Entrenamiento con realidad aumentada en deportes de combate: mejora de la calidad de la aptitud física y el rendimiento técnico de los atletas jóvenes (Augmented Reality Training on Combat Sport: Improving the Quality of Physical Fitness and Technical Performance of Young Athletes)

Autores/as

  • Meirizal Usra1 Universitas Sriwijaya
  • Irfan Benizar Lesmana Universitas Pendidikan Indonesia
  • Kevin Octara Universitas Sriwijaya
  • Wahyu Indra Bayu Universitas Sriwijaya
  • Adela Badau Transilvania University of Brasov, Faculty of Physical Education and Mountain Sports, Department of Motor Performance
  • Asmadi Ishak Universiti Pendidikan Sultan Idris https://orcid.org/0000-0003-0893-9648
  • Edi Setiawan Universitas Suryakancana

DOI:

https://doi.org/10.47197/retos.v54.103743

Palabras clave:

Combat sport, Athlete performance, Technology training

Resumen

Este estudio tiene como objetivo analizar los efectos del entrenamiento con realidad aumentada (RA) en la mejora de la condición física y el rendimiento técnico. En este estudio se adoptó un diseño controlado aleatorio de 11 semanas. En esta investigación participaron sesenta atletas de Pencak Silat y Karate de la Universidad de Sriwijaya (Indonesia). Los participantes fueron asignados al grupo experimental, a saber, AR (Pencak silat: n=15, Kara-te: n=15) y al grupo de control (Pencak silat: n=15, Karate: n=15). El dinamómetro de agarre manual, la prueba del dinamómetro de piernas, el balón medicinal, la prueba de salto de longitud de pie, la prueba de agilidad hexagonal, la prueba de sentarse y alcanzar y la prueba de múltiples etapas se utilizan para medir los niveles de aptitud física, mientras que la prueba de puñetazo y patada se utilizan para medir los niveles técnicos actuación. Los resultados de la t de Student mostraron que hubo un cambio en el valor medio de AR (todos, p < 0,05) y control solo en MBT (p < 0,05) desde el inicio hasta la prueba final, el análisis ANOVA observamos que hubo un efecto del tiempo sobre la aptitud física (todos, p < .001), hubo un efecto de grupo relacionado con HDT (p < .001), MBT (p = 0.043), SART (p < .001) y MST (p < . 001) y hubo una interacción Tiempo * Grupo relacionada con HDT (p < .001), LDT (p = 0.029), SLJT (p < .001), HAT (p < .001), SART (p < .001) , y MST (p < .001), hubo efecto de Tiempo sobre el desempeño técnico (todos, p < .001), Efecto de grupo relacionado con TPT (p = 0.004) y Tiempo * Interacción de grupo relacionado con TPT ( p = 0,001) y TKT (p < .001). Por lo tanto, concluimos que el uso de AR durante 11 semanas es un método de entrenamiento eficaz para mejorar la calidad de la condición física y el rendimiento técnico de los atletas jóvenes en deportes de combate.

Palabras clave: Deporte de combate, Rendimiento del deportista, Entrenamiento tecnológico.

Abstract.  This study aims to analyze the effects of augmented reality (AR) training in improving physical fitness and technical performance. An 11-week randomized controlled design was adopted in this study. This research involved sixty female athletes in Pencak Silat and Karate from Sriwijaya University (Indonesia). Participants were allocated into the experimental group, namely AR (Pencak silat: n=15, Karate: n=15) and control group (Pencak silat: n=15, Karate: n=15). Handgrip dynamometer, leg dynamometer test, medicine ball, standing long jump test, hexagon agility test, sit and reach test and multi stage test are used to measure physical fitness levels while the target punching test and target kick test are used to measure technical performance. The results of Student's t showed that there was a change in the mean value of AR (all, p < 0.05) and control only in MBT (p < 0.05) from baseline to final-test, ANOVA analysis we observed that there was an effect of Time on physical fitness (all, p < .001), there was a Group effect related to HDT (p < .001), MBT (p = 0.043), SART (p < .001), and MST (p < .001) and there was a Time * Group interaction related to HDT (p < .001), LDT ( p = 0.029), SLJT (p < .001), HAT ( p < .001), SART (p < .001), and MST (p < .001), there was an effect of Time on technical performance (all, p < .001), Group effect related to TPT (p = 0.004), and Time * Group interaction related to TPT (p = 0.001) and TKT (p < .001). Thus, we conclude that using AR for 11 weeks is an effective training method for improving the quality of physical fitness and technical performance of young athletes in combat sports.

