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大專體育學術專刊/Archives of University Education and Sports

中華民國大專院校體育總會,停刊

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  • 期刊

隨著科技文明的發展與進步,人們在緊張與忙碌的日常生活及工作歷程中,生活上的壓力及情緒上的感受會隨著大環境的變動,出現身心調過不當的現象即稱之為「職業倦怠」。職業倦怠包括情緒耗竭、去個人化、缺乏成就感。從組織的整體面向而言員工會因職業倦怠,降低服務品質,造成生產力及工作績效降低,個人有時更會出現缺席或離職的現象。對於個人、組織及社會造成極大的成本負擔。因此職業倦怠近年來逐漸受人們的重視與研究,領導者與員工更應正視它所帶來之影響,本文試從職業倦怠的相關理論探述及提供改進之道,有助於預防未來職業倦怠之現象。

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現在運動競賽中,競賽規則的完善是影響競賽的公平性與公正性的主要原因之一。世界跆拳道聯盟為了爭取奧運的永續正式比賽種類,在規則部分於2001年10月有幾點修改,有比賽場地的加大、提早一天過磅、女子組比賽時間縮短為兩分鐘、有效得分部位加大、攻擊力道強可加一分、頭部攻擊得二分...等。一再的顯示規則不斷地推陳出新,研究改進促使比賽更具有可看性、精彩度,以吸引更多的觀眾及有興趣學習跆拳道運動的人們,共同推展跆拳道運動於全世界。本文的目的是希望提供跆拳道運動的推展人士,了解跆拳道最新規則修改的趨勢,熟悉競賽規則的變遷,提早做好國際性比賽的準備。本文運用以下二種研究方法:一、文獻分析法:即是蒐集有關跆拳道規則歷史的相關資料加以分析、綜合、探討,以了解跆拳道規則的發展和演變過程。二、人物訪談:因時間、空間的限制,對於跆拳道規則歷史發展的脈絡,無法完全瞭解,因此為了彌補此方面之不足,筆者以訪問方式,請教國內跆拳道界的先進,藉以補足此方面文獻資料之不足。訓練內容是依據規則來訂定的,訓練是因規則的需要而實施的,所以了解最新競賽規則的變遷,才能掌握新的訊息,提供符合新規則要求的政策。

  • 期刊

好的裁判員不但要對籃球規則瞭如指掌,還要能兼顧體認籃球比賽的蘊義和精神才行,對於違例與犯規的宣判,一致適用於得利與不得利的原則。這個原則應該在輕微的不帶有利益的情況下使用,必須特別小心謹慎的判斷,何種要執行處罰,何種可以不究和寬容,在這取捨瞬息之間的論斷,完全有賴裁判執法尺度的拿捏。

  • 期刊

本研究對象以91年全國男子社會甲組前八強隊伍為研究對象。以複賽雙循環56 場共計112筆比賽資料為研究範圍,研究目的為瞭解我國男子社會甲組籃球各項攻守技術,做為日後訓練計劃之參考,本研究用多元逐步迴歸分析的方法進行十三項攻防技術對得失分的預測。結果發現最能預測得失分的攻防技術是搶截數,其後依序走進攻籃板數、二分球命中率、失誤數、三分球命中率、二分球得分、三分球得分、防守籃板數、罰球命中率。

  • 期刊

The purpose of this study was to investigate the score structure of male basketball tournament of H. B. L. (High-school Basketball League) in 2002. The subjects were chosen from the 104 games among 208 teams of 2002 senior high school male basketball tournament in Taiwan. The score structure information of each game was collected, and the one-way ANOVA statistical method was used to analyze the different variables. The results were described as follows:1. The score structure of all games was: three-point score 21.58%; two-point score 60.06%; free throw score 18.36%.2. The ratio of free throw score had significant difference among different results of contests (F=3.069, p<.05). The ratio of two-point score and free throw score had no significant difference (p>.05).3. The ratio of free throw score had significant difference among teams of different levels (F=3.696, p<.05). The ratio of two-point score and free throw score had no significant difference (p>.05).4. The three-point score, two-point score and free throw score had significant difference amount top-eight teams (F=3.625, 4.912, 2.577, p>.05).

  • 期刊

The purpose of this study was to investigate the relationship of Knee muscles joint angle activities among these four specific basketball movements (such as sudden stop, cross over, jump shot, and knee twist), using the electrogoniometer and foot-switch to measure knee joint motion and foot-toground contact signals. Sixteen Senior high school basketball players voluntarily participated this study (mean age: 18.3 years, mean height: 184.5 cm, and mean weight: 74.2 kg). AII subjects had no previous history of knee ACL injury. Four specific basketball movements were investigated in this study. They were sudden stop, cross over, jump shot, and twist. Two channels of electronic signals were measured in this study. There were channels, one channel of electrogoniometer was used to measure knee joint motion and another one channel of foot-switch sensory was used to measure the foot-to-ground contact. AII signals were simultaneously collected with sampling 1000 Hz. One-way ANOVA was used to examine the differences among four movements' Knee joint motion angle activities. Scheffe's multiple comparisons were used to examine the difference between each test group.The result showed that there are four special basketball movements: jump shot, sudden stop, cross over and twist. There are significant differences (p<0.05) in knee joint motion during pre-landing and landing phase. In pre-landing phase, JS (74.9°) group bigger than the others (JS>TW>SS>CO). In landing phase, TW(63.1°) bigger than the others (TW>CO >JS>SS). Therefore in landing phase, jump shot and sudden stop movements were more dangerous than cross over and twist. During the landing phase, the knee joint motion angle activity smaller than the pre-Ianding motion. However, according to our study, the knee joint motion angle is near 30 degree (JS 26.99, SS 30.72°).We believed that the sudden stop and stop shot were more dangerous than cross over and twist especially during landing phase motion angle. These findings can be implicated for basketball players especially during the four basketball movements pre-land and land phase. The results suggest that exercise program of sudden stop and jump shot should be learned on the land phase of knee motor skill.

