small-sided games

  • 文章类型: Journal Article
    目的:这项研究的目的是2倍:(1)在2v2和4v4条件游戏中,研究心理生理反应与运动需求之间的关系,以及(2)比较在条件游戏中表现出较高和较低技术表现水平的玩家之间的心理生理和运动反应。
    方法:对参加训练/发育水平的24名男性青年足球运动员(16.3±0.8岁)进行心理生理反应监测(包括心率,感知努力的评级,和视觉模拟量表),运动需求(如覆盖距离),和技术性能变量(包括成功和不成功的传球和投篮,以及丢失的球)跨2v2和4v4格式。这些格式在单个会话中应用4次,并在2周内复制两次。
    结果:在2v2和4v4比赛中,每分钟丢球的数量与平均心率之间存在很大的相关性(分别为r=.586和r=.665)。在4v4游戏中,成功的投篮与平均心率(r=-.518)成反比,并且在很大程度上相关。在2v2和4v4游戏中,每分钟的拦截次数与视觉模拟量成反比且显着相关(分别为r=-.455和r=-.710)。在获得较高平均心率的球员中,丢球的频率明显更高(2v2:42.9%,P=.031,d=-0.965;4v4:+57.1%,P<.001,d=-2.072)。
    结论:教练应该意识到高度心理生理要求的情景可能会显著损害技术性能。因此,应考虑通过故意调整强度来优先考虑技术性能。
    OBJECTIVE: The aim of this study was 2-fold: (1) to examine the relationships between psychophysiological responses and locomotor demands with variations in technical performance during 2v2 and 4v4 conditioned games and (2) to compare psychophysiological and locomotor responses among players exhibiting higher and lower technical performance levels during the conditioned games.
    METHODS: Twenty-four male youth soccer players (16.3 ± 0.8 y old) participating at the trained/developmental level underwent monitoring for psychophysiological responses (including heart rate, rating of perceived exertion, and visual analog scale), locomotor demands (such as distance covered), and technical performance variables (including successful and unsuccessful passes and shots, as well as lost balls) across 2v2 and 4v4 formats. These formats were applied 4 times within a single session and were replicated twice over 2 weeks.
    RESULTS: Large correlations between the number of lost balls per minute and mean heart rate were found in both the 2v2 and 4v4 games (r = .586 and r = .665, respectively). Successful shots were inversely and largely correlated with mean heart rate (r = -.518) in 4v4 games. The number of interceptions per minute was inversely and significantly correlated with the visual analog scale in 2v2 and 4v4 games (r = -.455 and r = -.710, respectively). The frequency of lost balls was significantly higher among players who attained a higher mean heart rate (2v2: +42.9%, P = .031, d = -0.965; 4v4: +57.1%, P < .001, d = -2.072).
    CONCLUSIONS: Coaches should be aware that highly psychophysiologically demanding scenarios may significantly impair technical performance. Therefore, prioritizing technical performance by deliberately adjusting the intensity should be considered.
