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利用代表性学习设计增强网球技能转移。

Enhancing skill transfer in tennis using representative learning design.

机构信息

Institute for Health and Sport, Victoria University , Footscray , Australia.

Game Insight Group, Tennis Australia , Melbourne , Australia.

出版信息

J Sports Sci. 2019 Nov;37(22):2560-2568. doi: 10.1080/02640414.2019.1647739. Epub 2019 Aug 3.

DOI:10.1080/02640414.2019.1647739
PMID:31379253
Abstract

Representative Learning Design advocates that practice should simulate the demands of competition. The effectiveness of increased task representativeness to improve serving skill of junior tennis players was assessed after a six-week intervention. Thirty-three participants (15.4 ± 1.9 years of age) were assigned to one of the three groups; "serve only" (participants served to no opponent), "serve return" (participants served to an opponent and hit no extra shots) or "serve +3" (participants served to an opponent and hit one extra shot). Using the validated representative practice assessment tool (RPAT) tasks were considered to be low, moderate and high in task representativeness, respectively. Participants hit 56 serves, twice weekly for 6-weeks. Pre and post serving performances were assessed via a skill test and in-situ matchplay using SportsCode and HawkEye ball tracking, respectively. Serve speed, landing locations, serve angle and positional advantage was obtained for 1 and 2 serves. The relationship between increasing representativeness and increased skill acquisition was not linear, rather different behaviours emerged. For example, when hitting 2 serves in matchplay, the low and moderate representative groups prioritised speed over placement while the high representative group prioritised placement over speed. Coaches therefore need to carefully individualise representativeness to an athletes' specific needs.

摘要

代表性学习设计主张实践应模拟比赛的要求。在进行了六周的干预后,评估了增加任务代表性以提高初级网球运动员发球技能的效果。33 名参与者(15.4±1.9 岁)被分配到以下三个组之一:“仅发球”(参与者向无对手发球)、“发球回球”(参与者向对手发球并不得额外击球)或“发球+3”(参与者向对手发球并额外击球一次)。使用经过验证的代表性实践评估工具(RPAT),任务的代表性分别被认为是低、中、高。参与者每周进行两次,每次 56 次发球,持续六周。通过技能测试和现场比赛分别使用 SportsCode 和 HawkEye 球跟踪来评估发球前后的表现。获取了一发和二发的发球速度、落地点、发球角度和位置优势。增加代表性和增加技能习得之间的关系不是线性的,而是出现了不同的行为。例如,在比赛中发 2 个球时,低和中代表性组优先考虑速度而不是位置,而高代表性组优先考虑位置而不是速度。因此,教练需要根据运动员的具体需求仔细个性化代表性。

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