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)
DOI:
https://doi.org/10.47197/retos.v54.103743Palabras clave:
Combat sport, Athlete performance, Technology trainingResumen
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.
Citas
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