
This paper investigates the value of the Notre Dame University football4 program for its educational marketing and finances. A strong interdependence between economy, politics, mass media, and sport caused an exceptional popularity of football in the USA. The University of Notre Dame, Indiana was one of the first to adjust to this trend by revitalising its football program which was established as a part of its developmental strategy as early as in 1887. A hypothesis that the popularity of football was successfully used not just for the promotion of education, but also for the further development of the University of Notre Dame has been analysed through the case study methodology. This analysis concludes that the University of Notre Dame boosted its prestige by using its football program as a promotional tool to become one of the highest-ranking research institutions on the national level. On the other hand, this case study confirms that there is no conflict between religious dogma and evidence-based science if they walk together toward the progress, i.e. if their common goal is to set people free.
Achieving the recommended daily level of physical activity (PA) in adolescent boys and girls helps improve their cardiovascular health, maintain a healthy body weight, and promote mental health. The purpose of our study was to determine whether there were statistically significant differences between boys and girls aged 12 to 15 years with respect to age and amount of PA on different days of the week. The sample included 606 7th, 8th, and 9th grade students from four Slovenian elementary schools who participated in the study by completing a questionnaire (IPAQ; International Physical Activity Questionnaire, 2006). We used a quantitative research approach and the method was causal-non-experimental. The Shapiro-Wilk test was used to determine whether the data were normally distributed at a statistically significant level of risk (p > 0.05). Because of the non-normal distribution of the variables (p < 0.001), the non-parametric Mann-Whitney test was used to determine statistically significant differences between genders, and the Kruskal-Wallis test was used to determine statistically significant differences between age groups. Boys were statistically significantly more active than girls on all days of the week except Wednesday (Mon.: p=0.018; Tues.: p=0.001; Thurs.: p=0.020; Fri.: p=0.015, Sat.: p=0.012; Sun.: p=0.001). Significant differences in PA levels between seventh-, eighth-, and ninthgraders occurred only on Sundays (p<0.001), with PA levels changing with student age. The study's findings that adolescent boys are statistically significantly more active than girls raise concerns about gender differences in PA participation during this critical developmental period. Such differences may contribute to long-term health consequences and perpetuate gender inequalities in overall fitness and well-being. The observed differences in PA between boys and girls during adolescence highlight the need for targeted interventions and strategies to promote and improve PA among girls. Addressing the underlying factors that contribute to lower activity levels among girls is essential to promoting a more equitable and inclusive approach to PA promotion.
The World Health Organization (WHO) released guidelines for physical activity, sedentary behav-iour, and sleep for children under 5 years of age in 2019. In response to these guidelines, this study aimed to determine the proportion of preschool children (ages 3-5 years) who met the WHO guidelines. The time spent in physical activity, sedentary behaviour and sleep were objectively measured using accelerometer (ActiGraph wGT3x-BT). Screen time and sleep quality were assessed via parent questionnaire. Focus groups were con-1 ducted with parents and childcare staff to determine the feasibility of the protocol. The results showed that only 23% of the children met all three guidelines, and compliance rates varied for each guideline. The physical activity time guideline was met by 64% of children, the sleep duration guideline was met by 74% of children, and the screen time guideline was met by 53% of children. Only a low proportion of children met the WHO guidelines. The methods and devices used in this pilot study proved to be feasible and this has paved the way to conduct the main SUNRISE study in Bosnia and Herzegovina.
Service-Learning (SL) as a growing innovative pedagogical model, has recently become more popular in higher education area dedicated to physical activity. Since physical education (PE) students are oriented toward society, it is extremely important for them to develop a sense of connection and responsibility toward society during their studies. This research was carried out on a sample of 58 students of a PE study program, aged between 20 and 22. The first step of the research was to determine six different groups of students using the poly-structured interview about their previous motor experience while considering the type of activity, the length of time engaged in a certain activity and the level of motor skills. Six investigated groups were formed according to their dominant previous motor activity: artistic and aesthetic activities, society-oriented recreational activities, self-directed recreational activities, team sports, individual sports, and martial arts. In order to determine the students' perception of SL Benefits, the SELEB questionnaire was used. The original 27 items generated for the SELEB scale that measure the benefit categories were divided into six categories: civic responsibility, interpersonal skills, leadership ability, ability to apply knowledge, general life skills and critical thinking. One-way Analysis of Variance was used to analyse the differences in investigated groups defined by previous motor experience on SL attitudes among students. The results showed significant differences between groups in SL experience (F5,52 = 3,19; p=0,014). The highest value on the SELEB scale was recorded in the group with dominant artistic and aesthetic activities, and the lowest value on the SELEB scale was recorded in a group with dominant previous experience in individual sports. Significant differences were determined with the post-hoc Tukey HSD test between groups with minimal previous experience in individual sports and groups with dominant previous experience in society-oriented recreational activities, team sports, and artistic/aesthetic activities.