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  • 文章类型: Journal Article
    娱乐性小型游戏(SSG)已证明对身体成分和身体健康有积极影响,同时尽量减少不良后果。在这项随机对照研究中,我们的目的是调查在久坐的年轻成年男性和女性中纳入一项额外的16周干预计划,该计划涉及休闲足球SSG,对与身体成分和身体素质相关的参数的影响。六十个久坐的参与者,平均年龄为20.2岁,被随机分配到小型游戏组(SSG;n=30)或主动对照组,参加了常规体育课(CG;n=30)。SSG组从事与对照组相同的活动,但还参加了休闲SSG足球计划。该计划涉及在20m×30m和30m×50m足球场上进行的连续和间歇性中高强度运动。相比之下,CG组每周接受1小时的体育课。干预措施的持续时间为16周。基线,8周,并进行干预后评估以测量体重(BM),体重指数(BMI),腰围(WC),臀围(HC),腰臀比(WHR),皮褶厚度(SFT),站立式跳远(SBJ),垂直跳跃(VJ),左手和右手的握力(HG),穿梭机运行距离(SRD),和航天飞机运行估计的VO2max。结果表明,SSG组的男性和女性参与者在BM方面均表现出显着改善,BMI,SFT,WC,HC,干预后的WHR(p<0.05),而对照组在研究期间没有显着变化(p>0.05)。此外,SSG参与者(不分性别)在SBJ方面表现出显著的增强,VJ,HG,SRD,和VO2max(p<0.05),而对照组没有表现出任何显著的改变(p>0.05)。这项实验研究的结果表明,为期16周的休闲足球SSG干预有效地增强了超重久坐的年轻人的身体成分和身体素质,提供了一个令人愉快的替代传统的培训方法。
    Recreational small-sided games (SSGs) have demonstrated positive effects on body composition and physical fitness, while minimizing adverse outcomes. In this randomized controlled study, we aimed to investigate the impact of incorporating an additional 16-week intervention program involving recreational soccer SSGs on parameters related to body composition and physical fitness in sedentary young adult males and females. Sixty sedentary participants, with a mean age of 20.2 years, were randomly assigned to either the small-sided games group (SSG; n = 30) or the active control group, which participated in regular physical education classes (CG; n = 30). The SSG group engaged in the same activities as the control group but additionally participated in a recreational SSG football program. This program involved continuous and intermittent moderate-to high-intensity exercises conducted on 20 m × 30 m and 30 m × 50 m football fields. In contrast, the CG group received 1 h of physical education once a week. The interventions were administered for a duration of sixteen weeks. Baseline, 8-week, and post-intervention assessments were conducted to measure body mass (BM), body mass index (BMI), waist circumference (WC), hip circumference (HC), waist-to-hip ratio (WHR), skinfold thickness (SFT), standing broad jump (SBJ), vertical jump (VJ), handgrip strength (HG) for both left and right hands, shuttle run distance (SRD), and shuttle run estimated VO2max. Results indicated that both male and female participants in the SSG group exhibited significant improvements in BM, BMI, SFT, WC, HC, and WHR following the intervention (p < 0.05), whereas the control group demonstrated no significant changes over the study period (p > 0.05). Additionally, SSG participants (regardless of sex) displayed significant enhancements in SBJ, VJ, HG, SRD, and VO2max (p < 0.05), while the control group did not exhibit any significant alterations (p > 0.05). The findings from this experimental study suggested that a 16-week recreational soccer SSG intervention effectively enhanced body composition and physical fitness among overweight sedentary young adults, offering a pleasurable alternative to conventional training approaches.
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  • 文章类型: Journal Article
    这项研究的目的是双重的:(a)分析久坐的年轻人中3v3和5v5小面游戏(SSG)格式的变异性,和(b)比较3v3和5v5SSG格式的生理和运动需求,同时考虑基于性别的变化。该研究遵循了4个月的纵向设计。30名久坐不动的年轻人,平均年龄为20.2±1.0岁,高度为1.67±0.06m,体重86.3±11.8kg纳入研究。参与者参与3v3和5v5SSG格式,每种格式每月播放10次。在每次会议期间,心率(HR),感知努力率(RPE),和总距离进行了测量和分析。HR的玩家内部变异性从最低1.6%到最高2.8%(考虑每个月的水平),而HR的参与者间变异性从最低1.4%到最高2.6%不等(考虑每个月的水平)。其他结果也观察到类似的变异性模式。就格式之间的比较而言,对于男性(p=0.006)和女性(p=0.628)参与者,3v3格式的RPE高于5v5格式,以及其他结果措施。总之,这些发现强调了久坐的个体在3v3和5v5SSG中生理反应的可重复性。值得注意的是,3v3格式一致诱导更高的RPE水平。这些发现强调了根据性别和格式偏好对SSG进行编程以优化久坐运动结果的重要性。
    The objectives of this study were twofold: (a) to analyze the variability of 3v3 and 5v5 small-sided games (SSG) formats in sedentary young adults, and (b) to compare the physiological and locomotor demands of 3v3 and 5v5 SSG formats while considering variations based on sex. The study followed a longitudinal design over 4 months. Thirty sedentary young adults with a mean age of 20.2 ± 1.0 years, height of 1.67 ± 0.06 m, and body mass of 86.3 ± 11.8 kg were included in the study. The participants engaged in 3v3 and 5v5 SSG formats, with each format being played 10 times per month. During each session, heart rate (HR), rate of perceived exertion (RPE), and total distance were measured and analyzed. The within-player variability for HR ranged from a minimum of 1.6% to a maximum of 2.8% (considering the levels at each month), while the between-players variability for HR ranged from a minimum of 1.4% to a maximum of 2.6% (considering the levels at each month). Similar variability patterns were observed for the other outcomes. In terms of comparisons between the formats, the 3v3 format resulted in higher RPE than the 5v5 format for both male (p = 0.006) and female (p = 0.628) participants, as well as for the other outcome measures. In summary, these findings highlight the reproducibility of physiological responses in 3v3 and 5v5 SSG among sedentary individuals. Notably, the 3v3 format consistently induced higher RPE levels. These findings underscore the importance of programming SSG based on sex and format preferences for optimizing exercise outcomes in sedentary.
