Relatórios de Extensão - Educação Física Turma 2

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    Benefícios da natação na estimulação motora e psicossocial em bebês de 24 meses
    (Centro Universitário da Fundação de Ensino Octávio Bastos, 2021-11-30) MARTINS, Gustavo Celestino
    The present project permeates the theme “Physiology, Kinesiology, Biomechanics and Psychology in the Study of Aquatic Sports”. Within this proposal we brought a research that addresses the benefits of swimming in motor and psychosocial stimulation in 24-month-old babies, where we investigated whether swimming is actually beneficial for the child's development, and the considerations to be made about its practice. Since swimming is one of the sports most recommended by pediatricians. The research is qualitative and was carried out at the Acquaforme academy in São João da Boa Vista - SP. Two babies of the same sex and similar ages were evaluated, with parental authorization, by completing the TCLE (Free and Informed Consent Form). The research aims to verify if swimming is beneficial for babies, since some are released with a few months of life for this practice, and it is still not something very widespread in the municipality and region.
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    Desafio Olímpiada Mirim
    (Centro Universitário da Fundação de Ensino Octávio Bastos, 2021-06-30) MARTINS, Gustavo Celestino
    Studies associate screen time in childhood and adolescence with a sedentary lifestyle and, consequently, with overweight and obesity. The promotion of an active lifestyle exercised since childhood is essential for the continuation of this habit in adult life. Young people's fascination with digital games can be used to encourage them to practice physical exercise. Gamification acts in decision-making, teaching to discern moments of cooperation and competition. The methodology was drawn from electronic games, but with a focus on attitudes that encourage the practice of healthy habits outside the game. The target audience were young people, between 12 and 14 years old, living in São João da Boa Vista. To elaborate challenges, games involving recreation, volleyball and basketball, using the gamification method, with progressive difficulty, 15 phases divided into 3 levels were selected: beginner, intermediate and advanced, as the challenges were performed, awards were attributed, here represented by stars.