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1.
Front Psychol ; 11: 588640, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-33250825

RESUMEN

Through games a motivating learning climate is provided, generating mainly positive emotions among the students by the very nature of the game. However, while the early stages are the most important for emotional well-being development, research about scientific knowledge of emotional physical education in children is still scarce. The aims of this study were to analyze the intensity of emotions (positive or negative) produced when players took part in games of different social structure, with or without competition (winner or loser), with or without sport experience and to examine the explanations given by the participants for these emotional experiences. Participants (N = 152) were recruited from two Spanish elementary school. We applied Student's t-test and one-factor ANOVA. Students' subjective comments were classified through content analysis in macro-categories and we used the Chi-square Automatic Interaction Detector (CHAID, implemented in SPSSTM Answer Tree® 13.0). The application of a mixed-methods approach identified statistically significant differences in four variables: (a) the type of emotion, (b) motor domain, (c) type of outcome (winning, losing, and non-competitive), and (d) sport experience. The intensity of positive emotions was higher (M = 3.71, SD = 0.893) than negative emotions (M = 1.18, SD = 0.253, p < 0.001). Furthermore, negative emotions were felt with different intensities (F 3 = 3.82, p = 0.011, ES = 0.071), depending on the motor action domain. Comments referring to negative emotions were more frequent in individual games. Winning was associated significantly (p < 0.05) with the highest intensity ratings of positive emotions, whereas losing produced the highest values for negative emotions. The intensity ratings for positive or negative emotions not were different between non-competitive games and competitive games. The sport experience relativizes the mean of emotional intensity, both positive and negative. The present study brings the value of considering games as a key role to promote a physical education addressed to the education of social-emotional well-being in schoolchildren, as the basis of academic training. Furthermore, the results could benefit teachers as well as coaches have scientific input to organize teaching content, generating the desired motor behaviors together with positive experiences.

2.
Front Psychol ; 11: 589323, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-33584425

RESUMEN

Playing traditional games has a direct impact on the mood states of the players, and this is the reason why physical education is an ideal setting for teaching how to recognize them and be aware about how they can swing. The objective of the study was to determine if participating in traditional opposition games causes changes to the participants' mood states. A total of 102 students participated. Each participant recorded the intensity of the mood state experienced at the beginning and at the end of the sessions, using the validated Profile of Mood States (POMS) instrument. The pedagogical experience was planned as 4 sessions with 6 and 5 opposition games each: (a) with competition in mixed groups, equally and unequally mixed; (b) without competition in mixed groups, equally and unequally mixed; (c) with competition in same-gender groups; and (d) without competition in same-gender groups. When comparing the different mood states according to session (with or without competition), the mood states of the depression, fatigue, and vigor dimensions were significantly different (p < 0.05), with higher scores in the sessions with competition for the mood states of vigor (Mcompetition = 7.27 and Mno_competition = 3.10) and fatigue (Mcompetition = 4.08 and Mno_competition = 1.80). Also, when comparing the mood states depending on session grouping and group type, the results showed differences in the scores obtained for the dimensions fatigue and anger, and general mood state (p < 0.05). These differences were found at the start of the session and at the end, with the dimension fatigue being the only one with differences in both situations when comparing the same-gender, equally-mixed, and unequally-mixed groups for the two types of traditional opposition games compared. In addition, after an analysis of the mood states depending on gender was performed, the results and therefore the significant differences found, were very similar to those obtained according to group type. Lastly, it was concluded that the type of group (equal, mixed & same gender), and gender were decisive, causing variations in the mood states of the students. This provides valuable information for teaching professionals about the structuring and organization of PE sessions, aiming to promoting positive motor experiences.

3.
Rev. psicol. deport ; 25(2): 237-244, 2016. tab, graf
Artículo en Español | IBECS | ID: ibc-154859

RESUMEN

Este estudio pretende identificar la intensidad de los estados de ánimo durante la práctica de juegos deportivos de oposición y comprobar la relación existente con el historial deportivo de los participantes. Participaron 147 estudiantes universitarios los cuales cumplimentaron el cuestionario POMS (Profile of Mood State). Los resultados indican como las dimensiones tensión y vigor se vivieron con mayor intensidad en los juegos, mientras que depresión y rabia menores. Contar con experiencia deportiva fue determinante. Los jugadores con historial deportivo puntuaron más para la dimensión vigor. Los resultados permiten orientar las intervenciones de futuros profesionales gracias a las experiencias prácticas vivenciadas dentro del ámbito educativo y deportivo


This study intends to identify the intensity of mood states whilst playing competitive sports games and verify the existing relationship with the participants’ sporting record. 147 college students took part in the research, who completed the POMS (Profile of Mood State) questionnaire. Analysis showed that the tension and vigour dimensions were experienced with greater intensity in sports games, while the depression and anger dimensions decreased in intensity. Having experience playing sports was an important factor, showing that players with a record of playing sports scored higher levels in the vigour dimension. The results help to guide interventions by future professionals due to practical experience gained in the field of education and sports


Os objetivos deste estudo são identificar a intensidade de Estados de humor para a prática de jogos de esportes de oposição e verificar arelação existente com rastreamento de esporte dos participantes. Partiparam um total de 147 estudantes universitários que completaram o questionárioPOMS (Perfil do Estado de Humor) adaptado para o espanhol por Balaguer, Fuentes, Meliá e García-Merita (1993). Os resultados indicam que odimensões de vigor e tensão eram experientes com maior intensidade nos jogos de esportes, durante a depressão e raiva dimensões diminuíram deintensidade. A presença de experiência anterior de esportes foi um fator importante, mostrando os jogadores com os jogadores registro de rastreamentoesporte níveis mais elevados para a dimensão de vigor. Resultados ajudam a orientar futuras intervenções por profissionais devido a experiência práticaexperiente no educativo e o campo de esporte


Asunto(s)
Humanos , Masculino , Femenino , Adulto , Afecto/fisiología , Estudiantes/psicología , Estudiantes/estadística & datos numéricos , Emoción Expresada/clasificación , Emoción Expresada/fisiología , Pruebas Psicológicas/normas , Medicina Deportiva/educación , Medicina Deportiva/métodos , Rendimiento Atlético/educación , Psicología del Deporte/educación , Consentimiento Informado/normas , Encuestas y Cuestionarios , Psicometría/métodos , Psicometría/estadística & datos numéricos , Análisis de Datos/métodos
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