Keywords: Combat sport, Athlete performance, Technology training.

Biografía del autor/a

Adela Badau, Transilvania University of Brasov, Faculty of Physical Education and Mountain Sports, Department of Motor Performance

Transilvania University of Brasov, Faculty of Physical Education and Mountain Sports, Department of Motor Performance

Citas

Al-Ansi, A. M., Jaboob, M., Garad, A., & Al-Ansi, A. (2023). Analyzing augmented reality (AR) and virtual reality (VR) recent development in education. Social Sciences and Humanities Open, 8(1), 100532. https://doi.org/10.1016/j.ssaho.2023.100532

Baashar, Y., Alkawsi, G., Wan Ahmad, W. N., Alomari, M. A., Alhussian, H., & Tiong, S. K. (2023). Towards Wearable Augmented Reality in Healthcare: A Comparative Survey and Analysis of Head-Mounted Displays. International Journal of Environmental Research and Public Health, 20(5). https://doi.org/10.3390/ijerph20053940

Badau, D., Stoica, A. M., Litoi, M. F., Badau, A., Duta, D., Hantau, C. G., Sabau, A. M., Oancea, B. M., Ciocan, C. V., Fleancu, J. L., & Gozu, B. (2023). The Impact of Peripheral Vision on Manual Reaction Time Using Fitlight Technology for Handball, Basketball and Volleyball Players. Bioengineering, 10(6). https://doi.org/10.3390/bioengineering10060697

Barley, O. R., Chapman, D. W., Guppy, S. N., & Abbiss, C. R. (2019). Considerations when assessing endurance in combat sport athletes. Frontiers in Physiology, 10(MAR), 1–9. https://doi.org/10.3389/fphys.2019.00205

Barley, O. R., & Harms, C. A. (2021). Profiling Combat Sports Athletes: Competitive History and Outcomes According to Sports Type and Current Level of Competition. Sports Medicine - Open, 7(1). https://doi.org/10.1186/s40798-021-00345-3

Ben Hassen, S., Negra, Y., Uthoff, A., Chtara, M., & Jarraya, M. (2022). Reliability, Validity, and Sensitivity of a Specific Agility Test and Its Relationship With Physical Fitness in Karate Athletes. Frontiers in Physiology, 13(March), 1–8. https://doi.org/10.3389/fphys.2022.841498

Boutios, S., Fiorilli, G., Buonsenso, A., Daniilidis, P., Centorbi, M., Intrieri, M., & Di Cagno, A. (2021). The impact of age, gender and technical experience on three motor coordination skills in children practicing taekwondo. International Journal of Environmental Research and Public Health, 18(11). https://doi.org/10.3390/ijerph18115998

Capasa, L., Zulauf, K., & Wagner, R. (2022). Virtual Reality Experience of Mega Sports Events: A Technology Acceptance Study. Journal of Theoretical and Applied Electronic Commerce Research, 17(2), 686–703. https://doi.org/10.3390/jtaer17020036

Çetin, H., & Türkan, A. (2022). The Effect of Augmented Reality based applications on achievement and attitude towards science course in distance education process. Education and Information Technologies, 27(2), 1397–1415. https://doi.org/10.1007/s10639-021-10625-w

Chen, A. H., Chiu, C. H., Hsu, C. H., Wang, I. L., Chou, K. M., Tsai, Y. S., Lin, Y. F., & Chen, C. H. (2021). Acute effects of vibration foam rolling warm-up on jump and flexibility asymmetry, agility and frequency speed of kick test performance in taekwondo athletes. Symmetry, 13(9). https://doi.org/10.3390/sym13091664

Cid-Calfucura, I., Herrera-Valenzuela, T., Franchini, E., Falco, C., Alvial-Moscoso, J., Pardo-Tamayo, C., Zapata-Huenullán, C., Ojeda-Aravena, A., & Valdés-Badilla, P. (2023). Effects of Strength Training on Physical Fitness of Olympic Combat Sports Athletes: A Systematic Review. International Journal of Environmental Research and Public Health, 20(4). https://doi.org/10.3390/ijerph20043516

da Silva, M. M. O., Teixeira, J. M. X. N., Cavalcante, P. S., & Teichrieb, V. (2019). Perspectives on how to evaluate augmented reality technology tools for education: a systematic review. Journal of the Brazilian Computer Society, 25(1). https://doi.org/10.1186/s13173-019-0084-8

