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81.
Based on the studies of Mauss (1935 Mauss, M. 1935. “Les techniques du corps.” Journal de Psychologie 32: 271293. [Google Scholar]) and Bourdieu (1980 Bourdieu, P. 1980. Le Sens pratique. Paris: Editions de Minuit. [Google Scholar]) on the determination of body techniques by culture and social background, this study seeks to describe the rules, dispositions and habits specific to different forms of athletic running. It is based on a sample of 732 athletes, all of them are the members of French athletics clubs, comprising 220 sprinters, 213 half-distance runners and 299 long-distance runners. Sports practices are different depending on sub-culture affiliation, sociological characteristics and forms of commitment. This being said, simple links between variables should not be transformed into causal connections. Before drawing such conclusions, it is important to identify the nature of the sport studied. This shows that middle-distance and long-distance enthusiasts, traditionally classified in the same family, have less, in common, than those practising sprint and middle distance. These results potentially question the methodological groups and sociological interpretations made by researchers and sports science.  相似文献   
82.
摘要: 目的:对健身竞走的生物力学特征进行分析,以证实健身竞走是一项能够综合走与跑步优势的运动项目。方法:运用实验法、数理统计法,对普通人完成健身竞走、普通健身走和跑步的运动学、动力学指标进行统计分析。结果:无论在常速还是快速时,健身竞走与普通健身走在步长、步速、步频等方面有显著性差异;健身竞走更容易达到较高的速度和更大的运动强度,并且各关节的地面反作用力均非常显著小于常速跑步。结论:健身竞走有利于实现高效的健身效果,并且受伤的可能性小于跑步,是一项非常安全的运动项目,应进行广泛的推广。  相似文献   
83.
ABSTRACT

The objective of this study was to analyse the effect of the use of social networks in smartphones or playing video games on the passing decision-making performance in professional soccer athletes. Participants were 25 male professional soccer athletes (mean ± SD: age 23.4 ± 2.8 years). The participants performed three randomised conditions divided into three groups: control (CON), smartphone (SMA), and video game (VID). Before and after each experimental condition, the Stroop Task assessed the level of induced mental fatigue. Then, the athletes performed a simulated soccer match. A CANON® camera recorded the matches for further analysis on passing decision-making performance. A group effect was identified (< .01) with impairment on passing decision-making performance for the SMA (p = .01, ES = 0.5) and VID (p = .01, ES = 0.5) conditions. We concluded that the use of social networks on smartphones and/or playing video games right before official soccer matches might impair the passing decision-making performance in professional soccer athletes.  相似文献   
84.
ABSTRACT

This systematic review and meta-analysis aimed to determine differences in body compositionn between playing standard and age in male rugby union and rugby league athletes. The MOOSE (Meta-analysis of Observational Studies in Epidemiology) guidelines for design, implementation, and reporting were followed. Studies were required to be in male rugby union or league and have body composition as the primary or secondary outcome. Data was required to be presented separately for positional groups and body composition presented as whole-body. A systematic search was performed in PubMed, Cochrane Library, MEDLINE, SPORTDiscus, and CINHAHL via EBSCOhost. 57 studies were included for meta-analysis. Results highlighted significantly higher fat-free mass in senior elite than senior sub-elite or junior elite athletes for all RU and RL forwards. Small and non-significant differences were found in fat mass between rugby union playing standards and age categories. Rugby league senior elite forwards had less fat mass than junior elite forwards. Practitioners should prioritise training and nutritional strategies that maximise fat-free mass development, especially in junior elite cohorts.  相似文献   
85.
从个体社会化的理论视角,阐述了社会化的内涵以及中国人个体社会化的特点.指出,体育休闲是个体社会化的一种途径,它可以促进参与者社会互动交往和社会群体融入,帮助参与者更好地适应社会角色和解放个体身心,有助于参与者提升自我实践能力和养成责任意识;以"广场舞""跑吧""驴友"三项体育休闲活动为例,具体分析其对于参与者个体社会化所具有的价值和所发挥的作用,认为应注意近年来体育休闲中出现的问题,合理管控不利因素,推动国民体育休闲水平的进一步提升.  相似文献   
86.
