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Data collection and activity analysis

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1 Data collection and activity analysis
By the end of this unit you should understand: data collection and associated activity analysis, including skill analysis, work-to-rest ratios and movement patterns Be able to: use appropriate technology to perform an activity analysis to collect and analyse primary data to determine major fitness components and energy systems used in sporting events and physical activities

2 Games analysis of sporting performance
Observation & Statistics Observation Digital Recording Video Basic, short term information on general state of play and performance Skill frequencies Muscle groups and actions Heart rate monitors Locomotor or movement patterns GPS Playing Intensities Energy system contributions ‘Eye in the sky’ Work-to-rest ratios

3 Games Analysis Enables coaches and performers to make the important link between training and the actual performance of an activity. Main purpose of viewing a game to determine how the performance might be improved either by a coach’s immediate intervention or by applying specific training drills and programs once a performance has been analysed. Helps coaches and performers gain specific knowledge including: Skill requirements Work-to-rest patterns and ratios Distances travelled and at what speed Movement patterns – type and distance Energy system requirements Muscle groups or muscle action Team strategies Opponents strengths and weaknesses Biomechanical techniques Intensity of movement

4 Sports most suited to activity analysis are team sports of intermittent nature
Analysis of continuous activities is more limited to the measurement of heart rates and intensities Electronic Telemetry – gives constant reading of HR response throughout an entire period of the analysis Game data is closely analysed following performances Used to identify psychological and tactical performance limitations KEY ASPECTS OF GAMES ANALYSIS Physical – physiological requirements of performance or recovery Mental – psychological skills training and performance under game pressures Technical – successful performance of skills under pressure Tactical – decision making skills and game sense ability to ‘read the play’

5 Direct Observation Most common form of games analysis
Coaches position themselves in designated coaching boxes Subjective information is gathered Immediate changes can be made if required Typical information gathered: Locomotor patterns Use of playing area and location of most utilised parts of the field Repeated actions and set team plays Playing intensities Frequency and accuracy of skills Key actions and associated muscles called upon Set up an observation team

6 Direct Observation & Statistical Recording
Increases the ability to store and compare data Makes feedback more specific and powerful Data collection sheets are filled in at the time of observation 1 disadvantage is that its difficult to record and observe at the same time Digital Recording Includes use of HR monitors, global positioning systems (GPS), filming & ‘eye in the sky’ technology Eye in the sky technology Cameras are suspended from cables anchored to the roof of indoor stadiums Radio controlled View performers from many different angles Picture by picture analysis of all players Picture-in-picture can be used to analyse skill execution by allowing them to focus on specific body segments and limb movements

7 Accuracy v’s Practicality
When considering various games analysis methods its a good idea to measure its practicality against its accuracy. The more practical, the less accurate. Familiarise yourself with Table 8.2 on pg 209 & 210 of your textbook. Copy 2 advantages and disadvantages of each games analysis method

8 Movement Patterns Typical activities completed by a performer during a game or activity. Help determine the fitness components that are used and provide specific information required to develop training programs. It’s a simple way to break down movements down into movement intensities Easiest to use a GPS or digital recording to capture movements. Familiarise yourself with the ‘Locomotor recording sheet’ on pg 213 of your textbook.

9 Example codes for various sports movements

10 Movement patterns for an elite tennis player

11 Analyse the data in displayed in Table 8.4 on pg 212 of your text book
A typical movement pattern recorded for an ‘on ball’ player during 2 minutes of an AFL game ACTIVITY: Analyse the data in displayed in Table 8.4 on pg 212 of your text book

12 Analysis of skill frequencies
Use data about the frequency and effectiveness of skills to improve technical and tactical performances. Familiarise and understand tables 8.7 & 8.8. What can we determine from these graphs about the player abilities? Analysis of muscle groups Need to focus on the physiological aspect of a game Analysing the effectiveness of skills and documenting which skills are used Each skill must be broken down into the major associated muscles and specific fitness tests must be chosen to match the way muscles are used during a game Some muscle can be directly trained using similar actions to that of a game (see table 8.10 on pg 215)

13 Playing intensities and work-to-rest ratios
Vital in determining an athlete’s energy systems and intensity effort. Decisions about methods of training, work intervals and rest intervals are determined from work-to-rest ratios. Make use of observation supplemented with statistical recording. Intensities must always be recorded. Ideally using a HR monitor, expressing the recorded HR as a %tage of the athlete’s max HR. Use 1 stopwatch to time periods of work and another to time periods of rest. For eg. 5 minutes of total work and 20 minutes total rest = a ratio of 5:20 or 1:4. For every period of work there is 4 periods of rest. Familiarise yourself with Figures 8.10, pg 216, 8.11 & 8.12 pg 217. It is essential that game intensities are replicated during training (A similar w:r ratio) The best way to assess playing intensities is by using a GPS. GPS’s indicate how fast a player is moving but also where they are moving.

14 Global Positioning System (GPS)
The GPS is used in all AFL games to collect data during actual playing time. Provides pre, during and post games analysis.

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