Do Nascimento, M. A., Graça, Á., Do Nascimento, J. R. P., Fonseca, H. S., Belem, I. C., & Guilherme, F. R. (2023). Changes of physical capabilities of muscular strength, power and flexibility in a karate competition. Journal of Human Sport and Exercise, 18(4), 833–841. https://doi.org/10.14198/jhse.2023.184.08

Elmqaddem, N. (2019). Augmented Reality and Virtual Reality in education. Myth or reality? International Journal of Emerging Technologies in Learning, 14(3), 234–242. https://doi.org/10.3991/ijet.v14i03.9289

Folhes, O., Reis, V. M., Marques, D. L., Neiva, H. P., & Marques, M. C. (2023). Influence of the Competitive Level and Weight Class on Technical Performance and Physiological and Psychophysiological Responses during Simulated Mixed Martial Arts Fights: A Preliminary Study. Journal of Human Kinetics, 86(January), 205–215. https://doi.org/10.5114/jhk/159453

Gani, R. A., Setiawan, E., Achmad, I. Z., Aminudin, R., Purbangkara, T., & Hofmeister, M. (2023). Virtual reality-based tabata training: a professional method for changing levels physical fitness and psychological well-being on student-athletes. Pedagogy of Physical Culture and Sports, 27(2), 91–101. https://doi.org/10.15561/26649837.2023.0201

Herrera-Valenzuela, T., Carter, J., Leiva, E., Valdés-Badilla, P., Ojeda-Aravena, A., & Franchini, E. (2021). Effect of a short hiit program with specific techniques on physical condition and activity during simulated combat in national-level boxers. Sustainability (Switzerland), 13(16). https://doi.org/10.3390/su13168746

Isnaini, L. M. Y., Setiawan, E., Gani, R. A., Lufthansa, L., Gazali, N., & Winarno, M. E. (2023). Aquatic-Based Tabata training: a training system to improve physical fitness of athletes in situational sports. Health, Sport, Rehabilitation, 9(3), 61–73. https://doi.org/10.58962/hsr.2023.9.3.61-73

Jastrow, F., Greve, S., Thumel, M., Diekhoff, H., & Süßenbach, J. (2022). Digital technology in physical education: a systematic review of research from 2009 to 2020. German Journal of Exercise and Sport Research, 52(4), 504–528. https://doi.org/10.1007/s12662-022-00848-5

Jeon, S., & Kim, J. (2020). Effects of augmented-reality-based exercise on muscle parameters, physical performance, and exercise self-efficacy for older adults. International Journal of Environmental Research and Public Health, 17(9). https://doi.org/10.3390/ijerph17093260

Jumareng, H., Setiawan, E., Asmuddin, Rahadian, A., Gazali, N., & Badaruddin. (2022). Online Learning for Children with Disabilities During the COVID-19: Investigating Parents’ Perceptions. Qualitative Report, 21(3), 591–604. https://doi.org/10.46743/2160-3715/2022.4926

Jumareng, H., Setiawan, E., Patah, I. A., Aryani, M., Asmuddin, & Gani, R. A. (2021). Online learning and platforms favored in physical education class during COVID-19 era: Exploring student’ perceptions. International Journal of Human Movement and Sports Sciences, 9(1), 11–18. https://doi.org/10.13189/saj.2021.090102

Kabadayı, M., Karadeniz, S., Yılmaz, A. K., Karaduman, E., Bostancı, Ö., Akyildiz, Z., Clemente, F. M., & Silva, A. F. (2022). Effects of Core Training in Physical Fitness of Youth Karate Athletes: A Controlled Study Design. International Journal of Environmental Research and Public Health, 19(10). https://doi.org/10.3390/ijerph19105816

Kan Yeung, A. W., Tosevska, A., Klager, E., Eibensteiner, F., Laxar, D., Stoyanov, J., Glisic, M., Zeiner, S., Kulnik, S. T., Crutzen, R., Kimberger, O., Kletecka-Pulker, M., Atanasov, A. G., & Willschke, H. (2021). Virtual and augmented reality applications in medicine: Analysis of the scientific literature. Journal of Medical Internet Research, 23(2). https://doi.org/10.2196/25499

