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1.
浅谈篮球运动中的身体接触与冲撞   总被引:2,自引:0,他引:2  
本从篮球运动发展趋势、篮球各项规则等方面分析篮球运动中使用身体接触与冲撞的必要性与合法性,从规则上对合理的身体接触、冲撞与侵入犯规加以区别,并简要说明在进攻和防守技术中如何运用身体接触与冲撞。并就培养与发展运动员身体接触、冲撞能力提出了几点看法。  相似文献   

2.
在篮球运动中,犯规是困扰教练员、运动员的一个难题,而犯规主要是由不合理的身体接触造成的。身体接触在新旧规则中的变化说明,合理的身体接触在于位置、时间、距离、动作的使用时机。  相似文献   

3.
阐述了"抢花炮" 比赛攻防对抗的特点,分析了攻防对抗过程的一般规律.身体接触是"抢花炮"对抗的主要方式,对抗的规律最为复杂,成为运动员训练重点解决的问题.  相似文献   

4.
该文从现代篮球发展的角度、论述了篮球比赛的身体接触。讨论了贴身进攻技术的运用时机、形式和原则、建议在篮球比赛中、应注重身体接触的进攻技术、发展对抗能力,才能有效的提高技术的运用。  相似文献   

5.
一个短跑运动员的运动成绩,主要是取决于人体运动素质和运动技术的发展与完善.而专项身体训练主要是发展与专项有密切关系、能直接促进掌握专项技术和提高专项成绩的身体素质训练,所以提高专项身体训练水平是短跑运动员提高专项运动成绩的基本途径.当然,一个优秀运动员不光具有优异的运动成绩,而且还具有良好的心理素质.本文将从专项身体素质训练和心理素质训练两方面进行阐述.  相似文献   

6.
对现代篮球比赛中身体接触与侵人犯规的判罚,是衡量临场裁判员判断能力、裁判水平的重要标志之一;这种能力和水平是区别是否是一名优秀的篮球裁判员的主要标志;也是掌握一场比赛成败的关键.同时将对我国篮球运动能否走向世界、攀登高峰起着重要的作用.本文就身体接触的概念、判罚身体接触的原则、尺度、方法和根据作了论述,愿和各位同仁商榷,旨在共同提高对身体接触与侵人犯规的判罚水准.  相似文献   

7.
张长平 《新疆教育》2013,(8):144-144
篮球裁判法中,关于身体接触是否判侵人犯规是唯一由裁判员决定的一条,也是篮球界一直研究探讨的课题。从身体接触的概念,判罚身体接触的原则,尺度以及判罚身体接触应注意的问题等诸方面对身体接触判罚进行分析讨论,进一步提高了身体接触判罚的准确性。  相似文献   

8.
运用文献资料、数理统计和比较分析等研究方法,对中国女排与当今世界女排前8强不同位置运动员身体形态、扣球高度与拦网高度进行了比较研究.中国女排运动员在身高、扣球和拦网高度上有优势,主攻和副攻运动员的体重和克托莱指数有差距,说明她们的身体充实度和肌肉力量训练有待加强.就身体形态特征而言,改善运动员的身体质量是提高运动员整体水平的关键.  相似文献   

9.
关宏 《华章》2011,(16)
采用文献资料及系统分析法,游泳是一种凭借自身肢体动作和与水的相互作用力,在水上漂浮前进,游泳运动员对技术、身体训练方面要求很高,在训练中利用各种手段来提高运动员的身体形态,提高身体机能和运动成绩,技术训练和身体训练是十分重要的一个环节.  相似文献   

10.
理论上篮球运动是不允许身体接触的比赛项目,而随着规则的演变,参赛双方队员身体技能、技战术水平的不断提高,激烈的对抗性已成为现代篮球运动的特点和发展趋势.裁判员如何正确区分一般身体接触与侵人犯规的界线,合理掌握判罚尺度,有利于比赛的顺利进行,更有益于篮球运动的健康发展.  相似文献   

11.
游戏是幼儿最基本的活动,是一种特殊的社会性活动,对幼儿身心健康发展有着重要的作用。游戏是无功利性的,幼儿教师不仅自身要正确对待游戏教育,更要引导家长正确看待游戏,使"幼教小学化"不要借着"基本普及学前教育"这股东风愈演愈烈。幼儿教师应该意识到幼儿园课程的选择以及评价体系的"无目的性",以免给"应试教育"和"幼儿教育小学化"一个"繁衍"的温室。游戏的愉快性是游戏的本质所在,幼儿教师要真正地把游戏看作幼儿发展的活动,不要把游戏仅仅作为吸引孩子的"噱头"。  相似文献   

12.
A predominant area of instruction in school physical education programs is game play. Effective decision making is important to the successful execution of skills. Unfortunately, the task of teaching effective decision making in varying game situations is not easy. The demands of the game require far more than simply physical skillfulness. Game play is interwoven with numerous decision-making opportunities for the participant. Successful game players must make these decisions in an effective and timely manner. The purpose of this article is to compare two models of game instruction: the technique model and the “games for understanding” model. This analysis indicates that the games for understanding model provides a more viable way of teaching strategic decision making for game players. Included will be discussions on the various theories that contrast the two approaches. A final section provides suggestions for future research into the validity of the “games for understanding model.”  相似文献   

