A utilização de videogames e sensores de movimento no aprendizado dos gestos técnicos do atletismo
Autor(a) principal: | |
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Data de Publicação: | 2015 |
Tipo de documento: | Trabalho de conclusão de curso |
Idioma: | por |
Título da fonte: | Repositório Institucional da UFRN |
Texto Completo: | https://repositorio.ufrn.br/handle/123456789/47945 |
Resumo: | This study aimed to identify the use of the X-box 360 consoles with Kinect in Physical Education classes help in learning the technical movements, and sports initiation in track and field events of 100m and discus throw. Combined with the overall objective are presented some specific objectives such as: allowing the contact of students with virtual games in the educational perspective and provide the student body learning Athletics through the videogame. To evaluate the effectiveness of the training process through games in videogame, it performed a statistical study of experimental and quantitative character. The study took place in two phases, since after-before test model with operations between the two. The universe of subjects was composed of students of public schools. The sample consisted of 13 students of both sexes, all they made up the experimental group. . The study found that for the discus throw, the average casting distance obtained in the before test was 10.96m, while the average after test was 12.26m, with 2 students (15:38%) had worsening the score, and 11 students (84.62%) had improvements in brand achieved. By analyzing 100m only the best release in the before test and after test, 9 subjects (69.21%) had improvements in scores on the after test, while 4 subjects (30.79%) had achieved scores in return. By investigating the 100m test data, 9 subjects (69.21%) had improvements in scores on the after test, while 4 subjects (30.79%) had achieved scores in return The average of before test time was 17.96 seconds as the average of the after test time was 17.77 seconds, in this manner, there was obtained an average improvement was 0.19 seconds. It could be concluded from the analysis of data and lessons taught that there was a significant improvement in average releases, as well as the best release of each student, showing the effectiveness of training with motion sensors in learning the technical movements of athletics, the discus throw modality, where the upper body rotation, catched on disk and the launched were developed technique and successful form. Already in relation to the 100m, there were no significant improvements such as the ones found in the discus throw. Since the race is inherent in the daily lives of students, something they are wont to do, given that the subject and the more trained less trainable, and the less trained more trainable. |
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Lisboa, Thiago Felipe MaiaOliveira, Marcio Romeu Ribas deSousa, Dandara Queiroga de OliveiraAraújo, Allyson Carvalho de2015-12-19T18:55:05Z2022-06-15T11:39:42Z2015-12-19T18:55:05Z2022-06-15T11:39:42Z2015-12-162012936072LISBOA, Thiago Felipe Maia. A utilização de videogames e sensores de movimento no aprendizado dos gestos técnicos do atletismo. Trabalho de Conclusão de Curso (Graduação em Educação Física) - Departamento de Educação Física. Centro de Ciências da Saúde. Universidade Federal do Rio Grande do Norte, Natal, RN, 2015.https://repositorio.ufrn.br/handle/123456789/47945This study aimed to identify the use of the X-box 360 consoles with Kinect in Physical Education classes help in learning the technical movements, and sports initiation in track and field events of 100m and discus throw. Combined with the overall objective are presented some specific objectives such as: allowing the contact of students with virtual games in the educational perspective and provide the student body learning Athletics through the videogame. To evaluate the effectiveness of the training process through games in videogame, it performed a statistical study of experimental and quantitative character. The study took place in two phases, since after-before test model with operations between the two. The universe of subjects