Kudryavtsev, M., Osipov, A., Guralev, V., Ratmanskaya, T., Aldiabat, H., Aldiabat, I., Kolokoltsev, M., Davidenko, I., Glukhov, A., & Karpenko, E. (2023). Effect of short-term functional training intervention on athletic performance in elite male combat sambo athletes. Journal of Physical Education and Sport, 23(2), 328–334. https://doi.org/10.7752/jpes.2023.02039

Lee, K., & Oh, S. (2022). The Users’ Intention to Participate in a VR/AR Sports Experience by Applying the Extended Technology Acceptance Model (ETAM). Healthcare (Switzerland), 10(6). https://doi.org/10.3390/healthcare10061117

Liang, L., Zhang, Z., & Guo, J. (2023). The Effectiveness of Augmented Reality in Physical Sustainable Education on Learning Behaviour and Motivation. Sustainability, 15(6), 5062. https://doi.org/10.3390/su15065062

Loia, V., & Orciuoli, F. (2019). ICTs for exercise and sport science: Focus on augmented reality. Journal of Physical Education and Sport, 19(5), 1740–1747. https://doi.org/10.7752/jpes.2019.s5254

Manolachi, V., Chernozub, A., Tsos, A., Potop, V., Kozina, Z., Zoriy, Y., & Shtefiuk, I. (2023). Integral method for improving precompetition training of athletes in Mixed Martial Arts. Journal of Physical Education and Sport, 23(6), 1359–1366. https://doi.org/10.7752/jpes.2023.06166

Marín-Suelves, D., Ramón-Llin, J., & Gabarda, V. (2023). The Role of Technology in Physical Education Teaching in the Wake of the Pandemic. Sustainability (Switzerland), 15(11). https://doi.org/10.3390/su15118503

Martin, E., Castéra, J., Cheneval-Armand, H., & Brandt-Pomares, P. (2023). The use of augmented reality for inquiry-based activity about the phenomenon of seasons: effect on mental effort and learning outcomes. Frontiers in Education, 8(July), 1–11. https://doi.org/10.3389/feduc.2023.1223656

Martínez-López, E. J., López-Serrano, S., De La Torre-Cruz, M., & Ruiz-Ariza, A. (2022). Effects of the augmented reality game Pokémon GO on fitness and fatness in secondary school students. Health Education Journal, 81(1), 54–68. https://doi.org/10.1177/00178969211047800

Mokmin, N. A. M., & Rassy, R. P. (2022). Augmented Reality Technology for Learning Physical Education on Students with Learning Disabilities: A Systematic Literature Review Nur. International Journal of Special Education, 37(1), 99–111. https://doi.org/10.1007/s10639-022-11550-2

Moreno-Guerrero, A. J., García, S. A., Navas-Parejo, M. R., Campos-Soto, M. N., & García, G. G. (2020). Augmented reality as a resource for improving learning in the physical education classroom. International Journal of Environmental Research and Public Health, 17(10). https://doi.org/10.3390/ijerph17103637

Muktiani, N. R., Soegiyanto, Siswantoyo, Rahayu, S., & Hermawan, H. A. (2022). Augmented reality mobile app-based multimedia learning of Pencak Silat to enhance the junior high school students’ learning outcomes. Cakrawala Pendidikan, 41(2), 553–568. https://doi.org/10.21831/cp.v41i2.49217

Nekar, D. M., Kang, H. Y., & Yu, J. H. (2022). Improvements of Physical Activity Performance and Motivation in Adult Men through Augmented Reality Approach: A Randomized Controlled Trial. Journal of Environmental and Public Health, 2022. https://doi.org/10.1155/2022/3050424

Ng, Y. L., Ma, F., Ho, F. K., Ip, P., & Fu, K. wa. (2019). Effectiveness of virtual and augmented reality-enhanced exercise on physical activity, psychological outcomes, and physical performance: A systematic review and meta-analysis of randomized controlled trials. Computers in Human Behavior, 99(September 2018), 278–291. https://doi.org/10.1016/j.chb.2019.05.026

O’Connor, Y., & Mahony, C. (2023). Exploring the Impact of Augmented Reality on Student Academic Self-Efficacy in Higher Education. Available at SSRN 4406066, 149(March), 107963. https://doi.org/10.1016/j.chb.2023.107963