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  • 文章类型: Randomized Controlled Trial
    足球是一项团队运动,要求玩家快速处理大量信息,并以速度和准确性响应不断变化的游戏需求。因此,足球的成功不仅取决于身体属性,还取决于认知能力,如感知和决策。本研究的目的是调查咖啡因摄入对职业足球运动员反复进行小面比赛(SSG)前后Stroop测试表现的急性影响。12名职业男足球运动员(29±4.1岁;体重78.1±7.7公斤)参加了这项研究。使用随机交叉双盲安慰剂对照试验。咖啡因(5毫克。kg-1)或安慰剂在包括5分钟SSG和1分钟休息间隔的方案之前45分钟摄入。在锻炼方案之前和之后,立即完成了彩色Stroop测试的计算机版本。在Stroop测试期间,单词以三种不同的方式出现在计算机屏幕上:(i)中性词(中性条件);(ii)对应颜色(即“红色”涂成红色;一致的状态),或;(iii)不同的颜色(即,“红色”涂成绿色;状态不一致)。旨在引起干扰效应的不一致条件,因为颜色和单词不匹配。在每次SSG后评估感知劳累(RPE)的等级。在五组SSG协议期间RPE增加(p<0.001),咖啡因和安慰剂试验之间没有差异。针对足球的运动方案在Stroop测试期间促进了更快的响应(SSG方案的双向ANOVA主要效果:p<0.05),准确度无差异(p>0.05)。在Stroop试验期间,咖啡因摄入会导致反应时间变慢,但在不一致试验期间则不会(补充的双向方差分析主要作用:p=0.009,p=0.045和p=0.071)。在一致和不一致试验中,咖啡因试验的准确性较低(p<0.05咖啡因与在SSG方案之前和之后的安慰剂)。总之,针对足球的锻炼方案提高了职业足球运动员的Stroop测试表现,但急性摄入咖啡因(5毫克。kg-1)是有害的。
    Soccer is a team sport that requires players to process a significant amount of information quickly and respond with both speed and accuracy to the ever-changing demands of the game. As such, success in soccer depends not only on physical attributes but also on cognitive abilities such as perception and decision-making. The aim of the current study was to investigate the acute effects of caffeine ingestion on Stroop test performance before and after repeated small-sided games (SSG) in professional soccer players. Twelve professional male soccer players (29 ± 4.1 years; 78.1 ± 7.7 kg body mass) participated in this study. A randomized crossover double-blind placebo-controlled trial was used. Caffeine (5 mg.kg-1) or a placebo was ingested 45 min before a protocol consisting of five 5 min SSG with 1 min rest intervals. A computerized version of the colour Stroop test was completed immediately before and after the exercise protocol. During the Stroop test, words appeared on the computer screen in three different ways: (i) neutral words (neutral condition); (ii) correspondent colour (i.e., \"red\" painted in red; congruent condition), or; (iii) different colour (i.e., \"red\" painted in green; incongruent condition). The incongruent condition aimed to cause the interference effect, as the colour and the word did not match. Ratings of perceived exertion (RPE) were assessed after each SSG. RPE increased during the five sets of the SSG protocol (p < 0.001), without differences between the caffeine and placebo trials. The soccer-specific exercise protocol promoted a faster response during the Stroop test (two-way ANOVA main effect for SSG protocol: p < 0.05), with no differences in accuracy (p > 0.05). Caffeine ingestion resulted in slower reaction time during the Stroop test during the congruent and neutral trials but not during the incongruent trial (two-way ANOVA main effect for supplementation: p = 0.009, p = 0.045, and p = 0.071, respectively). Accuracy was lower in the caffeine trial in congruent and incongruent trials (p < 0.05 caffeine vs. placebo both on the pre- and post-SSG protocol). In conclusion, a soccer-specific exercise protocol improved the Stroop test performance in professional soccer players, but acute caffeine ingestion (5 mg.kg-1) was detrimental.
