• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 1
  • 1
  • Tagged with
  • 3
  • 3
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Přerušování herního děje v důsledku porušování pravidel v utkáních basketbalu minižákovských chlapeckých kategorií / Intermission of the game on the grounds of breaking the rules in young-junior boys categories

Kocourek, Petr January 2015 (has links)
Title: Intermission of the game on the grounds of breaking the rules in young-junior boys categories. Objectives: This diploma thesis aims to find out intervals of the game and intervals of the intermission of the game in young-junior basketball and youth boys basketball matches, and to compare the detected data. The other aim is to discover the reasons leading to the intermission of the game of each catogory during these matches. Methods: As a research method, the method of observation of the video recordings of youth basketball and young-junior basketball matches from the website tvcom.cz was chosen. Using the basic statistic and arithmetic methods, the measured data were processed statistically and, consequently, graphically also. Results: It was discovered that children playing the young-junior basketball have the shortest average interval of the continuous game in all studied categories and that this interval is shorter than the interval of the average duration of the intermission of the game during young-junior basketball matches. The most frequent reason for the intermission of the game in all categories is a personal foul of the player and a ball, or a player with a ball out of bonds. Keywords: playing time, youth, sports education, basketball, rules
2

Percussion Education in Secondary Public Schools: A Pilot Study Comparing the Concert Band vs. the Percussion Ensemble Approach

Blodgett, Jedediah Alan 01 June 2015 (has links) (PDF)
The purpose of this pilot study was to examine the benefit of offering a percussion ensemble class in secondary public schools. I looked at two elements of music education: playing time and relevant instruction. The research questions focused on the difference in playing time and relevant instruction between percussionists in the concert band and percussionists in the percussion ensemble, as well as differences between the concert band subgroups (brass, woodwind, percussion). 6 separate instrumental groups were observed: 4 concert bands and 2 percussion ensembles (N=6). Students were randomly selected from each instrument subgroup (brass, woodwind, percussion, percussion ensemble) for observation. A mixed model ANOVA was used to compare the playing time per hour of each instrument subgroup. A second mixed model ANOVA was used to compare the relevant instruction received per hour of each instrument subgroup. As anticipated, the concert band percussionists experienced significantly less playing time and relevant instruction than both the brass and woodwind subgroups. The percussion ensemble subgroup did not experience a significant difference in either playing time or relevant instruction from the concert band percussionstudents. However, informal observations of the rehearsals indicated a difference in the scope and depth of the playing time and instruction experienced by these two subgroups. Implications from these observations are also discussed.
3

Co tvoří rozumného hráče: seberegulace, časová perspektiva a zvyky v online hraní / What makes a reasonable player: self-regulation, time perspective and habits in online gaming

Lukavská, Kateřina January 2016 (has links)
The thesis concerns factors that affect the intensity of MMORPG playing and the gaming addiction symptoms. In the theoretical part, I discuss approaches to the excessive and problematic gaming. I argue for the shift of perspective from gaming addiction disorder toward self-regulation, time perspective, activity theory and habitual regulation. Two inventory-based studies were conducted in order to empirically verify the effect of proposed variables on MMORPG usage. First, the significant role of Time Perspective (TP), measured by Zimbardo Time Perspective Inventory (ZTPI), has been confirmed. Second, the habitual regulation had been identified to significantly affect the usage. The habits related to usage were measured by the new psychometrical tool - Cues Sensitivity Scale (CSS). TP and habits influence the usage together - the effect of TP is partially mediated through Cues Sensitivity as well as through the players' deliberate regulation of playing time. All measured variables showed stability in time (measured after three years in subset of respondents). Data was analyzed with statistical methods, mainly with Partial-Least-Squares Path- Modelling (PLS-PM). The part of the data - respondents' strategies of playing time regulation - were analyzed qualitatively.

Page generated in 0.0569 seconds