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Different international organizations and initiatives highlight the contribution of the traditional sporting games (TSGs) to favor the diversity of knowledge, values, and attitudes necessary for today’s society. TSG such as Marro trigger multimodal learning contexts (driving conducts, interpersonal and organic relationships), with great interest in...
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... El primero porque se potencia la cooperación, el trabajo en equipo, las interacciones sociales y la toma de decisiones para el beneficio del grupo. Un ejemplo de ello se puede ver en diferentes JDT como "El Marro" (Lavega-Burgués et al., 2020;Martín-Martínez et al., 2021), o el juego de la "pelota aliada", donde se trabaja la interacción intergrupos generando un clima positivo entre equipos antagonistas (Navarro-Adelantado y Pic, 2016). El segundo porque promueve la igualdad de género, bien mediante el cambio de roles o favoreciendo entornos libres de estereotipos deportivos o, también, mediante los juegos paradójicos, donde se alternan posiciones de rivalidad y cooperación que ayudan en el bienestar relacional y emocional entre géneros Lavega-Burgués et al., 2022;Muñoz-Arroyave et al., 2021;Pic et al.,2019). ...
Resumen El acceso al deporte universitario en personas con discapacidad es una cuestión por visibilizar. Esto se ha convertido en un problema para los estudiantes universitarios que, a menudo, encuentran dificultades para su acceso debido, entre otras causas, a la falta de información y formación de las propias instituciones. El objetivo de este estudio se centra en analizar cómo es el acceso y las limitaciones en la práctica deportiva para estudiantes universitarios con discapacidad en la Universidad de León. Para llevar a cabo este estudio se ha utilizado la técnica de encuesta mediante la administración de un cuestionario a 40 estudiantes con discapacidad de la Universidad de León. Los resultados analizan cuatro bloques: 1-Número de universitarios con discapacidad que realizan práctica deportiva, 2-Acceso al deporte en personas con discapacidad en la Universidad de León, 3-Recursos disponibles para realizar deporte adaptado, y 4-Factores facilitadores y barreras para acceder al deporte adaptado. Para el análisis de los resultados se utilizó el programa JASP realizando estadística descriptiva y correlacional. Las discusiones y conclusiones se centran en la necesidad de promover una mayor difusión sobre el acceso al deporte en personas con discapacidad. Palabras clave Educación Superior; inclusión; deporte; discapacidad.
... Para aplicar el análisis de T-Patterns, eran eliminadas las series de frecuencias repetidas en más de una ocasión seguida (Lavega-Burgués et al., 2020). ...
Se adopta un enfoque multidimensional de 360º, basado en situaciones naturales, para estudiar dos partidas del juego 'El Marro' (JDT), con una participación asimétrica de las/los jugadoras/es (24 participantes; M = 19.4; SD = 1.3). Una vez obtenidos indicadores fiables de calidad de los datos, se realizaron análisis descriptivos, predictivos (Modelo Chaid) y análisis de patrones temporales (TPatterns). Los resultados mostraron que los hombres emplearon una velocidad superior a la de las mujeres (p < .001). Además, el rol jugado por los participantes se reveló como la variable explicativa principal en el modelo Chaid (p < .001). Mediante el análisis de T-Patterns, se identificaron diferentes niveles de complejidad en la interpretación del juego por parte de las/los jugadoras/es. Específicamente, de los 12 jugadores/as analizados, 8 (2 chicas y 6 chicos) revelaron un nivel de complejidad 3, mientras que 4 chicos superaron estos niveles de complejidad. Estos hallazgos sugieren que el rol jugado puede ser una herramienta para modular variables orgánicas que caracterizan las diferencias entre mujeres y hombres.
... The spaces where we live, learn, and work are more than just decorations (Moser, 2009); they shape our attitudes and actions (Fischer, 2011). Thus, the relationship between "player(s) and game structures" is therefore interesting to investigate, since it may lead us to question and analyze how TSGs (Lavega et al., 2014;Lavega-Burgués et al., 2020;Parlebas, 2020) may act as a lever for relational empathy. Furthermore, it also led us to question how it could function as an operational and dynamic revealer of empathy built through playful interactions. ...