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  • 文章类型: Journal Article
    本研究旨在探讨为期16周的理解教学游戏(TGfU)排球干预是否可以改善小学生的身体素质和身体成分。将88名小学生(13.3±0.3岁)随机分为TGfU排球干预组(VG)或对照组(CG)。CG每周参加三个常规体育课,而VG参加了两次常规体育课和第三次体育课中实施的TGfU排球干预。身体成分成分(体重、身体质量指数,皮褶厚度,身体脂肪百分比,和肌肉质量百分比)和身体素质(灵活性,垂直跳跃(深蹲和反移动跳跃-SJ/CMJ),30米冲刺,敏捷性,和心肺适应性)评估在干预前后进行。对于五个皮褶的总和,发现了VG和CG之间以及前后测试之间的显着交互影响(p<0.0005,²p2=0.168),体脂%(p<0.0005,p2=0.200),肌肉质量%(p<0.0005,p2=0.247),SJ(p=0.002,p2=0.103),CMJ(p=0.001,p2=0.120),30米冲刺(p=0.019,p2=0.062),敏捷性T检验(p<0.0005,p2=0.238),和VO2max(p<0.0005,p2=0.253)。进一步的检查显示,与CG学生相比,VG学生在某些身体成分和身体素质方面的改善更大。在体育课程中实施TGfU排球干预似乎可以有效地刺激七年级小学生减少肥胖和提高身体素质。
    This study aimed to explore whether a 16-week Teaching Games for Understanding (TGfU) volleyball intervention could improve primary school students\' physical fitness and body composition. Eighty-eight primary school students (age 13.3 ± 0.3 years) were randomized to a TGfU volleyball intervention group (VG) or a control group (CG). The CG attended three regular physical education (PE) classes per week, while the VG attended two regular PE classes and a TGfU volleyball intervention that was implemented in the third PE class. Body composition components (body weight, body mass index, skinfold thickness, body fat percentage, and muscle mass percentage) and physical fitness (flexibility, vertical jumps (squat and countermovement jump-SJ/CMJ), 30 m sprint, agility, and cardiorespiratory fitness) assessments were performed pre-and post-intervention period. Significant interaction effects between VG and CG and pre- and post-test were found for the sum of five skinfolds (p < 0.0005, ŋp2 = 0.168), body fat % (p < 0.0005, ŋp2 = 0.200), muscle mass % (p < 0.0005, ŋp2 = 0.247), SJ (p = 0.002, ŋp2 = 0.103), CMJ (p = 0.001, ŋp2 = 0.120), 30 m sprint (p = 0.019, ŋp2 = 0.062), agility T-test (p < 0.0005, ŋp2 = 0.238), and VO2max (p < 0.0005, ŋp2 = 0.253). Further examination revealed a greater improvement among VG students compared to CG students in certain body composition and physical fitness outcomes. Implementing a TGfU volleyball intervention in the physical education curriculum appears to have effective stimuli for reducing adiposity and promoting physical fitness levels in seventh-grade primary school students.
