КОНДИЦІЙНЕ ТРЕНУВАННЯ КІБЕРСПОРТСМЕНІВ З ВИКОРИСТАННЯМ МОБІЛЬНИХ ДОДАТКІВ

Saved in:
Bibliographic Details
Title: КОНДИЦІЙНЕ ТРЕНУВАННЯ КІБЕРСПОРТСМЕНІВ З ВИКОРИСТАННЯМ МОБІЛЬНИХ ДОДАТКІВ
Source: Інформаційні технології і засоби навчання, Vol 103, Iss 5 (2024)
Publisher Information: Institute for Digitalisation of Education of the National Academy of Educational Sciences of Ukraine, 2024.
Publication Year: 2024
Subject Terms: фізична активність, гейміфікація, е-спорт, фітнес-додатки, аеробне тренування, Theory and practice of education, повільний біг, LB5-3640
Description: The issue of insufficient physical activity among computer game players remains relevant. This study proposes a solution based on the comprehensive use of gaming-oriented mobile applications for the conditioning training of esports athletes. A sequential pedagogical experiment was conducted to determine the effectiveness of esports athletes applying an aerobic-focused conditioning training program (slow running). The program’s unique feature is its implementation in a remote format using mobile applications for planning, execution, control, and performance evaluation. It is based on an original concept of implementing running training in the form of a mobile running application (the so-called “exergame”) with a game-like nature (“Zombies, Run!”). The program was designed for a six-week implementation. Its effectiveness was determined by evaluating the dynamics of indicators: 1600 m run time; calculated maximal oxygen consumption (VO2 max); and heart rate (HR). Subjective attitudes towards the program’s physical loads were assessed using the Rating of Perceived Exertion (RPE) scale and the Physical Activity Satisfaction Needs scale. It was found that esports athletes significantly (p
Document Type: Article
ISSN: 2076-8184
DOI: 10.33407/itlt.v103i5.5771
Access URL: https://doaj.org/article/0e08ed6dff8c46e4b2073e972ade6a7c
Rights: CC BY NC SA
Accession Number: edsair.doi.dedup.....f8215b6d2739481a50b6fa15df4b83d4
Database: OpenAIRE
Description
Abstract:The issue of insufficient physical activity among computer game players remains relevant. This study proposes a solution based on the comprehensive use of gaming-oriented mobile applications for the conditioning training of esports athletes. A sequential pedagogical experiment was conducted to determine the effectiveness of esports athletes applying an aerobic-focused conditioning training program (slow running). The program’s unique feature is its implementation in a remote format using mobile applications for planning, execution, control, and performance evaluation. It is based on an original concept of implementing running training in the form of a mobile running application (the so-called “exergame”) with a game-like nature (“Zombies, Run!”). The program was designed for a six-week implementation. Its effectiveness was determined by evaluating the dynamics of indicators: 1600 m run time; calculated maximal oxygen consumption (VO2 max); and heart rate (HR). Subjective attitudes towards the program’s physical loads were assessed using the Rating of Perceived Exertion (RPE) scale and the Physical Activity Satisfaction Needs scale. It was found that esports athletes significantly (p
ISSN:20768184
DOI:10.33407/itlt.v103i5.5771