... It offers an opportunity to enhance our knowledge concerning the concepts of "empathy" and "traditional sporting games" through the prism of motor praxeology and a systemic approach (Parlebas, 1981(Parlebas, , 1999. It also analyzes several field studies associated with TSG to feed our reflection that these sporting games are likely to stimulate, maintain, or reveal in various ways the potentialities and empathic capacities of those players (Lavega et al., 2014;Lavega-Burgués et al., 2020;Parlebas, 2020). ...
ABSTRACT=The aim of this study was to investigate bodily engagement and involvement in traditional sporting games (TSGs), with a focus on the development of empathy. Even though the current research on empathy has been focused on its emotional component, the name “empathy” alludes to a considerably more profound dimension than emotional engagement. Empathy refers to the ability to perceive another person’s private life through the exchange of contextual factors provided through interactive sports activities. In this study, based on real-world experiences, it has been demonstrated that traditional sporting games stimulate, preserve, or reveal empathic capacities in several ways. Games can show and sustain the full potential of empathic dispositions if they are present at a young age. Moreover, by examining empathy through the prism of a TSG, we recognized them as a source of relational empathy and feelings developed to various degrees by direct involvement. As a result, we may define empathy as an integrated pedagogy that can be more successfully conducted through TSGs which are multifaceted because of their internal and external logic systems. Essentially, the hypotheses discussed in this study allow us to postulate that the physical gaming involvement of players, such as role changes, influences the individual’s empathic dimensions. Furthermore, the characteristics of traditional sporting game interaction networks may serve as a source of encouragement or inspiration for a wide range of games (theatrical, social, etc.).
... One of the possible approaches of our study can be done by the 360 • approach used (Lavega-Burgués et al., 2020;Martín-Martínez et al., 2021). Through an observational methodology and T-Patterns, we could find out differences pre-post test throughout the temporal distributions events (Pic et al., 2022). ...
Introduction: Swimming is composed of several phases. One of them is done underwater in apnea. Although this phase takes an important part of the performance, it is not taught much because of the risk it entails. At the same time, learning apnea can reduce the fear of immersion and, thus, reduce the number of drownings. The pedagogy used in this paper comes from game theory. This paper tested an apnea game based on the agreement between self-prediction and realization of the task.
Methods: Considering the preliminary level of the 33 sports students involved, the game offered two choices: swimming apnea over 15 or 20 m with a distribution of payoffs depending on the actual achievement (15 m estimated and less than 20 m performed = + 3 points; 15 m estimated and at least 20 m realized = + 1 points; 20 m predicted and less than 20 m realized = + 2 points; 20 m estimated and at least 20 m realized = + 4 points).
Results and discussion: Concordance was favored over discordance, including in the swimmer’s comfort zone (15 m). Throughout six apneas the results showed that the structure of this game supports the improvement of the estimation of the distances swum. The “Concordance Game” could be offered in Physical Education or in a sports club to learn to swim a longer distance below the surface without forcing.
... This game is played in teams consisting of two or more teams. In the game Bola Boy, one person is determined to keep the pile of stones, while the other takes turn to throw the ball at the pile of stones until it collapses [36]. When the pile falls, the keeper must pick up the ball and throw it to his playmate. ...
Teachers must develop learning tools that can assist students in making it easier to follow the course of learning and improve students' abilities. Teachers can integrate local wisdom into learning tools that will have an impact on increasing student competence. The purpose of this research is to produce learning tools based on local wisdom that is suitable for use. The learning tools developed to consist of the lesson plan, student worksheets, and Android media. Based on the results of the feasibility assessment by several validators consisting of two experts, two physics teachers, and three colleagues, the learning tools developed are in a good category and are suitable for use with an average score between 3.80 to 4.40. Furthermore, 30 students tested the product to determine the readability of the product, namely android media as a learning media. Based on the results of the product trial analysis, it is known that the android media product is in the very good category and is worthy of being used as a learning resource on a larger scale with an average score of 4.10. This learning tool can be used as an alternative to contextual physics learning guidelines.
... Investigations on the decisional background of team sports players were conducted in the past, utilizing several approaches that help grasp the various components of decisions [10,12]. Amongst the emerging investigation approaches, psychophenomenology begins with a subject's very own point of view. ...