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  • 文章类型: Randomized Controlled Trial
    这项研究调查了10周的休闲足球训练对55至70岁成年人的腿伸肌力-速度(F-V)曲线的影响。对功能能力的同时影响,身体成分和耐力运动能力进行了检查。40名参与者(年龄63.5±3.9岁;36‰4‰)在足球训练中随机分配(FOOT,n=20)和一个对照(CON,n=20)组。FOOT每周进行两次小面比赛,进行45分钟至1小时的足球训练。进行干预前和干预后评估。结果表明,与CON相比,FOOT的最大速度(d=0.62,pint=0.043)增加更大。没有发现最大力量和最大力量的交互作用(品脱>0.05)。10米快速步行改善更多(d=1.39,品脱<0.001),3步楼梯上升功率(d=0.73,品脱=0.053)和体脂百分比(d=0.61,品脱=0.083)倾向于比CON提高更多。与CON相比,在亚最大分级跑步机测试中,最高速度水平下的RPE和HR值在FOOT中降低更多(RPE:d=0.96,品脱=0.005;HR:d=1.07,品脱=0.004)。在整个10周期间,加速和减速的次数以及在中速和高速区域花费的距离都显着增加(p<0.05)。与会者认为会议非常愉快和可行。总之,休闲足球训练改善了腿伸肌速度的产生,这在依赖于高执行速度的功能容量测试中转化为更好的性能。同时,运动耐量改善,体脂百分比有降低的趋势。短期娱乐性足球训练似乎可以在55至70岁的成年人中产生广谱的健康益处,每周只有2小时的训练。
    This study investigated the effects of 10 weeks of recreational football training on the leg-extensor force-velocity (F-V) profile in 55- to 70-year-old adults. Simultaneous effects on functional capacity, body composition and endurance exercise capacity were examined. Forty participants (age 63.5 ± 3.9 years; 36♂ 4♀) were randomized in a football training (FOOT, n = 20) and a control (CON, n = 20) group. FOOT performed 45-min to 1-h of football training sessions with small-sided games twice a week. Pre- and post-intervention assessments were performed. The results revealed a greater increase in maximal velocity (d = 0.62, pint = 0.043) in FOOT compared to CON. No interaction effects were found for maximal power and force (pint > 0.05). 10-m fast walk improved more (d = 1.39, pint < 0.001), 3-step stair ascent power (d = 0.73, pint = 0.053) and body fat percentage (d = 0.61, pint = 0.083) tended to improve more in FOOT than in CON. RPE and HR values at the highest speed level during a submaximal graded treadmill test decreased more in FOOT compared to CON (RPE: d = 0.96, pint = 0.005; HR: d = 1.07, pint = 0.004). Both the number of accelerations and decelerations as well as the distance spent in moderate- and high-speed zones increased markedly throughout the 10-week period (p < 0.05). Participants perceived the sessions as very enjoyable and feasible. In conclusion, recreational football training resulted in improved leg-extensor velocity production, which translated to a better performance on functional capacity tests that rely on a high execution velocity. Simultaneously, exercise tolerance was improved and body fat percentage tended to reduce. It appears that short-term recreational football training can induce broad-spectrum health benefits in 55- to 70-year-old adults with only 2 hours of training per week.
