Coutinho Diogo, Kelly Adam Leigh, Santos Sara, Figueiredo Pedro, Pizarro David, Travassos Bruno
University of Maia (UMAIA), 4475-690 Maia, Portugal.
Department of Sports Sciences, Exercise and Health, University of Trás-os-Montes and Alto Douro, 5000-801 Vila Real, Portugal.
Children (Basel). 2023 Jan 26;10(2):220. doi: 10.3390/children10020220.
This study aimed to understand how the design of decision-making tasks affects youth football players' ball control, passing performance, and external load. A total of 16 male youth football players (age: 12.94 ± 0.25 years) competed in various tasks based on the following levels of decision-making: (i) low decision-making (Low DM), which consisted of a predefined ball control and passing sequence; (ii) moderate decision-making (Mod DM), which consisted of maintaining possession in a square with four players and two balls while maintaining the same position; and (iii) high decision-making (High DM), which consisted of a 3 vs. 3 + 2 neutral players ball possession game. The study design consisted of a pre-post design (a 6 min pre-test game, a 6 min intervention, and a 6 min post-test game). The players' ball control and passing performance were measured using the game performance evaluation tool and notational analysis, while GPS data were used to determine their physical performance. The pre-post test analysis revealed decrements in players' ability to identify more offensive players after the Mod DM task (W = 9.50, = 0.016), while there was an increase in their ability to receive the ball towards the space following the High DM task (t = -2.40, = 0.016). Analysis between groups showed lower values in most ball control variables for the Low DM task compared to the Mod DM task (ball control execution, = 0.030; appropriateness, = 0.031; motor space, = 0.025), while there were also lower values in the distance covered while sprinting ( = 0.042). Overall, prescriptive tasks (Low DM) that are repetitive in nature may affect players' perceptual attunement, whereas static tasks (e.g., Mod DM) may limit their ability to locate players in more offensive positions. Moreover, game-based situations (High DM) seem to acutely enhance players' performance, possibly due to contextual dependency. Overall, coaches should carefully consider the type of practice structure when designing tasks that aim to improve players' technical skills in youth football.
本研究旨在了解决策任务的设计如何影响青少年足球运动员的控球、传球表现和外部负荷。共有16名男性青少年足球运动员(年龄:12.94±0.25岁)参与了基于以下决策水平的各种任务:(i)低决策(Low DM),包括预先定义的控球和传球序列;(ii)中等决策(Mod DM),包括在有四名球员和两个球的正方形区域内保持控球并保持相同位置;(iii)高决策(High DM),包括一场3对3加2名中立球员的控球比赛。研究设计包括前后设计(一场6分钟的预测试比赛、一次6分钟的干预和一场6分钟的后测试比赛)。使用比赛表现评估工具和记录分析来测量球员的控球和传球表现,同时使用GPS数据来确定他们的身体表现。前后测试分析显示,在中等决策任务(Mod DM)后,球员识别更多进攻球员的能力有所下降(W = 9.50,p = 0.016),而在高决策任务(High DM)后,他们向空间接球的能力有所提高(t = -2.40,p = 0.016)。组间分析显示,与中等决策任务(Mod DM)相比,低决策任务(Low DM)在大多数控球变量上的值较低(控球执行,p = 0.030;适当性,p = 0.031;运动空间,p = 0.025),同时冲刺时的跑动距离值也较低(p = 0.042)。总体而言,本质上具有重复性的规定性任务(Low DM)可能会影响球员的感知协调,而静态任务(如Mod DM)可能会限制他们在更具进攻性位置定位球员的能力。此外,基于比赛的情境(High DM)似乎会显著提高球员的表现,这可能是由于情境依赖性。总体而言,教练在设计旨在提高青少年足球运动员技术技能的任务时,应仔细考虑练习结构的类型。