Purpose. Decision-making is the process through which players choose the most appropriate action to perform in the play. Previous investigations did not clearly portray the specific decisional background of learning players considering the progressing state of their capabilities and game knowledge. The study aimed to describe significant information picked up in situ and how young soccer players applied it to make decisions in the play. Methods. Three male soccer players aged 14 years were interviewed after 2 official district championship games in Portugal. Their games were filmed; the video sequences showing offensive actions were extracted and edited for visualization. before questioning, each sequence was visualized for recalling the game actions. The explicitation interview technique was used to help the athletes describe in detail their recalled actions. In line with the recommendation in similar studies, a content analysis of the interviews was conducted to identify the decisional background and the links between elements of information picked up in situ and the decision itself. Results. The players did not perform a detailed judgement for every decision and were influenced by direct constraints such as opponent pressure. In contrast, they occasionally assessed risks and opportunities emerging in the game depending on their colleagues' actions and the pitch zone. At times, they relied on their imagination of what their teammates would do with the action outcome. Conclusions. Key elements of the decisional background are common among learning players and can be used as a reference for further investigation or practical intervention in game teaching. Citation: Petiot GH, bagatin r, Mouchet A. Describing the tactical knowledge used by young competitive soccer players: a psychophenomenological analysis. Hum Mov.
... Despite the advances in recent years, however it seems to be still scarce the line of research that addresses TSGs from the energy approach seems to still be scarce. According to [2], we will go further than previous investigations, to delve into different variables involved in the organic participation through Speed, Acceleration/Deceleration, and Metabolic Power (MetPow). These variables belong to players' external and Internal load, understanding external load as the parameters of the activity: Speed, Acc (acceleration), Dec (deceleration), and internal load as the physiological parameters of the player. ...
... Physical effort, decisions and motor interactions are different dimensions of the same multimodal or polyhedral phenomenon: the motor conduct promotes a multidimensional 360° approach: through an organic, decisional and relational nature [2]. ...
... The design was based on an Observational Methodology [12,13] already contrasted by studies in sports and TSGs [2]; located in its quadrant III [14,15]. The selection of this quadrant was justified by the following reasons: (i) the study of the decisional collectivity (teams) when playing suggests a nomothetic character; (ii) the inexistence of a monitoring plan (just although a specific recording was made); and (iii) the use of different criteria (roles) and categories (subroles) reminds that it is a multidimensional recording system [15,16]. ...
The purpose of this study was to examine the players’ decisions-making in Marro (a Traditional Sporting Game) through a multimodal approach. Each player’s decision-making assumes specific accelerations and decelerations associated with different effort. The research objectives were: (i) to study the decision-making associated with the roles of Hunter and Hare; (ii) to know the physical effort by the roles (Hunters and Hares); (iii) to reveal T-Patterns in the multimodal strategic approach (integrated with decisions and different physical effort) with a direct incidence on the scoring by roles. The study was performed with 22 male and 2 female players aged 18 to 25 (M = 19.4; SD = 1.3). The Marro game was played by two groups for eight minutes. An observational methodology was used, through a type III design. The observational design was nomothetic, one-time, and multidimensional. An ‘ad hoc’ tool was built to ensure the data quality. Univariate analyses were performed using Crosstabs Command, with adjusted residuals (AR), Classification Trees (Chaid model) and T-Pattern Analysis (TPA). Significant differences were found between matches using the scoring (p < 0.001; ES = 0.26), role (p < 0.001; ES = 0.31), or the organic variables of the study, the speed (p < 0.001; ES = 0.73), the metabolic power and the acceleration/deceleration the speed (p = 0.023; ES = 0.43), while the predictive model pointed to the variable role (p < 0.001) as the main factor responsible for the model growth. TPA (p < 0.005) revealed differences attributable to internal logic in the yellow (first match) and orange (second match) teams, while organic variables were more changeable in the violet (first match) and green (second match) teams. This study advances the individualization of the decision-making process. These results may be useful to better understand the internal of functioning of the Marro game 360° since the use of various methodologies and variables (multimodal approach) provided original findings.
... Emotions with cognitive meaning confirm the motor intelligence that activates Marro's internal logic (Parlebas, 2001;Lavega et al. 2020). There is a great diversity of comments referring to the strategy or motor action plan that the players establish with their teammates to overcome their rivals. ...