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  • 文章类型: Journal Article
    自从参加2016年奥运会以来,七人制橄榄球已经在世界舞台上确立了地位。新西兰(NZ)青年的参与激增。七人制比赛有特定的高要求,但是对于年轻人的这些竞争性需求知之甚少。在全国七人制锦标赛中,监测了两个新西兰男子青年队(U15,n=13;U19,n=14)。微传感器技术捕获心率(HR)和运动学性能。仅收集U15比赛的感知劳累评分(RPE)。U19和U15玩家以6.5±0.6和6.9±0.8km·h-1的平均速度(VAVG)跑了108±11和116±13m·min-1。峰值速度(VPEAK)达到33.7km·h-1,高强度跑步距离(HIRD)平均为252±102m。U15(44.3±9.2游戏-1)和U19(39.4±6.1游戏-1)表现出不同的冲刺率。U15覆盖了更多的中等速度距离(20-80%VMAX)和更少的低速距离(<20%VMAX)。RPE为13±1(U15)。记录的平均HR为90.0±3.9%HRMAX。超过57%的游戏时间以>95%的HRMAX进行。青少年七人制比赛要求特别高。U15在橄榄球比赛中比年长的同龄人承受更大的负荷。教练可以使用这些信息来优化球员的身体发育。
    Rugby sevens has established itself on the world stage since its inclusion in the 2016 Olympics. Participation among New Zealand (NZ) youth has surged. Sevens games have specific high demands, but little is known about these competitive demands in regards to youth. Two NZ male youth squads (U15, n = 13; U19, n = 14) were monitored during a national sevens tournament. Microsensor technology captured heart rate (HR) and kinematic performance. The rating of perceived exertion (RPE) was collected for U15 matches only. U19 and U15 players ran 108 ± 11 and 116 ± 13 m·min-1 at an average speed (VAVG) of 6.5 ± 0.6 and 6.9 ± 0.8 km·h-1. Peak speeds (VPEAK) reached 33.7 km·h-1, and high-intensity running distance (HIRD) averaged 252 ± 102 m. U15 (44.3 ± 9.2 game-1) and U19 (39.4 ± 6.1 game-1) showed different sprint rates. U15 covered more moderate-velocity distance (20-80% VMAX) and less low-velocity distance (<20% VMAX). RPE was 13 ± 1 (U15). An average HR of 90.0 ± 3.9% HRMAX was recorded. Upwards of 57% of game time was played at >95% HRMAX. Youth sevens competition is specifically demanding. U15 can experience greater loads than older peers in rugby. Coaches can use this information to optimize players\' physical development.
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  • 文章类型: Journal Article
    我们调查了小丑在小型游戏(SSG)训练计划中对肥胖儿童(OC)的整合和生理心理反应的作用。16名OC学生(年龄13.8±0.73岁)进行了为期三周的每周两次培训计划。实验方案由16组4名儿童组成(3名正常体重和1OC)。16支队伍分为2组,一组以OC扮演小丑(SSG-J),另一组以OC扮演非小丑(SSG-NJ)。最大心率(HRmax),在每个SSG结束时测量血乳酸浓度[La]和OMNI-Child感知的劳累。在身体活动期间完成了身体活动享受量表(PACES),以评估OC的感受。此外,在SSG-J和SSG-NJ计划之前和之后测量情绪状态(POMS)的概况。HRmax,[La],感知到的努力,与SSG-NJ相比,SSG-J后PACES评分明显更高(增量为6.4%,31.7%,19.5%和18.1%,分别)。在有小丑的情况下,POMS变量的得分呈正增加。活力得分提高了30%,而紧张和总情绪障碍评分下降了27.6%和4.5%,分别。这些发现表明,小丑角色可以有效地改善整合,身体上的享受,在体育课程期间使用团队游戏时,OCs中的生理反应和情绪状态。然后,体育教师可以编程小丑练习,以提高OCs的身体承诺意愿。
    We investigated the effect of the role of the joker in children with obesity (OCs) on integration and physio-psychological responses during small-sided games (SSG) training programs. Sixteen OC students (age 13.8 ± 0.73 years) performed training programs consisting of two sessions a week for three weeks. The experimental protocol consisted of 16 teams of 4 children (3 of normal weight and 1 OC). The 16 teams were divided into 2 groups, one with an OC playing as the joker (SSG-J) and the other group with OC playing as non-joker (SSG-NJ). Maximum heart rates (HRmax), blood lactate concentration [La] and OMNI-Child perceived exertion were measured at the end of each SSG. A physical activity enjoyment Scale (PACES) was accomplished during physical activity for the evaluation of feelings in OCs. Additionally, the profile of mood states (POMS) was measured before and after the SSG-J and SSG-NJ programs. HRmax, [La], perceived exertion, and PACES scores were significantly higher after the SSG-J compared with SSG-NJ (increments of 6.4%, 31.7%, 19.5% and 18.1%, respectively). The score of the POMS variables was positively increased in the presence of jokers. The vigor score increased by 30%, while tension and total mood disturbance scores decreased by 27.6% and 4.5%, respectively. These findings suggest that the joker role could be effective in improving integration, physical enjoyment, physiological responses and mood states in OCs when a team game is used during PE sessions. PE teachers could then program joker exercises with the aim of improving OCs\' physical commitment willingness to play.
