The purpose of this study was to explore any differences in game performance variables and knowledge among a cohort of high school students who participated in either homogeneous or heterogeneous skill level groups (N = 126) across a 12-lesson mini-volleyball sport education unit of study. This study followed a mixed-methods approach using a quasi-experimental pre-test/post-test design. The quantitative variables analyzed were decision making, skill execution, game performance, game involvement, and game knowledge. We also evaluated students' performance qualitatively, employing two methods: (a) experts' analysis of students' game performance, and (b) students' and teachers' perceptions of students' performance. We analyzed quantitative data through a series of paired samples t-tests comparing pre- and post-test scores according to the grouping strategy. Students became more competent in their game play and more knowledgeable in their technique, the sport's rules, tactical awareness, and general game knowledge. However, grouping students by skill level had no impact on gains in game performance variables and knowledge. Although sport education literature shows a preference for heterogeneity in ability-based grouping, within our data both heterogeneous and homogenous groups of higher and lower skilled students achieved improvements in game performance and knowledge, leading us to suggest that teachers who are interested in grouping students to create a meaningful learning experience should consider criteria other than student ability.
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http://dx.doi.org/10.1177/00315125211021812 | DOI Listing |
J Sports Med Phys Fitness
January 2025
Department of Biomedical Sciences, University of Sassari, Sassari, Italy.
Background: To gain optimal positioning to make sure the game laws are applied in uniform way, the performance of field referee must be periodically evaluated to have constantly adequate training during a match and during the competitive season. Considering that field Yo-Yo Intermittent Recovery Test-Level 1 is frequently employed in elite team sport players to estimate maximal oxygen uptake (VO
Methods: During off-season, 20 male (21.
Digit Health
January 2025
Division of Rheumatology, Department of Medicine (DMED), ASUFC, University of Udine, Udine, Italy.
Background: Immersive Virtual Reality (VR) has been applied in pain management for various conditions, but its use in fibromyalgia (FM) remains underexplored. While physical activity plays a role in treating FM, patients' low tolerance often limits its effectiveness. After reviewing the literature on VR and games for FM, we designed a novel VR exergame to assist FM patients in performing physical activity, and evaluate its feasibility.
View Article and Find Full Text PDFSci Rep
January 2025
Research Institute for Brain Development and Peak Performance, RUDN University, Moscow, Russia.
Maze tasks, originally developed in animal research, have become a popular method for studying human cognition, particularly with the advent of virtual reality. However, these experiments frequently rely on simplified environments and tasks, which may not accurately reflect the complexity of real-world situations. Our pilot study aims to transfer a multi-alternative maze with a complex task structure, previously demonstrated to be useful in studying animal cognition, to studying human spatial cognition.
View Article and Find Full Text PDFJ Neurol
January 2025
Research Center for Clinical Neuroimmunology and Neuroscience Basel (RC2NB), University Hospital Basel, University of Basel, Spitalstrasse 2, CH-4031, Basel, Switzerland.
Aim: As part of the development of a smartphone-based app for monitoring MS disease activity and progression (dreaMS, NCT05009160), we developed six gamified tests with multiple difficulty levels as a monitoring tool for cognition. This study quantified the relative difficulty between levels and investigated their reliability, ability to depict practice effects, and user acceptance.
Methods: Healthy volunteers played each game, covering five cognitive domains, twice per day for 11 consecutive days.
Heliyon
January 2025
Department of Industrial Engineering, Istinye University, Istanbul, Turkey.
The recent adoption of modern technologies has led to the fourth industrial revolution or Industry 4.0 (I4.0).
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