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Sprinter: A Simple and Fun Game to Test Your Sprinting Ability

Sprinter is a fun and simple Flash game where you play as a runner who wants to win multiple 100-meter sprint races. You'll need to run really fast and beat your opponents to reach the finish line and become the champion!

sprinter game


To play the game, you'll need to use your keyboard. You'll only need to rapidly press the Left and Right arrow keys to gain momentum and outrun your opponents. At the same time, be careful to time your key tapping accurately, or you may stumble!

Sprinter is a really fun game that will test your running skills and reflexes. With its simple controls and funky theme tunes, you'll have a great time trying to beat your opponents and become the ultimate sprinting champion. So, put on your running shoes and sprint your way to the finish line!

At the professional level, sprinters begin the race by assuming a crouching position in the starting blocks before driving forward and gradually moving into an upright position as the race progresses and momentum is gained. The set position differs depending on the start. The use of starting blocks allows the sprinter to perform an enhanced isometric preload; this generates muscular pre-tension which is channeled into the subsequent forward drive, making it more powerful. Body alignment is of key importance in producing the optimal amount of force. Ideally, the athlete should begin in a 4-point stance and drive forwards, pushing off using both legs for maximum force production.[2] Athletes remain in the same lane on the running track throughout all sprinting events,[1] with the sole exception of the 400 metres indoors. Races up to 100 metres are largely focused upon acceleration to an athlete's maximum speed.[2] All sprints beyond this distance increasingly incorporate an element of endurance.[3]

Sprint races were part of the original Olympic Games in the 7th century B.C. as well as the first modern Olympic Games which started in the late 19th century (Athens 1896)[5] and featured the 100 meters and 400 meters. Athletes started both races from a crouched start (4-point stance). In both the original Olympics and the modern Olympics, only men were allowed to participate in track and field until the 1928 games in Amsterdam, Netherlands.[6] The 1928 games were also the first games to use a 400-meter track, which became the standard for track and field.

The first athlete whose torso reaches the vertical plane of the closest edge of the finish line is the winner. To ensure that the sprinter's torso triggers the timing impulse at the finish line rather than an arm, foot, or other body parts, a double Photocell is commonly used. Times are only recorded by an electronic timing system when both of these Photocells are simultaneously blocked.Photo finish systems are also used at some track and field events.

Methods: Thirty-one Danish fourth division players took part in three friendly games. Blood samples were collected frequently during the game, and muscle biopsies were taken before and after the game as well as immediately after an intense period in each half. The players performed five 30-m sprints interspersed by 25-s recovery periods before the game and immediately after each half (N=11) or after an intense exercise period in each half (N=20).

Conclusion: Sprint performance is reduced both temporarily during a game and at the end of a soccer game. The latter finding may be explained by low glycogen levels in individual muscle fibers. Blood lactate is a poor indicator of muscle lactate during soccer match play.

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In today's fast-paced world of rapid technological change, software development teams need to constantly revise their work practices. Not surprisingly, regular reflection on how to become more effective is perceived as one of the most important principles of Agile Software Development. Nevertheless, running an effective and enjoyable retrospective meeting is still a challenge in real environments. As reported by several studies, the Sprint Retrospective is an agile practice most likely to be implemented improperly or sacrificed when teams perform under pressure to deliver. To facilitate the implementation of the practice, some agile coaches have proposed to set up retrospective meetings in the form of retrospective games. However, there has been little research-based evidence to support the positive effects of retrospective games. Our aim is to investigate whether the adoption of retrospective games can improve retrospective meetings in general and lead to positive societal outcomes. In this paper, we report on an Action Research project in which we implemented six retrospective games in six Scrum teams that had experienced common retrospective problems. The received feedback indicates that the approach helped the teams to mitigate many of the "accidental difficulties" pertaining to the Sprint Retrospective, such as lack of structure, dullness, too many complaints, or unequal participation and made the meetings more productive to some degree. Moreover, depending on their individual preferences, different participants perceived different games as having a positive impact on their communication, motivation-and-involvement, and/or creativity, even though there were others, less numerous, who had an opposite view. The advantages and disadvantages of each game as well as eight lessons learned are presented in the paper.

