Mostrando entradas con la etiqueta Physical test. Mostrar todas las entradas
Mostrando entradas con la etiqueta Physical test. Mostrar todas las entradas

2 de mayo de 2015

Sit and reach flexibility test.

The test sit and reach is a common measure of flexibility, and specifically measures the flexibility of the muscles of the back and lower hamstring.

This test is to sit on the floor with your legs stretched forward. Shoes should be removed. The soles of the feet are placed flat against the box. Both knees must be closed and pressed downward - tester can help by holding down. With the Palms down and hands at the top of one to the other or next to each other, that the subject reaches forward to along measurement line as far as possible. Make sure that hands are kept at the same level, not a broader reach forward than the other. 

After a little practice reaches, the subject extends and holding that position for one to two seconds, while the distance is recorded. Make sure that there is no sudden movements.

1 de mayo de 2015

Counter movement jump (CMJ)

It is a test in which the action of jumping up is made possible by the cycle stretch - shortening (CEA). I.e. it's a concentric contraction preceded a brief and rapid phase of eccentric contraction necessary for the inversion of the movement.

According to Bosco (1987), the quality analyzed is the force explosive with reuse of elastic energy and use of the myotatic reflex, as well as nervous recruitment capacity and coordinating intra and intermuscular. Bobber et al., 1996) suggest that the increase in performance in this step on the SJ is because the CMJ allows you to create a more intense State of preactivacion, enabling a generation of faster voltage and a more intense and effective muscle contraction facilitating the production of more work during the phase of muscle shortening. The investigated qualities:

-          Explosive strength.
-          Nervous recruitment capacity.
-          Reuse of elastic energy.
-          Intramuscular and intermuscular coordination.



Tactical test of Game 6:6

1. Realization.
1st. Held a job in "waves". After the first attack the team A will go to defend and equipment B attack, while team X will rest.
2nd. Will be marking the man, working with two online game.
3rd. Each exercise will last for two minutes.
4th. The goalkeeper of the team A will begin the attack game .
5th. The move will end when one of the two teams score once, when the ball goes off the field driven by the attackers or the defenders lose possession of the ball. Reboot with ball from goalkeeper attacker, pending two minutes.
6th. At the end of time occurs a rotation clashes of the teams (A vs. B, B against C and C vs. A), changing the position of the same every time you complete a series of clashes.
7th. Normal zonal orientation of each player (right, Center or left) must be respected to the maximum.

2. Assessment.
-It is making an overall assessment of the level of play showed by each player in real game situations.
-Will appreciate the actions of tactical offensive, skill, physical techniques, care, discipline and defensive tactics, showing outstanding forms (both positive and negative) during the game.

-The player that not any action on one aspect, it has entered will assess you with 6 points.

30 de abril de 2015

The Yo-Yo Intermittent test: A useful tool for evaluation of physical performance in intermittent sports.

The Yo-Yo Intermittent Test developed by Bangsbo (1994) is a test of the ability to undertake intermittent exercise. The participants in this test have a short 10 seconds active break after each 40m (2 x 20 m runs), with the speed increasing at intervals. There are two versions of the Yo-Yo Intermittent Recovery Test: the Level or Stage 1 test starts at 10 km/hr and the Level or Stage 2 test starts at 13 km/hr. Below are the levels, speeds and accumulated distances for the Yo-Yo Intermittent Recovery Test 1.



  • Purpose: The test evaluates an individual's ability to repeatedly perform intervals over a prolonged period of time, particularly for athletes from sports such as tennis, team handball, basketball and soccer or similar sports. The objective of the "Yo-Yo Intermittent Recovery Test" is to monitor the development of the athlete's maximum oxygen uptake (VO2 max) and ability to perform repeated interval work.

28 de abril de 2015

Tactical test of game 3:3.

1. Realization.
1st. The attackers will try to score a goal from the theoretical line of media.
2nd. The defenses should be a marking to the man. If they recover the ball they can fight back.
3rd. The period shall not exceed 2 minutes.
   
2. Assessment.
-It is assess the ability of struggle maintained a continuously, even in the clearly unfavorable situations.
-Plus all the players participating in the test (including goalkeepers)

27 de abril de 2015

Tactical test of game 4:2.

1. Realization.
1st. 4 attackers will depart from the theoretical line of media, and the defenses from the front line area.
2nd. Shall be punished the outside game.
3rd. The move will start with the ball controlled by the attackers, who will try to score a goal, while the defense will try to recover the ball and take it controlled up to the half-court line.
4th. The move will end when:
-          The attackers goal mark.
-          The attackers drive the ball out of the ground.
-          Defenders mark goal.
-          Defenders losing possession of the ball.
5th. The exercise will last for 2 minutes, getting started, this time as many moves as necessary (keeping the same positions).

2. Assessment.
-This is assess the ability of reasoning and choosing the action more suitable to overcome the contrary, taking advantage of the numerical superiority in attack, or reducing the disadvantage that supposed inferiority in defense.
-Will be assessed six players (4 in attack and in defence, as well as goalkeeper 2).


24 de abril de 2015

Tactical test of game 2:1.

1. Realization.
1st. Attacking players out from behind each of the goals C and D.
2nd. The holder of the ball makes it driving from the D (or C) goal if you are left-handed and will try to score goal driving the ball through the goal B.
If checked before achieving the goal by Defender must decide whether to progress with the ball or pass it to his companion, so is this who achieved the goal in A goal.
3rd. Will be penalized the offside of the attackers.
4th. The Defender will start the action from behind the goal A (or B if the holder is left-handed), entering the field at the moment which would make it the ball.
If he retrieves the ball you can score goal by pulling on either of the goals C or D.