was composed of students of public schools. The sample consisted of 13 students of both sexes, all they made up the experimental group. . The study found that for the discus throw, the average casting distance obtained in the before test was 10.96m, while the average after test was 12.26m, with 2 students (15:38%) had worsening the score, and 11 students (84.62%) had improvements in brand achieved. By analyzing 100m only the best release in the before test and after test, 9 subjects (69.21%) had improvements in scores on the after test, while 4 subjects (30.79%) had achieved scores in return. By investigating the 100m test data, 9 subjects (69.21%) had improvements in scores on the after test, while 4 subjects (30.79%) had achieved scores in return The average of before test time was 17.96 seconds as the average of the after test time was 17.77 seconds, in this manner, there was obtained an average improvement was 0.19 seconds. It could be concluded from the analysis of data and lessons taught that there was a significant improvement in average releases, as well as the best release of each student, showing the effectiveness of training with motion sensors in learning the technical movements of athletics, the discus throw modality, where the upper body rotation, catched on disk and the launched were developed technique and successful form. Already in relation to the 100m, there were no significant improvements such as the ones found in the discus throw. Since the race is inherent in the daily lives of students, something they are wont to do, given that the subject and the more trained less trainable, and the less trained more trainable.O presente estudo teve como objetivo identificar se o uso dos consoles de X-box 360 com kinect nas aulas de Educação Física auxiliam no aprendizado dos gestos técnicos, e na iniciação esportiva nas provas de atletismo dos 100m rasos e lançamento de disco. Aliados ao objetivo geral são apresentados alguns objetivos específicos tais como: possibilitar o contato dos alunos com os jogos virtuais sob a perspectiva educacional e proporcionar ao alunado a aprendizagem do atletismo por meio do videogame. Para avaliar a eficácia do processo de treinamento por meio de jogos em vídeogame, foi realizado um estudo estatístico de natureza experimental e de caráter quantitativo. O estudo ocorreu em duas fases, a partir de um modelo pré-pós teste, com intervenções entre os dois. O universo dos indivíduos foi composto por alunos da rede pública de ensino. A amostra foi composta por 13 alunos de ambos os sexos onde todos compuseram o grupo experimental. O estudo revelou que para a prova de lançamento de disco, a média de distância de lançamento obtida no pré-teste foi de 10.96m, enquanto a média do pós-teste foi de 12.26m, sendo que 2 alunos (15.38%) apresentaram piora no escore, e 11 alunos (84.62%) apresentaram melhoras na marca alcançada. Ao analisar apenas o melhor lançamento no pré-teste e no pós-teste, 9 sujeitos (69.21%) obtiveram melhoras no escore no pós-teste, enquanto 4 sujeitos (30.79%) tiveram regresso nos escores alcançados. Ao investigar os dados da prova de 100m rasos, 9 sujeitos (69.21%) obtiveram melhoras no escore no pós-teste, enquanto 4 sujeitos (30.79%) tiveram regresso nos escores alcançados. A média dos tempos do pré-teste foi de 17.96 segundos, enquanto a média do tempo do pós-teste foi de 17,77 segundos, desta forma, obteve-se uma melhora média de 0.19 segundos. Foi possível concluir a partir da análise dos dados e das aulas ministradas que houve uma melhora significativa na média dos lançamentos, assim como no melhor lançamento de cada aluno, evidenciando a eficácia do treinamento com sensores de movimento no aprendizado dos gestos técnicos do atletismo, para a modalidade de lançamento de disco, onde a rotação de tronco, pegada no disco e o lançamento foram desenvolvidos de forma técnica e exitosa. Já no tocante à prova de 100 metros rasos, não foram encontradas melhoras tão significativas quanto às evidenciadas no lançamento de disco. Já que a corrida é inerente ao dia-dia dos alunos, algo que eles estão acostumados a fazer, haja vista que e o sujeito quanto mais treinado menos