Game method to increase students' motivation to engage in elective disciplines in physical culture and sports

IF 0.8 Q3 EDUCATION & EDUCATIONAL RESEARCH
Inna N. Ovsyannikova, Konstantin G. Tomilin, Yulia A. Tumasyan, Yulia A. Vasilkovskaya, Ludmila V. Malygina
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Abstract

Background and Study Aim. A serious problem when using the play method in training sessions is the regulation of physical activity. For students with poor health, high emotionality of classes and intense rivalry between teams can lead to undesirable consequences for health. Purpose of the research: assessment of the effectiveness of the game method to increase the motivation of students to engage in elective disciplines in physical culture and sports. Material and Methods. The study involved first-year students of Sochi State University (Russia) (n=25), with different experience in physical culture and sports. The training sessions (6 hours a week) lasted two academic semesters (9 months) and included outdoor games. A daily «scan» of the current functional state of the students was carried out by heart rate, express scales («Emotional excitement and physical fatigue» and «Well-being-Activity-Mood»). The indicators of general physical fitness of students were registered. The results were analyzed in Microsoft Excel 2010 computer programs. The significance of the change was determined by the Wilcoxon test using the significance level р£0,05. Results. The use of a large number of outdoor games and relay games in the classroom contributed to the increase of students' motivation to engage in elective disciplines in physical culture and sports. Which led to almost 100 % of class attendance and improved agility, flexibility and endurance indicators among students (p<0.05). There was a decrease in the indicator in the test «pulling up on a high bar» among young men (p<0.05). Conclusions. The study showed new prospects for using the game method in the classroom not only with homogeneous groups of students, but also with students with different levels of physical fitness and health. By manipulating the composition of the playing teams, each of the participants was regularly provided with strong and varied emotions. That increased the interest in students attending classes. The use of the «Express-control» system for the current functional state of the trainees (primarily for students with weakened health) ensured prompt correction of the intensity of physical activity.
以游戏的方式增加学生参与体育学科选修的积极性
背景与研究目的。在训练中使用游戏法的一个严重问题是对身体活动的调节。对于健康状况不佳的学生来说,课堂上的高度情绪化和团队之间的激烈竞争可能会对健康造成不良后果。研究目的:评估游戏方法对提高学生从事体育选修学科的动机的有效性。材料和方法。研究对象为索契国立大学(俄罗斯)的一年级学生(n=25),他们具有不同的体育文化和运动经历。训练课程(每周6小时)持续两个学期(9个月),包括户外游戏。每天通过心率、表达量表(“情绪兴奋和身体疲劳”和“健康-活动-情绪”)对学生的当前功能状态进行“扫描”。对学生的一般体质指标进行了登记。结果在Microsoft Excel 2010计算机程序中进行分析。变化的显著性通过Wilcoxon检验确定,显著性水平为0.05英镑。结果。在课堂上大量使用户外游戏和接力赛,有助于提高学生从事体育选修学科的积极性。这使得学生的出勤率几乎达到100%,并且提高了学生的敏捷性、灵活性和耐力指标(p<0.05)。青年男性在“拔高”测试中的指标有所下降(p<0.05)。结论。该研究显示了在课堂上使用游戏方法的新前景,不仅适用于同质的学生群体,也适用于身体素质和健康水平不同的学生。通过操纵比赛队伍的组成,每个参与者都有规律地产生强烈而多样的情绪。这增加了学生上课的兴趣。对学员(主要是健康状况较差的学生)的当前功能状态使用“快速控制”系统,确保及时纠正体力活动的强度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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Physical Education of Students
Physical Education of Students EDUCATION & EDUCATIONAL RESEARCH-
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