The marching band comes out of a strong Music Department. With music faculty member Rebecca Vega at the helm, the 18 musicians and six color guards are looking forward to being an active organization at the sprint home games and at other events like Homecoming and open houses.

Sprint is a full-contact, intercollegiate varsity sport that has the same rules as regular college football. Players must weigh 178 pounds or less. The week leading up to the game was Spirit Week on campus. Events included a Friday night bonfire.

ESPN will present the 2013 Sprint NBA All-Star Celebrity Game Friday, Feb. 15, at 7 p.m. ET, emanating from the George R. Brown Convention Center in Houston, Texas. Mark Jones will provide commentary with analyst Jon Barry and reporter Chris Broussard. The game will also be available via ESPN Mobile TV and on computers, tablets and smartphones via WatchESPN.

an in-depth discussion of the promises and realities of game-based retrospectives, including the advantages and disadvantages of six implemented games as well as eight lessons learned that were identified during our Action Research project;

The remainder of this paper is structured as follows. The next section outlines the theoretical and practical background on an agile retrospective, team creativity, and collaborative games. In Section 3, we present related work. In Section 4, the research method, questions, context, as well as data collection and analysis details are discussed. This is followed by the core section of this paper in which we report on the conducted Action Research cycle, interpret the collected data, and provide the lessons learned. In Section 6, we elaborate on the threats to validity, while in Section 7, we consider the implications of our research. Section 8 discusses the rigor and the relevance of the project. Finally, we summarize the key findings and suggest directions for future research.

Table 1 briefly presents the retrospective games that we used in our prior study. All of them use a game board, but different metaphors and categories are employed. The facilitator starts each game by drawing its board and distributing several packets of sticky notes in as many colors as the number of categories in the game.

The Sailboat game (Gonçalves and Linders 2014) uses the metaphor of a sailboat, rocks, clouds, and islands. The sailboat stands for the team. Everyone wants the sailboat to move fast to reach the island. Unfortunately, the boat has a few anchors holding it back. The game motivates team members to be focused on future directions, where they want to go. It also helps the team to identify impediments, possible risks, and things that make them deliver great software.

Both the Starfish (Gonçalves and Linders 2014) and 5Ls (Przybyłek and Kotecka 2017) games are an evolution of the typical three questions that are used for retrospectives. In contrast to Mad/Sad/Glad, they stimulate the team to think mostly from a rational perspective, rather than an emotional perspective.

In addition, considerable research has been directed at adopting, specifying, and promoting collaborative games to facilitate agile retrospectives. Lamoreux (2005) reported that in their organization, the retrospective was one of the most challenging agile practices to implement and they encountered many roadblocks to effective reflection. Their initial reluctance to have regular retrospectives was overcome after they adopted the Conversation Café technique, which can be considered to be a retrospective game. Derby and Larsen (2006) presented a general agenda for retrospective meetings, i.e., set the stage, gather data, generate insights, decide what to do, and close the retrospective, and proposed games for each phase. Their work was continued by Gonçalves and Linders (2014), Krivitsky (2015), Roden and Williams (2015), Caroli and Caetano (2016), and Baldauf (2018) who described, respectively, 13, 16, 50, 44 and 130 retrospective games. Krivitsky (2015) also provided the details of the games based on the team mood, size, and proximity. Jovanović et al. (2016) then proposed a new classification of retrospective games based on the four-stage group development model by Tuckman and cataloged 89 games. More recently, their research was extended by Mesquida et al. (2019) who proposed two classification systems based on team maturity and the stage of the meeting. They also created a ready-to-use toolbox of 12 retrospective games with the main objective of improving communication, cohesion, and coordination. In addition, Marshburn (2018) proposed an experimental design to be used in future research to evaluate the effectiveness of game-based retrospectives vs. non-game-based retrospectives in a controlled experiment.


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