Game-based training drills are popular in team sports. This study compared two game-based training conditions and official matches in team handball. Thirty-one women players wore inertial measurement units in five training sessions and five official matches. In training, 3vs3 and 6vs6 game-based training conditions were performed with a 5-min duration. PlayerLoad™ and high-intensity events (HIEs; >2.5 m · s) were extracted from the raw data. Data were analysed using magnitude-based inferences and reported with effect sizes (ESs). PlayerLoad™ · min from all positions combined was 11.37 ± 0.49 (mean ± 90% confidence limits) and 9.71 ± 0.3 for the 3vs3 and 6vs6 conditions, respectively. Backs (ES: 1.63), wings (ES: 1.91), and pivots (ES: 1.58) had greater PlayerLoad™ in 3vs3 than 6vs6. Substantially greater HIE · min in 3vs3 occurred for all positions. There was substantially greater PlayerLoad™ · min in 3vs3 and 6vs6 than match play for backs, wings, and pivots. Wings (ES: 1.95), pivots (ES: 0.70), and goalkeeper (ES: 1.13) had substantially greater HIE · min in 3vs3 than match play. This study shows greater PlayerLoad™ and HIE in 3vs3 than 6vs6. Both game-based training conditions investigated in this study provide an overload in overall PlayerLoad™; however, additional exercises might be needed to overload HIE, especially for backs and pivots.
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http://dx.doi.org/10.1080/02640414.2017.1325964 | DOI Listing |
Int J Environ Res Public Health
January 2025
Digital Public Health, Department Digital Health Sciences and Biomedicine, School of Life Sciences, University of Siegen, 57076 Siegen, Germany.
The impact of stress on students' well-being and academic success is tremendous. This paper addresses the issue of balancing stress with the realm of a digital educational escape room (deER). This article demonstrates how a deER can serve as a means of providing knowledge on stress management and health promotion for university students.
View Article and Find Full Text PDFJ Intell
January 2025
School of Labor and Employment Relations, University of Illinois Urbana-Champaign, Champaign, IL 61820, USA.
Complex problem solving (CPS) refers to a set of higher-order capacities that allow an individual to interact with a dynamic environment and solve complex problems. The purpose of this study was to develop and validate Sokoban, a game-based assessment of the planning-execution stage of the CPS framework proposed by PISA 2012. The psychometric properties of this instrument were examined in a large sample of Chinese students ( = 1145) ranging from elementary to tertiary education.
View Article and Find Full Text PDFMethodsX
June 2025
School of Computer Science and Engineering, Vellore Institute of Technology, Vandalur - Kelambakkam Road, Chennai, 600 127 Tamil Nadu, India.
This study introduces a framework that integrates AI-driven Game-Based Language Teaching (GBLT) with advanced neuroscience to transform language education for visually impaired learners. Built on the principles of neuroplasticity and epigenetics, the approach leverages educational psychology with the help of adaptive AI to deliver personalized, gamified learning experiences that reshape neural pathways, improve memory retention, and strengthen emotional resilience. By fostering low-stress, immersive environments, it triggers positive epigenetic changes, enhancing long-term cognitive flexibility.
View Article and Find Full Text PDFRisk Manag Healthc Policy
January 2025
Department of Maternity Nursing, Faculty of Nursing, Universitas Padjadjaran, Sumedang, Jawa Barat, Indonesia.
Many interventions have been studied to improve sexual and reproductive health (SRH) knowledge and attitudes. These interventions aim to prevent adolescents from the risk of sexually transmitted infections (STIs), unwanted pregnancy, and abortion. The lack of comprehensive sex education contributes to adolescents' limited understanding of SRH.
View Article and Find Full Text PDFData Brief
February 2025
Facultad de Educación, Universidad Indoamérica, Quito, Ecuador.
This dataset contains evaluation results from video game-based assessments administered to first-level university students across six different academic programs at Universidad Indoamérica from October 2022 to August 2024. The data were collected using an adapted version of Pacman through the ClassTools.net platform, where traditional quiz questions were integrated into gameplay mechanics.
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