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  • 文章类型: Journal Article
    This study analyses the influence of different area per player (AP; 75, 98 and 131 m2) on the average metabolic power (MP) and other soccer-related performance variables in relation to the positional roles. We recruited 19 non-professional male soccer players (25.2 ± 6.3 y; 23.7 ± 2.3 kg/m2; 16.4 ± 6.3 y soccer experience) to play three different small-sided games (SSGs): SSG1 (5 vs. 5; 30 × 30 m; 5 min), SSG2 (5 vs. 5; 35 × 45 m; 5 min) and SSG3 (7 vs. 7; 35 × 45 m; 8 min). Specific playing rules were applied. GPS-assessed soccer-related variables were: average MP (AMP), distance covered in 1 min (DIS); % time spent at high speed (v > 16 km/h; % hst) or MP (>20 W/kg; % hmpt); % distance covered at high positive/negative speed (2 < v < 4 m/s2, % ACC; -6 < v < -2 m/s2, % DEC); and number of actions at high MP (hmpa). All recorded variables differed when each SSG was compared to the others (p < 0.05), but for hmpa for attackers. Most performance variables were positively associated with increasing AP (p < 0.05), but for % ACC and % DEC, and differed among positional roles within the same SSG (p < 0.05). Here the general applicability of SSGs, regardless the physical/technical skills of the group of players, to enhance performance is confirmed; furthermore, quantitative advices on AMP and other performance variables are provided to achieve significant improvements in all soccer players of the team.
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  • 文章类型: Journal Article
    这项研究旨在分析足球任务中传球决策中规则限制对球员报告的身心负荷的影响。参与者是来自两支男队的40名半职业西班牙足球运动员(Mage=22.40,SD=2.25)。两个训练课有四个任务(相同的任务有不同的得分系统:两个与守门员保持控球比赛,和两个保持控球比赛)在球队之间的平衡顺序完成。要在限制任务期间实现目标,在进球前必须有最少数量的球员参加传球。内部(感知努力和心率)和外部物理负荷(距离),对精神负荷(经验证的NASA-TXL适应性)和疲劳(VAS疲劳)进行了量化。进行配对t检验和基于量值的推断。结果显示平均速度明显更高(p<0.01),努力感知(p<0.001),以及在有限制的控球游戏中的精神疲劳(很可能是积极的)。此外,表现满意度在守门员和传球限制下获得了更高的值(很可能是积极的)。外部物理负荷显示情况之间没有显著差异。精神疲劳对内部负荷的影响和任务的复杂性可以解释这些结果。教练可以使用这些信息来操纵生态条件下的训练负荷。
    This study aimed to analyze the effects of rules limitations in pass decisions during soccer tasks on physical and mental load reported by players. Participants were 40 semiprofessional Spanish soccer players (Mage = 22.40, SD = 2.25) from two male teams. Two training sessions with four tasks (same tasks with different score system: two maintaining ball possession games with goalkeepers, and two maintaining ball possession games) in counterbalanced order between teams were completed. To achieve a goal during limitation tasks, a minimum number of players had to participate in the passes before the goal. Internal (perceived effort and heart rate) and external physical load (distances), mental load (validated adaptation of the NASA-TXL) and fatigue (VASfatigue) were quantified. Paired t-test and magnitude-based inference were conducted. The results showed significantly higher mean speeds (p < 0.01), effort perception (p < 0.001), and mental fatigue (very likely positive) during possession games with restrictions. Additionally, performance satisfaction obtained significantly higher values with goalkeepers and pass restrictions (very likely positive). External physical load showed no significant differences between situations. The influence of mental fatigue on internal load and the complexity of the tasks could explain these results. Coaches can use this information to manipulate the training load in ecological conditions.
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