Ojeda-Aravena, A., Herrera-Valenzuela, T., Valdés-Badilla, P., Báez-San Martín, E., Thapa, R. K., & Ramirez-Campillo, R. (2023). A Systematic Review with Meta-Analysis on the Effects of Plyometric-Jump Training on the Physical Fitness of Combat Sport Athletes. Sports, 11(2). https://doi.org/10.3390/sports11020033

Petrov, P. D., & Atanasova, T. V. (2020). The Effect of augmented reality on students’ learning performance in stem education. Information (Switzerland), 11(4). https://doi.org/10.3390/INFO11040209

Pitsiladis, Y. P. (2023). Vision enhancement technologies, augmented reality and sports integrity considerations. BMJ Open Sport and Exercise Medicine, 9(3), 9–10. https://doi.org/10.1136/bmjsem-2023-001651

Podrigalo, L. V., Shi, K., Podrihalo, O. O., Volodchenko, O. A., & Halashko, O. I. (2022). Main research areas in kickboxing investigations: an analysis of the scientific articles of the Web of Science Core Collection. Pedagogy of Physical Culture and Sports, 26(4), 244–259. https://doi.org/10.15561/26649837.2022.0404

Pu, Y., & Yang, Y. (2022). Application of Virtual Reality Technology in Martial Arts Situational Teaching. Mobile Information Systems, 2022. https://doi.org/10.1155/2022/6497310

Rauschnabel, P. A., Babin, B. J., tom Dieck, M. C., Krey, N., & Jung, T. (2022). What is augmented reality marketing? Its definition, complexity, and future. Journal of Business Research, 142(February), 1140–1150. https://doi.org/10.1016/j.jbusres.2021.12.084

Reeves, L. E., Bolton, E., Bulpitt, M., Scott, A., Tomey, I., Gates, M., & Baldock, R. A. (2021). Use of augmented reality (Ar) to aid bioscience education and enrich student experience. Research in Learning Technology, 29(1063519), 1–15. https://doi.org/10.25304/rlt.v29.2572

Resitas, C., Widiastuti, W., Setiakarnawijaya, Y., Sopiah, O., Lobo, J., Estilo, K., Aryani, M., & Setiawan, E. (2023). Rhythmic physical activity to improve the motor abilities of junior students-athlete in gymnastics: randomized control trial. Fizjoterapia Polska, 23(3), 174–180. https://doi.org/10.56984/8ZG14337C

Ribas, M. R., Pereira, M. A. S., Barbosa, T. A., Lass, A. D., & Bassan, J. C. (2020). Tactical and technical performance analysis of the Male 65 kg category at the Brazilian Shotokan Karate Championship. Journal of Physical Education (Maringa), 31(1), 1–7. https://doi.org/10.4025/JPHYSEDUC.V31I1.3106

Ridwan, M., Rachman, A., Tuasikal, S., Marhaendra, F. J., Ristanto, K. O., Gazali, N., Monterrosa-quintero, A., Gil-espinosa, F. J., Raman, A., & Setiawan, E. (2023). Technology Readiness and Psychological Correlate with Academic Achievement of Elite Student-Athletes at the College Level? Retos, 50, 628–634. https://doi.org/10.47197/retos.v50.99398

Rodríguez-Abad, C., Fernández-De-la-iglesia, J. D. C., Martínez-Santos, A. E., & Rodríguez-González, R. (2021). A systematic review of augmented reality in health sciences: A guide to decision-making in higher education. International Journal of Environmental Research and Public Health, 18(8). https://doi.org/10.3390/ijerph18084262

Rodríguez-Abad, C., Rodríguez-González, R., Martínez-Santos, A. E., & Fernández-de-la-Iglesia, J. del C. (2022). Effectiveness of augmented reality in learning about leg ulcer care: A quasi-experimental study in nursing students. Nurse Education Today, 119(September). https://doi.org/10.1016/j.nedt.2022.105565

Rutkowski, S., Rutkowska, A., Jastrzębski, D., Racheniuk, H., Pawełczyk, W., & Szczegielniak, J. (2019). Effect of virtual reality‐based rehabilitation on physical fitness in patients with chronic obstructive pulmonary disease. Journal of Human Kinetics, 69(1), 149–157. https://doi.org/10.2478/hukin-2019-0022