  • 期刊

為瞭解不同的世界級競技體操比賽舊式跳馬器材與新式跳馬器材更改前後之跳馬技術實施,以內容分析法針對1999年1月1日-2001年12月31日之間舉行之4項世界級競技體操比賽女子跳馬動作之錄影帶研究,分析新式跳馬器材對女子跳馬動作之發展與未來趨勢。結果顯示,使用新式跳馬器材之體操錦標賽中,第4與第5動作組別出現之總合比使用舊式跳馬器材比賽中要高,顯示跳馬器材之影響。「跳馬動作實施表現」與「比賽類別」具正相關之影響。二因子多變量分析「比賽類別」與「動作組別」在「競賽類別」、「起評分」與「得分」顯著性考驗均未達顯著水準。一因子多變量分析「比賽類別」在「競賽類別」、「起評分」與「得分」多變量顯著性考驗達顯著水準,1999年與2000年體操賽之「起評分」與「得分」均優於二項2001年錦標賽,達顯著水準。一因子多變量分析「動作組別」在「比賽類別」在「競賽類別」、「起評分」與「得分」顯著性考驗達顯著水準,第5動作組別優於第3動作組別之起評分,達顯著水準。

  • 期刊

高低槓為女子競技體操的比賽項目之一,也是最困難的一項,身為一位體操教練深知其困難的原因,是由於這項動作除對女性體能上的限制不易達成外,更重要的是這方面鑽研的研究者較少,因為在高低槓間的動作分析較困難。廖宜萍及Allison Johnston為2000年中華體操國際賽中高低槓表現較好的選手,分別來自台灣及澳洲。因此本研究的目的在於比較廖宜萍及Johnston在高低橫作出大迴環接續直體後空翻二周下槓動作的差異情形。本研究以每秒60張影片的高速攝影機拍攝二位參加2000中華汽車盃國際體操邀請賽的動作。整個動作包括六個階段,分別為身體在高低槓上倒立後大迴環至水平階段(I);水平位置向下擺至懸垂階段(II);下懸垂擺至脫槓時間(III);脫手位置旋轉至後空翻一周(IV);後空翻至540°(V);540°位置至著地階段(VI)。本研究的結果及結論如下:一、廖宜萍在預備脫離槓前的第II位置及在空翻一周至一周半的第V位置比Johnston使用較多的時間完成動作,是造成廖宜萍在空翻一周至一周半旋轉完成位置較不理想之主要原因。二、最後動作位置(VI),廖宜萍明顯較Johnston短,亦是影響其下降高度。因此,本研究建議廖宜萍在實施動作時宜注意下懸垂擺至脫槓,後翻至540°及至著地階段應注意時間的掌握,得分才會更高。

  • 期刊

The purpose of this study was to analyze the starting value and bonus skills frequency of Men' Gymnastics Pommel Horse Finals of the 2001 World Championships and the 2001 National Game of Taiwan. Subjects of this study were the top eight athletes of these two competitions. An independent t-test was used to compare the starting value differences between the World Championships and the National Game athletes. The video observation method was also adopted to record the frequency of their bonus skills. The result of this study were as follows: (1)The starting value for Pommel Horse of Men' gymnastics in 2001 World Championships not achieved better National Game of Taiwan(p > .05). (2)There was a greater difference in the frequency of bonus skills, D, E, and super E level skills, World Championships outdid National Games of Taiwan.

  • 期刊

There has been more than a hundred years since the initiation of volleyball, but its attraction still cannot compete with such as basketball and soccer. One of the main reasons was that the playing duration of each game is difficult to be controlled, an important factor for that is the way of counting the score. The FIVB thus changed the scoring system to rally point system from January 1999. Since then, the duration of volleyball games is indeed reducing, and the games become more tight with more highlights. Nevertheless, the change in way of counting score also causes the change of the score structure. How this change would affect the results of volleyball games is then a new topic worth studying to volleyball coaches. The present work is based on the score conditions of playoff games between man's class 1 teams in '01 Annual College Volleyball Game, to investigate the relation between the rate of winning and the score structure. It is expected to reveal the correlation between them and offer the ideas in helping future training. The outcomes of the study are as follows:Score structure: 37.88% by returning service attack hits, 29.49% due to errors by opponent, 18.66% by attack hits after defense, 9.26% from block, and 4.71 % only direct from service.Correlation between the rate of winning and the score structure: There are five factors including ”score by block”, ”score lost due to missing attack hits”, ”score by service”, ”score due to errors by opponent”, ”score by attack hits after defense” have reached an obvious level (p<0.05).A correlated equation established from original score with respect to normalized points reveals the following: In order to promote the rate of winning, it is necessary to increase the score by block, service, errors of opponent, and attack hits after defense, in the mean time, decrease the score lost due to missing attack hits.