13.
球类竞技充满激情,吸引着越来越多人的眼球,博彩则可以满足人类的一种本能欲望.同样倍受群众青睐。当球类同博彩结合起来,最大程度地刺激了大众的参与。然而这也成为违法犯罪分子谋取暴利的一种手段。近年来,网络赌球风潮在我国蔓延开来,在严峻的形势下,我国对网络赌球的防控仍存有不足之处,需要完善现有制度,创新监管机制,从而保障我国体育博彩业能够健康发展。  相似文献   

14.
根据篮球竞赛中出现的问题,着眼于现代和未来发展的趋势,做出及时合理增订和修改,促进篮球运动向更健康、更精彩和更高层次的方向发展和提高.规则和比赛是篮球运动中矛盾表现的又一形式,利用它们互为依赖互为促进的内在关系,把篮球运动竞赛水平不断向前推进.分析和探求新规则的增订和修改,可更好地利用规则克服弱点发扬优点.  相似文献   

15.
Children all over the world enjoy learning and playing games. Involving children in the process of creating games from other cultures can increase an authentic interest in learning about other cultures. It also increases cognitive, social, and interpersonal skills. Activities that stress multicultural awareness seem to work best when they are part of the daily routine. Many board games, matching games, and sidewalk games are played in several cultures with slight variations. Stressing commonalities by making games rather than differences can foster sensitivity and a greater understanding of others.  相似文献   

16.
REJOINDER     
In this paper, we explore the influence of the teacher on the language games being played in a Grade 3 mathematics classroom. The kinds of listening strategies used by the teacher seemed to have an impact on the kind of language game being played as a small group of students engaged in a problem‐solving activity. Understanding classroom conversation from a language‐games perspective is used to explore the kinds of sense‐making, student engagement, and new understandings evolving through classroom discourse. Language games may also be important for encouraging students to extend and transform their understandings. We describe how learning to ‘teach etcetera’ as a way of helping students ‘see‐as’ and move beyond narrowly defined predetermined content may entail playing more open‐ended language games and learning how to ‘listen’.  相似文献   

17.
Gender differences and styles in the use of digital games   总被引:1,自引:0,他引:1  
This paper reports work in progress investigating gender differences and styles in the use of digital games amongst advanced level biology students. It is an elaboration on previous work exploring the relationship between cognitive style and academic performance in Maltese students taking biology at advanced level. In this previous work the cognitive style of 581 (212 male and 369 female) advanced biology students was correlated with their academic performance in five different subjects. Pearson's correlation showed that the wholist–analytic dimension, the verbal–imagery dimension, and gender were not correlated. Regression analysis showed that none of the style dimension combinations had a significant effect on performance in any of the subjects. However, gender proved to be a stronger determinant of performance. These results were interpreted from a cognitive neuroscience perspective. Numerous studies have consistently found gender differences in language and visuospatial skills. Female superiority is seen on tests of both receptive and productive language, and on more complex tasks such as making analogies and creative writing. Males have an advantage in visuospatial reasoning, being more adept at performing disembedding and internal spatial transformations. In view of these results and the constantly reported gender difference in the use of digital games, this paper describes the initial stage of an investigation about gender‐determined propensities to digital media. Different studies claim that males dedicate more time than female students to playing digital games. A marked emphasis on the use of particular game genres by the different sexes is also reported. This reported phenomenon is investigated within the context of Maltese students taking advanced biology. Through a questionnaire, data were collected about the time students spend playing digital games, their preferred platform, and their preferred games. Data were analysed to establish gender differences in the time spent on playing digital games, the preferred platform, the most popular digital games amongst males and female students, and the preferred game genre. The results are interpreted from neurocognitve and psychosocial perspectives. Suggestions are made for possible integration of digital games in learning.  相似文献   

18.
教育学视角中的游戏包括外显行为层面的游戏和内在精神层面的游戏。游戏在科学课教学中的运用有坚实的哲学、生理学、心理学依据,它能提高学生学习科学课的兴趣,能使学生在最好的状态中进行科学的学习,能促进学生学习科学所必备的身心素质的发展,能使科学课注入人性的因素。我们可以通过让游戏作为一种精神存在于科学课之中,使游戏成为科学课教学活动开展的形式和手段的两种方式使科学课教学和游戏更好的结合。  相似文献   

19.
上海松江张泽镇村民日常生活中的礼物馈赠活动,体现了村民交际中的人情伦理和互惠原则。具体而言,当地流行的礼物馈曾习俗,在村民交际中承载着尽道德义务和表达感情的双重内容;当地至今仍有的制作和保存“喜帐”的民俗事象,这一习俗是村民家庭社交史中重大活动的真实留存,它显示了主人公人际关系网络的总貌;当地还存在“攀过房亲”这一村民交往中的传统习俗,这一习俗造就了乡村社会的一种互惠机制。  相似文献   

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