During the past decade, self-massage of the muscular fascia using a foam roller (FR) has become an increasingly common way of supplementing traditional methods of soft tissue treatment, while both professional and recreational athletes use it as a tool for warm-up and/or post-training relaxation. Considering the relevance of this topic among researchers, coaches, and physiotherapists, the aim of this this paper is to present a narrative review with the systematization of the latest research on the effects of foam rolling on motor skills. Publication search was conducted using the following databases: Google Scholar, PubMed, and ScienceDirect. The following keywords were used in the search: foam rolling, self-myofascial release, fascia, and muscle soreness. The selection of papers was based on the following criteria: 1) publications written in English and published in the period 2019-2022, and 2) original scientific papers focused on examining the effects of soft tissue massage using FR on the range of motion (ROM), motor abilities (strength, power, speed, balance and others), acute muscle pain, and delayed muscle soreness. Recent research results confirm earlier findings that FR can have short-term, positive effects on flexibility and ROM, while findings regarding the effects on muscle strength, explosive power, and balance are equivocal. In addition, it has been noted that this type of treatment can delay the onset of fatigue, and alleviate the painful sensitivity of muscles after intensive work-out. Although foam rollers have been in use for a long time both in sports and in rehabilitation, due to the heterogeneity of methods applied in related studies, there is still no official recommendation on the optimal way of applying these tools (treatment duration, pressure and cadence, i.e. the frequency of vibration if such a roller is used)
The main aim of this transversal study was to examine the relevant differences between the constructs of quality of life and exercise motivation among male and female adolescents of average and increased body mass. The sample included high school students from Valjevo (N = 337). The average age of the participants was M = 16.53 years (SD = .38). Two measuring instruments were used: The Exercise Motivations Inventory-2 (EMI-2) and The Kidscreen Questionnaire -27 (TKQ). The results of the Cronbach's alpha suggested that the questionnaires used in the research have satisfactory level of reliability and internal consistency, and are valid for assessing adolescent population in Serbia. The research has shown that there are internal and external motives for adolescents' exercise motivation, and that the male adolescents more favourably perceive the quality of life. Statistically significant gender differences were found, there was higher level of the evaluation of the TKQ construct among male adolescents than female adolescents which is the consequence of a more substantial view of physical well-being, pleasant feelings and moods, good family and social environment, as well as the ability to organize and arrange free time. It was also found that participants with average body mass prefer the perception of own physical activity and health more than their peers with increased body mass. Male adolescents do physical exercise for enjoyment, challenge, competition, strength and endurance, as well as for social reasons (factors such as belonging to a group, pressure, and acceptance), whereas female participants are more willing to exercise in order to control their body mass. The results of the Mann-Whitney U test revealed relevant gender differences: adolescents with average body mass are more likely to exercise because they enjoy the activity, while adolescents with increased body mass are more stimulated by the possibility of body mass regulation (p ≤ .01). This research discussed practical implications of the results on creating the motivation for exercise and quality of life among adolescents of both sexes with normal and increased body mass (BM).
Based on all available information, there has been a great expansion of organic food production and sale, both globally and in Serbia. It is estimated that this expansion results from buyers' belief that organic food is tastier and/or healthier, more nutritious, that it contains less pesticides, preservatives, additives, thaat it does not contain any genetically modified components, etc. However, which of these beliefs are facts, and which are misconceptions? In the absence of studies dealing with the issue of organic food in Serbia, we rely on the results of studies conducted in the world, primarily in countries where the production and sale of organic food has a decades-long tradition. Most studies covered by this review refer to the presence of pesticides in organic food and they all unequivocally established that organic food contains significantly lower amounts of pesticides than conventionally produced food. In terms of other aspects of health safety, it was found that organic food has significantly lower values or absence of antibiotics, growth hormones and factors, genetically modified components as well as artificial preservatives and additives. Some of the research that was conducted to confirm the claim that organic food is more nutritious than conventionally produced food, established that some foods have more vitamins, minerals and antioxidants. However, numerous studies did not confirm these conclusions, but rather found that there is no significant difference between the content of the mentioned ingredients in organic and conventional food. Which of the above is true will be confirmed by some future, fully objective studies.