Substituting basketball players during competition is a key process to optimise collective performance. Available research on this topic is scarce, probably due to the difficulty in isolating these effects; thus, the aim of this study was to identify the temporal effects of substitutions in basketball (Spanish professional basketball league). The sample was composed of 1118 substitutions gathered from 21 basketball games. The analysed variables were coach-controlled (player and team’s personal fouls, player in and player out roles, player’s in and out minutes on-court and timeout situation); on-court (foul committed, free throws, 2- and 3-point field-goal effectiveness) and situational variables (scoreline, quality of opposition, game location and game quarter). The results showed positive scoring performances after the substitution for all the analyses. During the first quarter, there were significant effects for fouls committed, scoreline and game location after the substitution. The player’s out personal fouls, free-throw effectiveness, player in, minutes on-court player in, timeout situation and 3-point field-goal effectiveness were significant during the second quarter. The team’s personal fouls, game location, and scoreline were identified as important in the third quarter. The fourth quarter did not show significant effects on the independent variables. Current findings allow optimising coaches’ plans and team management of on-court and bench players throughout the game.  相似文献   
87.
Scrummaging is a major component of Rugby Union gameplay. Successful scrummaging is dependent on the coordination of the forward players and the strength of the eight individuals. The study aim was to determine whether individual scrummaging kinetics and other candidate factors associated with scrummaging performance discriminate team scrum performances. Sixteen club-level forwards (stature: 1.80?±?0.1?m; mass: 99.0?±?18.2?kg) were initially divided into two scrummaging packs. A total of 10 various scrum permutations were tested, where players were randomly swapped between the two packs. Winning scrums were determined by two observers on opposite sides of the scrum. Fatigue (100?mm visual analogue scale (VAS)) and scrummaging effort (6–20 rating of perceived exertion (RPE)) were assessed following each scrum contest. Individual scrummaging kinetics were acquired through an instrumented scrum ergometer and muscular power indicated through vertical jump heights. Student’s t-tests were used to differentiate between winning and losing scrum packs. VAS and RPE were assessed using repeated measures ANOVAs. Winning scrum packs had significantly larger combined force magnitudes (p?<?.002), regardless of the player contribution calculations. Additionally, winning packs had less individual movement (p?=?.033) and higher combined vertical jump heights (p?<?.001) but were not significantly heavier (p?=?.759) than losing scrum packs. While perceived VAS and RPE values progressively increased (p?<?.001), no differences in the individual scrum magnitudes were observed between the 1st and 10th scrum (p?=?.418). The results indicated that the combination of individual forces, variation in movement and factors related to scrummaging performance, such as vertical jump height, were associated with team scrummaging success.  相似文献   
88.
贺青 《铜仁学院学报》2007,1(3):100-102,118
"合作式学习、督促式参与和小组化评分"正是在坚持传统理论教学基础上对教学活动量化的探索和模式创新,主要由"合作式学习"、"督促式参与"和"小组化评分"三个相互联系的教学环节结合而成,而学生的课程最终成绩将由"小组总成绩"、"个人表现成绩",以及通过学期考试所得到的"卷面成绩"三部分组成。  相似文献   
89.
康德历史哲学与其先验哲学具有内在的关联性,它既想继续解决康德哲学中自由与必然的冲突,又想打通政治哲学和道德哲学的分立,在这些尝试中,康德哲学流露出新的走向并对后世哲学有着重大影响。然而,康德历史哲学又难以摆脱其哲学固有的矛盾特征,它不可避免地会陷入二律背反的困境。  相似文献   
90.
王磊 《教育发展研究》2007,33(19):61-65
大学创新学术团队的核心竞争力是团队赢得优质资源和长期竞争优势的战略基础.本文将核心竞争力理论引入对大学创新学术团队的研究,分析大学创新学术团队核心竞争力的内涵和特征,提出大学创新学术团队核心竞争力包括资源、能力和文化三个层面的要素,并给出各要素的结构模型.  相似文献   
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