RU

Keyword: «football»

Football is the most common type of sports activity. The most important problem of the game is possession of the ball. The article presents the results of a study on the development of technique and accuracy of possession of a soccer ball among young football players. The aim of the study was to introduce exercises to improve the technique of possession of a football. The main tasks were to select exercises to improve the technique of possession of the ball, to analyze the methodology of performing these exercises. Young football players of 10–12 years old, consisting of 12 people, took part in the experiment.
football matches commenting is evaluated as a source of authentic English oral speech. The usage of it in educational purposes let enlarge the active vocabulary, form the intercultural vision of the world and forms sociocultural and communicative competence.
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Opportunities for teaching physical education and sports using VR technologies and simulators make it possible to create conditions that are as close as possible to real competitions and training, facilitating rapid and complete assimilation of the material and increasing student motivation. The development of computer technologies for modeling scenarios and creating virtual reality makes it possible to use VR in various fields, including sports training for schoolchildren, students and professional athletes. Recent studies show that virtual reality can significantly improve the effectiveness and quality of sports training, while promoting the physical development of young people and the development of modern sports. The introduction of innovative programs is especially relevant now, when there is a process of critical reflection on many theoretical and practical methods in the field of physical education of youth within the framework of standard educational programs. VR technologies are gradually being introduced into training programs for professional athletes in high-performance sports and can significantly improve the quality of education among schoolchildren and students. The aim of the work is to identify the influence of the latest virtual technologies on the results of students’ sports training, as well as to find out their effectiveness in comparison with traditional teaching methods. As part of the study, we made an analysis of current trends in the use of virtual reality and simulators in sports and also examined the results of previous scientific research on this topic. An experimental study was conducted during which the participants were divided into two groups: one was trained exclusively within the framework of standard curriculum, the second with the additional use of modern simulators. The study resulted in a number of proposals for the development of a new methodology for physical education classes and sports using VR technologies, which allow one to apply the skills and experience gained in a virtual environment in the real world. The theoretical significance of the study lies in the developed methodology for teaching youth sports disciplines and physical education using simulators and VR technologies as a more effective analogue of the standard curriculum. The practical significance of the study lies in the possibility of using computer technologies to optimize the learning process, as well as to organize sports training in any conditions.