The aim of the study was to analyse the characteristics of goals scored in the tournament in terms of a specific way of evaluation. Based on a sample of 51 matches and the participation of 24 national teams, this study is based on the personal observation of the researcher, that is, the analysis was based on watching the matches live via domestic cable channels, as well as on the UEFA official YouTube channel. A two-way analysis of variance between groups was used to process one part of the data. A total of 142 goals were scored. The fixed factor showed the highest prevalence of goals scored in the period of 45-60 minutes (30), while the fixed factors included the types of attacks and the number of goals scored: (80) continuous attacks (mean value = 53.7 minutes), (13) fast attacks (59.5 minutes), (14) counter-attacks (55.7 minutes) and (35) set plays or interruptions (51.8 minutes). One final touch was evaluated (80 or 65.6%), as well as two touches (17 or 13.9%). The highest number of hits (37) was achieved with the inside of the foot (mean value = 53.5 minutes) compared to (27) when hitting the ball with the header (54.4 minutes) and (21) when kicking the ball with the middle part of the foot ridge (49.5 minutes). Most goals were scored with the right foot (66 or 46.5 %), i.e. (90) goals were scored within sixteen meters (outside the box) (54.1 minutes). The first goal provided value (33 or 64.7 %) of the final victory in the match. The obtained results point out to the coaches that they should focus on quick attacks and counter-attacks that consequently lead to scoring goals. Attention must also be paid to more ball strikes with the outside of the foot and the outside part of the foot ridge.
Burnout syndrome is a consequence of accumulated stress, caused by excessive engagement, both in the physical and mental (psychological) domains. It is characteristic of many professions, especially professions that involve direct work with people (healthcare, education, army, etc.), and in sports it is almost inevitable. The two most common reasons that cause burnout syndrome are: setting hard-to-achieve goals or unrealistic deadlines and trying to meet other people's (imposed) expectations. In both cases, endurance limits are pushed, which leads to burnout and has consequences for the entire human body and psychophysical health. We live in a harsh age where it is not enough to be successful, the demand is to be the best. This ultimatum is particularly prominent in sports. Athletes are distinguished from others by discipline, perseverance, persistence, focus on the goal (victory), sacrifice and responsibility. Top fitness and top results are always expected from them. The question arises: Is it even possible to achieve top results and avoid the burnout syndrome? In addition to the analysis of causes, symptoms and consequences, the paper seeks an answer to this question.
Das Unterrichtsmodell beschäftigt sich damit, welche Rolle Sport und Gesundheit im Leben der Deutschschüler spielen. Die Schüler sollen Lösungsvorschläge entwickeln, damit noch mehr Jugendliche sportlich aktiv werden.
The new virtual reality of today's society and its interaction with members of the younger population is an increasingly common subject of research. The question is whether and to what extent it is possible to stop the domination of the digital. Is sport an activity that can compete with the new virtual reality and the world of video games? The paper presents online habits and inclinations towards video games of the first-year students of the Belgrade College of Sports and Health, not only qualitatively - in order to examine the time spent on video games and compare it with the time spent on sports and recreation, but also qualitatively, in terms of content - topics that occupy this particular segment of population, talented in sports and sports-oriented, but at the same time digitally-oriented. The paper has demonstrated, on a selected sample of sport-oriented members of Generation Z, some deviations from the digital characteristics of the generation they belong to demographically, the generation in which the use and application of technology is dominant in obtaining any practical information, as well as in communication and entertainment. The sample consisting of students of sports academic courses has demonstrated that a very high percentage of these students practice sports on a regular basis defying the current sedentary lifestyle. Many of them do not belong to the present-day youth subculture - 'the gamers' community', and even those who do belong to the pop culture of computer games prefer sports computer games as their choice of virtual content.