Gabbett Tim J
Athlete and Coach Support Services, Queensland Academy of Sport, Queensland, Australia.
J Strength Cond Res. 2006 May;20(2):309-15. doi: 10.1519/R-17655.1.
This study investigated the effects of skill-based conditioning games and traditional conditioning for improving speed, agility, muscular power, and maximal aerobic power in rugby league players. Sixty-nine subelite rugby league players performed either a skill-based conditioning games program (N = 32) or a traditional conditioning (i.e., running activities with no skill component) program (N = 37). Each player participated in a 9-week in-season training program, performed over 2 competitive seasons. Players performed 2 organized field-training sessions each week. Players underwent measurements of speed (10-m, 20-m, and 40-m sprint), muscular power (vertical jump), agility (L run), and maximal aerobic power (multi-stage fitness test) before and after the training period. Skill-based conditioning games induced a significant improvement (p < 0.05) in 10-m, 20-m, and 40-m speed, muscular power, and maximal aerobic power, whereas traditional conditioning activities improved 10-m speed and maximal aerobic power only. No significant differences (p > 0.05) were detected between the traditional conditioning and skill-based conditioning games groups for changes in 10-m speed, agility, and maximal aerobic power. Both groups won 6 of 8 matches played within the training period, resulting in a win-loss ratio of 75%. However, on average, the skill-based conditioning games group scored more points in attack (p < 0.05) and had a greater (p < 0.05) points differential than the traditional conditioning group. The results of this study demonstrate that skill-based conditioning games offer an effective method of in-season conditioning for rugby league players. In addition, given that skills learned from skill-based conditioning games are more likely to be applied in the competitive environment, their use may provide a practical alternative to traditional conditioning for improving the physiological capacities and playing performance of rugby league players.
本研究调查了基于技能的体能训练游戏和传统体能训练对提高橄榄球联盟球员速度、敏捷性、肌肉力量和最大有氧能力的影响。69名次精英橄榄球联盟球员参与了一项基于技能的体能训练游戏计划(N = 32)或传统体能训练计划(即无技能成分的跑步活动,N = 37)。每位球员参加了为期9周的赛季内训练计划,该计划在两个竞争赛季中进行。球员们每周进行2次有组织的场地训练。在训练期前后,对球员进行速度(10米、20米和40米短跑)、肌肉力量(垂直跳跃)、敏捷性(L型跑)和最大有氧能力(多级体能测试)的测量。基于技能的体能训练游戏在10米、20米和40米速度、肌肉力量和最大有氧能力方面带来了显著改善(p < 0.05),而传统体能训练活动仅提高了10米速度和最大有氧能力。在10米速度、敏捷性和最大有氧能力的变化方面,传统体能训练组和基于技能的体能训练游戏组之间未检测到显著差异(p > 0.05)。两组在训练期内进行的8场比赛中均赢得6场,胜率为75%。然而,平均而言,基于技能的体能训练游戏组在进攻中得分更多(p < 0.05),且得分差比传统体能训练组更大(p < 0.05)。本研究结果表明,基于技能的体能训练游戏为橄榄球联盟球员提供了一种有效的赛季内体能训练方法。此外,鉴于从基于技能的体能训练游戏中学到的技能更有可能在竞争环境中应用,其使用可能为传统体能训练提供一种切实可行的替代方法,以提高橄榄球联盟球员的生理能力和比赛表现。