2. Assessment.
 - The attacker must:
1st. Rapidly lead the front goal, to score goal before that obstructs it the Defender.
2nd. Pass the ball to teammate before receiving pressure from the Ombudsman.
3rd. Pass the ball at the right time (waiting for the defense to set his mark upon him, so his partner get with advantage and rectification of the Ombudsman position is impossible).

As guidance, is awarded three points for each of the three indicated aspects that have been expressed properly.

Tactical test of game 3:2.

The objective of this game is to keep possession of the ball.

1. Realization.
1st. Attacking players must maintain possession of the ball within the limits of the land.
2nd. Signal, the defenses will enter the field or will try to move the ball the same.
  
2. Assessment.
-The game will have a maximum duration of 50 seconds.
- Every offensive player to score vas 0.2 points for each second that the ball stays in the field (maximum 10 points).

-Record points to the three players involved in the test, assessing its first three stakes, with the end result being the average of the three.

23 de abril de 2015

Technical test of not losing possession of the ball.

1. Material required.
-1 ball. -1 chronometer
-4 cones. -Marking of lines.

2. Realization.
1st. Player 1, will be placed in the interior of the terrain at the point you want.
2nd. The Defense X, it must be located on any line of the field, except that the ball is present.
3rd. Player 2, (which has the ball and start the game) will be at the point half (7.5 m) on the line in which it is.
4th. At the sign of the coach, Player 2 will pass the ceiling ball to Player 1, entering the Defense X on the ground with the intention to remove the ball from the limits of the field, without any option to play it by the companions of player 1.
5-The game will have a maximum duration of 50 seconds. Be posted real time of possession of player 1, who can rely on colleagues around the ground if necessary.
6-Players that support cannot enter the land, and must play a touch (wall) on player 1.

3. Valuation.
-Shall be granted one point for every second of actual possession of the ball for Player 1, up to a maximum of 50 points.

-There will be three attempts for each player (with a different defense every time), resulting in the final score of the average of the three attempts.

Technical test of applied skill circuit.

Technical test of applied skill circuit.

1. Material required.
-21 cones. -2 banks.
-2 circles marked on the ground. -3 balls.
-1 chronometer. -Tape measure.

2. Realization.
1st. The coach will drop the ball that it has sustained by a hand, at arm's length (time in which will the timer start), so that it falls within the circle.
Once the player is made with the ball, held the wall, driving in slalom and Dodge that is specified in the chart.

2nd - Overcome A cone only may contact the ball to hit it was located 30 m circle The player will attempt to balloon boat in the interior of the circle, minus a point for each metre that the ball away from the same boat. Cones and circles on both sides of the circuit must be placed to make hits with both feet.

3rd - Play after the ball found static before hitting it towards the goal of 2 m.  The ball must pass between the two cones. Each remote meter will be deducted a point.

4rt - Follow the second static balloon that we find to perform a little driving, cones, dribbling and shooting on goal from outside the area. The ball must come without touching the ground. The chronometer stops when the ball is greater than the finish line.

Goalkeeper made the same circuit, with the Variant that in paragraphs 2 and 3, be made a pitch by hand (in the air 2nd and 3rd satin).

3. Valuation.
-Opens the circuit with 50 points.
-A point be deducted per each second used.
-Be deducted a point per metre ball away circle or cones in the beatings.
-In shot on goal 5 points will be deducted if the ball doesn't go in the goal.
-Two tries will be carried out. The end result will be the average of the two.



4 de abril de 2015

Technical test of touches of the ball.

1. Material required.
-Marked terrain of 1 m diameter circle.
-1 ball.
-1 chronometer

2. Realization.
For a minute the player must:
  1st. Lift the ball (which will be located in the interior of the circle) from the ground with your feet. (Chronometer running).
  2nd. Perform 5 consecutive touches, without the ball touching the floor, with the following surfaces:
-Right foot.
-Left foot.
-Head.
-Right thigh.
-Left thigh.
The touches that don´t complete the 5 to be taken on every surface, aren’t counted.

  3rd. Once again leave it in the circle, stepping on it with one foot. (Stop the Chronometer).
-The surfaces can alternate as you want (as long as the ball has not touched the ground).
-Two attempts, posting the best will be carried out.

3. Valuation.
a) 25 points. 1 point for every touch made with surface that has achieved 5 consecutive touches: 5 points x 5 surfaces = 25 points.
b) 25 points. Granted from the beginning will subtract 0.3 points per second used to make 25 touches.

Intermittent fitness test (IFT 30-15)

Is designed to more closely reproduce the demands of intermittent sports. To difference of the sound-proof, where athletes run continuously to increase the speed of every minute, this test consists of 30 seconds of operation with 15 seconds of walking. This test is intended to assess the ability to recover and repeat the activity intermittent, similar to many sports situations.

 The IFT 30-15 consists of performing careers of back and forth in 30 seconds interespaciadas with periods of recovery of 15 seconds. The initial speed is 8 km·h- 1 and increases by 0.5 km·h-1 at each subsequent stage of 30 s (well trained players may begin the test with a speed of 10 or even 12 km·h-1). Players must run back and forth between two lines separated by a distance of 40 m, at a pace determined by an audible signal. The prerecorded beep allows individuals to adjust your running speed when entering the area of 3 m located in the middle and at each end of the assessment area.

During the 15 s of passive recovery period, players step forward, towards the closest line (either towards the middle line or lines from the ends of the area of assessment, depending on the place in which the race has finished). In this line, the next stage will begin. Tell the players that they must complete the most number of stages, and the test ends when the players cannot maintain the required stroke rate or can not reach the area of 3 m together with the audible signal on three consecutive occasions.