Treinamento em Realidade Aumentada em Esportes de Combate: Melhorando a Qualidade da Aptidão Física e do Desempenho Técnico de Jovens Atletas

Autores

  • 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

Palavras-chave:

Combat sport, Athlete performance, Technology training

Resumo

Este estudo tem como objetivo analisar os efeitos do treinamento em realidade aumentada (RA) na melhoria da aptidão física e do desempenho técnico. Um desenho randomizado controlado de 11 semanas foi adotado neste estudo. Sessenta atletas Pencak Silat e Karate da Universidade de Sriwijaya (Indonésia) participaram desta pesquisa. Os participantes foram atribuídos ao grupo experimental, nomeadamente AR (Pencak silat: n=15, Kara-te: n=15) e ao grupo de controlo (Pencak silat: n=15, Karate: n=15). O dinamômetro de preensão manual, teste de dinamômetro de perna, bola medicinal, teste de salto em distância em pé, teste de agilidade hexagonal, teste de sentar e alcançar e teste de múltiplos estágios são usados ​​para medir os níveis de aptidão física, enquanto o teste de soco e chute é usado para medir níveis de desempenho técnico. Os resultados t de Student mostraram que houve mudança no valor médio do AR (todos, p < 0,05) e controle apenas no MBT (p < 0,05) desde o início até o teste final, análise ANOVA Observamos que houve efeito do tempo na aptidão física (todos, p < ,001), houve efeito de grupo relacionado ao HDT (p < ,001), MBT (p = 0,043), SART (p < ,001) e MST (p < ,001) e houve interação Tempo * Grupo relacionada ao HDT ( p < ,001), LDT ( p = 0,029), SLJT ( p < ,001), HAT ( p < ,001), SART ( p < ,001) e MST (p < ,001), houve efeito do Tempo no desempenho técnico (todos, p < ,001), efeito Grupo relacionado ao TPT (p = 0,004) e Tempo * Interação Grupo relacionada ao TPT (p = ,001) e TKT (p< 0,001). Portanto, concluímos que o uso da RA durante 11 semanas é um método de treinamento eficaz para melhorar a qualidade da aptidão física e do desempenho técnico de jovens atletas em esportes de combate.

Palavras-chave: Esporte de combate, Desempenho de atletas, Treinamento tecnológico.

Biografia Autor

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

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2024-05-01

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Usra1, M. ., Lesmana, I. B. ., Octara , K. ., Bayu, W. I. ., Badau, A. ., Ishak, A. ., & Setiawan, E. . (2024). Treinamento em Realidade Aumentada em Esportes de Combate: Melhorando a Qualidade da Aptidão Física e do Desempenho Técnico de Jovens Atletas. Retos, 54, 835–843. https://doi.org/10.47197/retos.v54.103743

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