treinável, e quanto menos treinado mais treinável.Universidade Federal do Rio Grande do NorteUFRNBrasilEducação FísicaVideogames. Treinamento. Atletismo.Videogame. Training. Athletics.A utilização de videogames e sensores de movimento no aprendizado dos gestos técnicos do atletismoinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/bachelorThesisinfo:eu-repo/semantics/openAccessporreponame:Repositório Institucional da UFRNinstname:Universidade Federal do Rio Grande do Norte (UFRN)instacron:UFRNTEXTUtilizaçãovideogamessensores_2015_Trabalho de Conclusão de Curso.txtExtracted texttext/plain80793https://repositorio.ufrn.br/bitstream/123456789/47945/1/Utiliza%c3%a7%c3%a3ovideogamessensores_2015_Trabalho%20de%20Conclus%c3%a3o%20de%20Curso.txt0743257744ccef622a58f91954e9773dMD51ORIGINALUtilizaçãovideogamessensores_2015_Trabalho de Conclusão de CursoTexto completoapplication/pdf1271641https://repositorio.ufrn.br/bitstream/123456789/47945/2/Utiliza%c3%a7%c3%a3ovideogamessensores_2015_Trabalho%20de%20Conclus%c3%a3o%20de%20Cursoabbf5013c6fcab3144e9bd97e8d70707MD52LICENSElicense.txttext/plain756https://repositorio.ufrn.br/bitstream/123456789/47945/3/license.txta80a9cda2756d355b388cc443c3d8a43MD53123456789/479452022-09-21 15:56:46.393oai:https://repositorio.ufrn.br:123456789/47945PGNlbnRlcj48c3Ryb25nPlVOSVZFUlNJREFERSBGRURFUkFMIERPIFJJTyBHUkFOREUgRE8gTk9SVEU8L3N0cm9uZz48L2NlbnRlcj4KPGNlbnRlcj48c3Ryb25nPkJJQkxJT1RFQ0EgRElHSVRBTCBERSBNT05PR1JBRklBUzwvc3Ryb25nPjwvY2VudGVyPgoKPGNlbnRlcj5UZXJtbyBkZSBBdXRvcml6YcOnw6NvIHBhcmEgZGlzcG9uaWJpbGl6YcOnw6NvIGRlIE1vbm9ncmFmaWFzIGRlIEdyYWR1YcOnw6NvIGUgRXNwZWNpYWxpemHDp8OjbyBuYSBCaWJsaW90ZWNhIERpZ2l0YWwgZGUgTW9ub2dyYWZpYXMgKEJETSk8L2NlbnRlcj4KCk5hIHF1YWxpZGFkZSBkZSB0aXR1bGFyIGRvcyBkaXJlaXRvcyBkZSBhdXRvciBkYSBtb25vZ3JhZmlhLCBhdXRvcml6byBhIFVuaXZlcnNpZGFkZSBGZWRlcmFsIGRvIFJpbyBHcmFuZGUgZG8gTm9ydGUgKFVGUk4pIGEgZGlzcG9uaWJpbGl6YXIgYXRyYXbDqXMgZGEgQmlibGlvdGVjYSBEaWdpdGFsIGRlIE1vbm9ncmFmaWFzIGRhIFVGUk4sIHNlbSByZXNzYXJjaW1lbnRvIGRvcyBkaXJlaXRvcyBhdXRvcmFpcywgZGUgYWNvcmRvIGNvbSBhIExlaSBuwrAgOTYxMC85OCwgbyB0ZXh0byBpbnRlZ3JhbCBkYSBvYnJhIHN1Ym1ldGlkYSBwYXJhIGZpbnMgZGUgbGVpdHVyYSwgaW1wcmVzc8OjbyBlL291IGRvd25sb2FkLCBhIHTDrXR1bG8gZGUgZGl2dWxnYcOnw6NvIGRhIHByb2R1w6fDo28gY2llbnTDrWZpY2EgYnJhc2lsZWlyYSwgYSBwYXJ0aXIgZGEgZGF0YSBkZXN0YSBzdWJtaXNzw6NvLiAKRepositório de PublicaçõesPUBhttp://repositorio.ufrn.br/oai/opendoar:2022-09-21T18:56:46Repositório Institucional da UFRN - Universidade Federal do Rio Grande do Norte (UFRN)false |
dc.title.pr_BR.fl_str_mv |
A utilização de videogames e sensores de movimento no aprendizado dos gestos técnicos do atletismo |
title |
A utilização de videogames e sensores de movimento no aprendizado dos gestos técnicos do atletismo |
spellingShingle |
A utilização de videogames e sensores de movimento no aprendizado dos gestos técnicos do atletismo Lisboa, Thiago Felipe Maia Videogames. Treinamento. Atletismo. Videogame. Training. Athletics. |
title_short |
A utilização de videogames e sensores de movimento no aprendizado dos gestos técnicos do atletismo |
title_full |
A utilização de videogames e sensores de movimento no aprendizado dos gestos técnicos do atletismo |
title_fullStr |
A utilização de videogames e sensores de movimento no aprendizado dos gestos técnicos do atletismo |
title_full_unstemmed |
A utilização de videogames e sensores de movimento no aprendizado dos gestos técnicos do atletismo |
title_sort |
A utilização de videogames e sensores de movimento no aprendizado dos gestos técnicos do atletismo |
author |
Lisboa, Thiago Felipe Maia |
author_facet |
Lisboa, Thiago Felipe Maia |
author_role |
author |
dc.contributor.referees1.none.fl_str_mv |
Oliveira, Marcio Romeu Ribas de |
dc.contributor.referees2.none.fl_str_mv |
Sousa, Dandara Queiroga de Oliveira |
dc.contributor.author.fl_str_mv |
Lisboa, Thiago Felipe Maia |
dc.contributor.advisor1.fl_str_mv |
Araújo, Allyson Carvalho de |
contributor_str_mv |
Araújo, Allyson Carvalho de |
dc.subject.pr_BR.fl_str_mv |
Videogames. Treinamento. Atletismo. Videogame. Training. Athletics. |
topic |
Videogames. Treinamento. Atletismo. Videogame. Training. Athletics. |
description |
