logic). The aim of this research was to identify and reveal the distinctive ethnomotor features of LA in order to understand the adaptations that occurred in the social scenario of the Spanish Civil War (1936-1939) in Lleida. The corpus of the research was constituted by 101 LA which were collected from the analysis of 20 semi-structured interviews. An "ad hoc" tool was designed and agreed upon by expert observers. It was comprised of a total of 27 ethnomotor variables related to LA. The experts achieved high reliability [Cohen's kappa coefficient (κ) and Spearman's correlation coefficient = 1] when the classification of LA was carried out on two different occasions. Descriptive statistics, cross-tabulations (Pearson's chi-squared) effect sizes, and two-step clusters were performed by external and internal logic variables. The presence or absence of motor interaction (X 2 = 9.029; df = 1; p < 0.003; ES = 0.298) was enlightening when comparing LA with and without a war connotation. On the other hand, the hierarchy of variables rested primarily on IL-Domain (Psycho-Coop-Oppo-Coop/Oppo) (PI = 1). Among other singularities, while two-step cluster analysis revealed a corresponding ethnomotor silhouette with cluster 1, with the warlike connotation (n = 48; 96.0%), its homologous structure was expressed (Cluster 2) in the absence of the warlike character (n = 26; 50%).

12.
Front Psychol ; 11: 582783, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-33536964

RESUMO

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).

13.
J. Phys. Educ. (Maringá) ; 31: e3113, 2020. graf
Artigo em Inglês | LILACS | ID: biblio-1134721

RESUMO

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.


Assuntos
Humanos , Masculino , Feminino , Adolescente , Basquetebol/educação , Emoções , Motivação , Orientação , Educação Física e Treinamento , Jogos e Brinquedos , Esportes/educação , Estudantes , Comportamento Competitivo , Ensino Fundamental e Médio , Desempenho Atlético , Análise de Dados , Regulação Emocional
14.
Artigo em Inglês | MEDLINE | ID: mdl-31847147

RESUMO

The objective was to model the teams' styles of play (SoPs) in elite football and relate them to the match result. For this, the twenty Spanish first division teams in the 2016-2017 season were analysed, using nine interaction performance indicators (IRi). A principal component (PC) analysis was applied. From two PCs four SoPs were established: deep or high-pressure defending, and elaborate or direct attack. The SoPs were distributed according to average performance obtained throughout the championship. The connection between the preferred SoP and the final result was estimated. Teams with elaborate offensive styles and teams defensively minded got better results. In addition, most of the teams showed variability in their SoP. The applications of the study are (1) the IRi have served to identify SoP and can be used as a reference to optimize team performance; (2) teams should have a varied SoP repertoire, as well as being prepared to deal with different SoPs; (3) particular player profiles should be connected with the desired SoP when creating the squad and (4) clubs should develop a varied range of SoPs at their academies.


Assuntos
Desempenho Atlético/estatística & dados numéricos , Jogos Recreativos , Futebol/estatística & dados numéricos , Humanos , Masculino , Análise de Componente Principal , Estações do Ano , Espanha
15.
Scand J Psychol ; 60(6): 609-615, 2019 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-31489980

RESUMO

Women's football has been far less studied than men's. This work's objectives were to: (1) analyze the differences in psychological skills, mental toughness (MT), and anxiety in women football players according to their level (national team, first division, and second division); and (2) predict those three levels (using a multivariate model) according to the players' psychological skills, mental toughness, and anxiety. One hundred and forty-two Icelandic women football players (23.5 ± 3.5 years) participated in the study. They were classified into three groups according to their level: national team, and first and second divisions. Three questionnaires were used: the Test of Performance Strategies Questionnaire, the Sport Mental Toughness Questionnaire, and the Sport Anxiety Scale-2 questionnaire. A one-way ANOVA with Bonferroni post hoc correction was used to examine differences between teams. Applying a classification tree analysis, the participants were classified into three groups according to their level. There were few differences between the three groups in psychological skills, but in mental toughness and anxiety the national team had the highest and lowest values respectively, and the first and second division players differed in relaxation in competition (TOPS), total score and confidence (SMTQ), and worry (SAS-2). The classification tree correctly classified 54.9% of the sample with the variables total score (SMTQ) and activation in practice (TOPS). Therefore, given the relevance that psychological attributes appear to have for women football players' performance, it would seem indispensable to incorporate the figure of the sports psychologist into national and club teams.


Assuntos
Ansiedade/psicologia , Atletas/psicologia , Desempenho Atlético/psicologia , Futebol/psicologia , Mulheres/psicologia , Adulto , Feminino , Humanos , Islândia , Adulto Jovem
16.
Cuad. psicol. deporte ; 19(1): 241-251, ene. 2019. graf
Artigo em Inglês | IBECS | ID: ibc-183231

RESUMO

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


Assuntos
Humanos , Masculino , Feminino , Adolescente , Esportes/psicologia , Basquetebol/psicologia , Transferência de Experiência , Motivação , Emoções , Comportamento Competitivo , Desempenho Atlético/psicologia
17.
J Hum Kinet ; 63: 61-71, 2018 Aug 31.
Artigo em Inglês | MEDLINE | ID: mdl-30279942

RESUMO

The main objective of this research was to delve into the concept of playing handball at home from a classical perspective of previous studies. The emergence of regularities or certain patterns of play can be explained by the location of matches. Through an observational methodology and a nomothetic, monitoring and multidimensional design, thirty-nine European elite handball matches were selected (N = 39). A mixed 'ad hoc' registration system was designed. Records were made of the last three minutes of home and visiting games of which images were available. Two observers with observational methodology experience participated in the study. The quality of the records was dealt with in an intraobserver and interobserver way. Two different techniques were applied for the treatment of the data: a) detection of behavioral patterns by Theme (p < .005) (Magnusson, 2000) and b) Chaid decision trees (p < .05) using SPSSv.24. The results showed the existence of T-patterns according to the location (different T-patterns: home: 1085; away: 1242) of the matches. The categories most involved in effective launches were unveiled. On the other hand, the Chaid model also showed the effect of location (p < .001): home-win (node 9) (n = 149, 69%), away-win (node 10) (n = 15, 16%) in handball. Crossing analysis offered enriched interpretations to advance in the home advantage concept. From this study, guidelines can be drawn that may help handball coaches to build training tasks as differences in behavioral patterns between home or away play in handball were identified. Thus, designing tasks considering a match location has requires specificity.

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