... Emotions are a key factor to reveal the meaning of the motor conducts of the protagonists (Parlebas, 1969). This study confirms that by using the fundamentals of the science of motor action we can show part of the mystery that hides the putting into action the internal logic of any TSG, in general (Lagardera et al., 2018;Lavega et al, 2020), and in particular by playing Marro game. ...
Tamamı İngilizce olan bu kitap, 04 Nisan 2021 tarihinde Kyrgyzstan-Turkey Manas University - Traditional Game and Sports Research Institute önderliğinde; United Nations (UN), World Ethnosport Confederation (WEC), Washington Bowie State University paydaşlarıyla birlikte "Impacts of Traditional Sports and Games on Global Peace and Development During and After COVİD-19 /Geleneksel Spor ve Oyunların COVİD-19 Sırasında ve Sonrasında Küresel Barış ve Kalkınma Üzerindeki Etkileri" konulu yapılan panelde sunulan bildirilerden oluşmaktadır. Geleneksel spor ve oyunların sosyal küresel ve bölgesel dayanışma ve bütünleşmedeki rolünü göstermektedir.
... Despite the fact that these dimensions are intertwined, there are hardly any studies that interpret motor behaviors holistically, i.e., in a Multidimensional 360 • view [17]. ...
... Despite the fact that these dimensions are intertwined, there are hardly any studies that interpret motor behaviors holistically, i.e., in a Multidimensional 360° view [17]. ...
... Both girls and boys, when participating in the game of Elbow Tag, interpret the internal logic of the game in a unitary way and adapt in the best possible way when making decisions, interacting and managing their physical effort. However, there are hardly any studies that have investigated these 360 • Multidimensional chains of interwoven participation [17]. ...
The aim of this research was to study from a multidimensional point of view (decisional, relational and energetic) the interpersonal relationships established by girls and boys in the traditional sport game of Elbow Tag. Scientific evidence has shown that Traditional Sport Games (TSG) trigger different effects on male and female genders in relation to emotional experiences, decision-making, conflicts and motor relationships. Despite the fact that these dimensions are intertwined, there are hardly any studies that interpret motor behaviors holistically, i.e., taking a multidimensional (360°) view of these dimensions. For this study, a quasi-experimental design was used and a type III design was applied, inspired by the observational methodology N/P/M. A total of 147 university students participated (M = 19.6, SD = 2.3): 47 girls (31.97%) and 100 boys (68.02%). A mixed ‘ad hoc’ registration system was designed with acceptable margins of data quality. Cross-tabulations, classification trees and T-patterns analysis were applied. The results indicated that social interactions between girls and boys in a mixed group were unequal. This difference was mainly due to decision-making (sub-role variable), which has much greater predictive power than the energetic variables (MV and steps).
... All players have the possibility to return to their 'home' to say 'marro' and get back on the pitch. Depending on the game mode, the winner is the team that captures all opponents first, or in case of a time limit, the team that has captured the most opponents before the end of the game time [104]. ...
... The use of the Marro in this pedagogical experience confirmed that it is a TSG with a very suitable IL to test the interpersonal relationships of the participants. Its original rules, the possibility of encountering binary, tertiary, or higher-degree relationships (e.g., chasing a player while being chased by one or more rivals) associated with a confrontation between two teams moves the players to experience intense motor interactions [104]. ...
The education of pleasant interpersonal relationships is one of the great challenges of modern physical education. Learning to live together sustainably is also learning to transform conflicts and the negative emotions elicited by them. The aim of this study was to determine the effect of the GIAM pedagogical model (of the Motor Action Research Group) through cooperation-opposition traditional sporting games with competition in the presence of motor conflicts (conflict transformation; relational well-being) and on emotional regulation (management of negative emotions; emotional well-being). Empirical research was carried out using an associative strategy (explanatory study) involving 222 secondary school students (M age = 14.86; SD = 0.65). A seven-session pedagogical intervention was carried out based on a championship using the Marro (Prisoner's Bar) game. The students answered two validated questionnaires of socio-emotional well-being, the Games and Emotions Scale (GES-II) and the Motor Conflict Questionnaire (MCQ), at three phases during the experience (beginning, middle, and end). The findings showed that, through the GIAM model, motor conflicts and the intensity of negative emotions were reduced. It was found that conflicts and negative emotions are part of the same phenomenon and that through an appropriate pedagogical program it is possible to turn them into experiences of socio-emotional well-being.