This study aimed to identify the use of the X-box 360 consoles with Kinect in Physical Education classes help in learning the technical movements, and sports initiation in track and field events of 100m and discus throw. Combined with the overall objective are presented some specific objectives such as: allowing the contact of students with virtual games in the educational perspective and provide the student body learning Athletics through the videogame. To evaluate the effectiveness of the training process through games in videogame, it performed a statistical study of experimental and quantitative character. The study took place in two phases, since after-before test model with operations between the two. The universe of subjects was composed of students of public schools. The sample consisted of 13 students of both sexes, all they made up the experimental group. . The study found that for the discus throw, the average casting distance obtained in the before test was 10.96m, while the average after test was 12.26m, with 2 students (15:38%) had worsening the score, and 11 students (84.62%) had improvements in brand achieved. By analyzing 100m only the best release in the before test and after test, 9 subjects (69.21%) had improvements in scores on the after test, while 4 subjects (30.79%) had achieved scores in return. By investigating the 100m test data, 9 subjects (69.21%) had improvements in scores on the after test, while 4 subjects (30.79%) had achieved scores in return The average of before test time was 17.96 seconds as the average of the after test time was 17.77 seconds, in this manner, there was obtained an average improvement was 0.19 seconds. It could be concluded from the analysis of data and lessons taught that there was a significant improvement in average releases, as well as the best release of each student, showing the effectiveness of training with motion sensors in learning the technical movements of athletics, the discus throw modality, where the upper body rotation, catched on disk and the launched were developed technique and successful form. Already in relation to the 100m, there were no significant improvements such as the ones found in the discus throw. Since the race is inherent in the daily lives of students, something they are wont to do, given that the subject and the more trained less trainable, and the less trained more trainable. |
publishDate |
2015 |
dc.date.accessioned.fl_str_mv |
2015-12-19T18:55:05Z 2022-06-15T11:39:42Z |
dc.date.available.fl_str_mv |
2015-12-19T18:55:05Z 2022-06-15T11:39:42Z |
dc.date.issued.fl_str_mv |
2015-12-16 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
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info:eu-repo/semantics/bachelorThesis |
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bachelorThesis |
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publishedVersion |
dc.identifier.pr_BR.fl_str_mv |
2012936072 |
dc.identifier.citation.fl_str_mv |
LISBOA, Thiago Felipe Maia. A utilização de videogames e sensores de movimento no aprendizado dos gestos técnicos do atletismo. Trabalho de Conclusão de Curso (Graduação em Educação Física) - Departamento de Educação Física. Centro de Ciências da Saúde. Universidade Federal do Rio Grande do Norte, Natal, RN, 2015. |
dc.identifier.uri.fl_str_mv |
https://repositorio.ufrn.br/handle/123456789/47945 |
identifier_str_mv |
2012936072 LISBOA, Thiago Felipe Maia. A utilização de videogames e sensores de movimento no aprendizado dos gestos técnicos do atletismo. Trabalho de Conclusão de Curso (Graduação em Educação Física) - Departamento de Educação Física. Centro de Ciências da Saúde. Universidade Federal do Rio Grande do Norte, Natal, RN, 2015. |
url |
https://repositorio.ufrn.br/handle/123456789/47945 |
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Universidade Federal do Rio Grande do Norte |
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UFRN |
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Brasil |
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Educação Física |
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Universidade Federal do Rio Grande do Norte |
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