Identificação da estrutura temporal e notacional em atletas juniores ao nível pan-americano no badminton

Detalhes bibliográficos
Ano de defesa: 2023
Autor(a) principal: Coenga, Algislayne Fechtner
Orientador(a): Não Informado pela instituição
Banca de defesa: Não Informado pela instituição
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Federal de Mato Grosso
Brasil
Faculdade de Educação Física (FEF)
UFMT CUC - Cuiabá
Programa de Pós-Graduação em Educação Física
Programa de Pós-Graduação: Não Informado pela instituição
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
Palavras-chave em Português:
Link de acesso: http://ri.ufmt.br/handle/1/6159
Resumo: A large overview of the characteristics of the activity profile and game performance is central to an adequate and effective competitive training prescription. Although the literature provides a large number of studies that have described the characteristics and performance of play in high-level badminton athletes worldwide, the play of juniors is still poorly studied. The study aimed to identify the characteristics of the game profile and performance of junior badminton players at the Pan American level. Notational analysis of the video recording of 124 matches from the elimination phases of the juniors' game of the 28th Pan American Junior Championships 2019 badminton was performed. A 3-way Manova in General Linear Models, multinomial regression models presented in Heatmap and descriptive analysis were conducted. The results show that rally duration is shorter in men's doubles and mixed doubles than in women's doubles and singles events (p ≤ 0.001). Women's singles, overall, requires more rest time between rallies than the other events (p ≤ 0.001). The long serve prevailed in women's singles, while the short serve was performed more in the other events (p ≤ 0.001). In singles, the rally was frequently finished with dropshot, smash, lift and net shot, while in doubles, the smash, drive and defense were more frequent (p ≤ 0.001). In all categories and events, the players sought to force an error on their opponents, making them lose the point to the net or outside (p ≤ 0.001). Considering the results, it is suggested to implement the specific scenarios of the match and/or competition phases to the design of the periodization program, enabling training through situations that allow players to explore varied tactical solutions in the game context.