Seals, A., Olaosebikan, M., Otiono, J., Shaer, O., & Nov, O. (2021). Effects of self-focused augmented reality on health perceptions during the covid-19 pandemic:a web-based between-subject experiment. Journal of Medical Internet Research, 23(6), 1–16. https://doi.org/10.2196/26963

Silva, M., Bermúdez, K., & Caro, K. (2023). Effect of an augmented reality app on academic achievement, motivation, and technology acceptance of university students of a chemistry course. Computers & Education: X Reality, 2(April), 100022. https://doi.org/10.1016/j.cexr.2023.100022

Uhlendorf, K., & Uhrich, S. (2022). A Multi-Method Analysis of Sport Spectator Resistance to Augmented Reality Technology in the Stadium. Journal of Global Sport Management, 0(0), 1–28. https://doi.org/10.1080/24704067.2022.2155210

Viscione, I., & D’elia, F. (2019). Augmented reality for learning in distance education: The case of e-sports. Journal of Physical Education and Sport, 19(5), 2047–2050. https://doi.org/10.7752/jpes.2019.s5304

Widyaningsih, H., Julianti, E., Setiawan, I., Asmawi, M., Nuraini, S., Yusmawati, & Wiratama, R. F. (2023). Physical Education Learning Design with Augmented Reality for Special Needs Students. International Journal of Human Movement and Sports Sciences, 11(5), 1070–1078. https://doi.org/10.13189/saj.2023.110515

Witte, K., Droste, M., Ritter, Y., Emmermacher, P., Masik, S., Bürger, D., & Petri, K. (2022). Sports training in virtual reality to improve response behavior in karate kumite with transfer to real world. Frontiers in Virtual Reality, 3(September), 1–10. https://doi.org/10.3389/frvir.2022.903021

Xiao, W., Soh, K. G., Wazir, M. R. W. N., Talib, O., Bai, X., Bu, T., Sun, H., Popovic, S., Masanovic, B., & Gardasevic, J. (2021). Effect of Functional Training on Physical Fitness Among Athletes: A Systematic Review. Frontiers in Physiology, 12(September), 1–12. https://doi.org/10.3389/fphys.2021.738878

Yi, W., Chen, C., Zhou, Z., Cui, W., & Wang, D. (2022). Acute effects of ballistic versus heavy-resistance exercises on countermovement jump and rear-hand straight punch performance in amateur boxers. BMC Sports Science, Medicine and Rehabilitation, 14(1), 1–8. https://doi.org/10.1186/s13102-022-00557-4

Zadorozhna, O., Briskin, Y., Pityn, M., Perederiy, A., & Neroda, N. (2020). Tactical training of elite athletes in olympic combat sports: Practice and experience. Trends in Sport Sciences, 27(2), 71–85. https://doi.org/10.23829/TSS.2020.27.2-4

Zadorozhna, O., Briskin, Y., Pityn, M., Smyrnovskyy, S., Semeryak, Z., Khomiak, I., & Hlukhov, I. (2020). Multi-functional technical devices for improvement and control of athletes’ preparedness in martial arts. Sport Mont, 18(1), 9–14. https://doi.org/10.26773/smj.200202

Zhang, S., & He, N. (2022). Augmented reality advertising and college students’ interest in the extreme sports: Moderating role of innovation resistance and health consciousness. Frontiers in Public Health, 10(1). https://doi.org/10.3389/fpubh.2022.978389

Zulkifli, A. F., & Danis, A. (2022). Technology in physical education: Using movement analysis application to improve feedback on sports skills among undergraduate physical education students. Social Sciences and Humanities Open, 6(1), 100350. https://doi.org/10.1016/j.ssaho.2022.100350

Descargas

Publicado

2024-05-01

Cómo citar

Usra1, M. ., Lesmana, I. B. ., Octara , K. ., Bayu, W. I. ., Badau, A. ., Ishak, A. ., & Setiawan, E. . (2024). Entrenamiento con realidad aumentada en deportes de combate: mejora de la calidad de la aptitud física y el rendimiento técnico de los atletas jóvenes (Augmented Reality Training on Combat Sport: Improving the Quality of Physical Fitness and Technical Performance of Young Athletes). Retos, 54, 835–843. https://doi.org/10.47197/retos.v54.103743

Número

Sección

Artículos de carácter científico: trabajos de investigaciones básicas y/o aplicadas