| Literature DB >> 26240668 |
Jaime Serra-Olivares1, Sixto González-Víllora2, Luis Miguel García-López3, Duarte Araújo4.
Abstract
This study tested the use of two pedagogical principles of Game-based approaches, representation and exaggeration, in the context of game performance of U10 soccer players. Twenty-one players participated in two 3 vs. 3 small-sided games. The first small-sided game was modified by representation. The second small-sided game was modified by enhancing the penetration of the defense tactical problem for invasion games. Decision-making and execution were assessed using the Game Performance Evaluation Tool. No significant differences were observed between games in the number of decision-making units related to keeping possession, nor in those related to penetrating the defense. No significant differences were observed in any execution ability (ball control, passing, dribbling and get free movements). The findings suggested that both games could provide similar degeneracy processes to the players for skill acquisition (specific and contextualized task constraints in which they could develop their game performance and the capability to achieve different outcomes in varying contexts). Probably both games had similar learner-environment dynamics leading players to develop their capabilities for adapting their behaviours to the changing performance situations. More research is necessary, from the ecological dynamics point of view, to determine how we should use small-sided games in Game-based approaches.Entities:
Keywords: degeneracy processes; game performance; game-based approaches; small-sided games
Year: 2015 PMID: 26240668 PMCID: PMC4519216 DOI: 10.1515/hukin-2015-0053
Source DB: PubMed Journal: J Hum Kinet ISSN: 1640-5544 Impact factor: 2.193
Game performance dimensions in the GPET
– Tactical context-adaptation for keeping the ball problems: Efficiency in selecting actions to keep the ball when the tactical problem is coded as “keeping-the-ball context”. – Tactical context-adaptation performance for penetrating the defense problems: Efficiency in selecting actions to advance to the opposing goal when the tactical problem is coded as “penetrating the defense context”. – Tactical context-adaptation performance for attacking the goal problems: Efficiency in selecting actions to try to score when the tactical context is coded as “attacking the goal context”. – Watcher-player: A player is coded as a “watcher-player” when he does not show tactical intention or involvement in the game. | |
| Attacker on the ball:
Pass decision-making Dribbling decision-making Kick decision-making | Attacker off the ball:
Get-free skills decision-making |
| Attacker on the ball:
Pass execution Dribbling execution Kick execution | Attacker off the ball:
Get-free skills execution |
Decision-making and skill execution variables in attacking the goal contexts were not codified in the SSG-R&E that was analysed in this study, because there were no opportunities to score in this game
Figure 1The 3 vs. 3 SSG modified by the pedagogical principle of representation (SSG-R) The rules are similar to the adult parent game of soccer, although there are no goalkeepers. It is played in an area of 32 × 22 meters. The main objective is to score as many points as possible. One point is scored when one player kicks the ball into the opposing team’s goal. Each team defends its own goal and attacks the opposing team’s goal (140 × 105 centimetres). Attackers are allowed to control, pass, dribble, kick and support (get-free) during the game.
Kicking from a player’s own field is not allowed.
Figure 2The 3 vs 3 SSG modified by the pedagogical principles of representation and exaggeration (SSG-R&E) This game is focused on the tactical problem of penetrating the defense.
It is played in an area of 29.5 × 15 meters. The main objective is to score as many points as possible.
One point is scored when an offensive player receives the ball from a teammate behind the opposing team’s goal (an imaginary line of 15 meters between two cones).
Each team defends its own goal and attacks the opposing team’s goal.
Attackers are allowed to control, pass, dribble, kick and support (get-free) during the game.
Dribbling to advance to the opposing goal is forbidden.
Differences in the 21 players’ game performance between the SSG-R and the SSG-R&E
|
| ||||||
|---|---|---|---|---|---|---|
|
| ||||||
| Tactical problems of context-adaptation to keep the ball | 84.00 | 18.63 | 86.66 | 19.92 | −0.69 | .49 |
| Tactical problems of context-adaptation performance to | 82.91 | 11.56 | 84.22 | 11.84 | −1.09 | .27 |
| Watcher-player | 1.70 | 2.07 | 5.97 | 6.35 | −3.77 | .00 |
| Ball control | 87.27 | 14.59 | 85.22 | 16.37 | −0.34 | .73 |
| Pass decision-making | 90.47 | 26.23 | 97.12 | 22.23 | −0.96 | .33 |
| Dribbling decision-making | 100 | - | 100 | - | −0.44 | .65 |
| Get-free movements decision-making | 93.75 | 17.67 | 45.63 | 36.79 | −1.76 | .07 |
| Pass execution | 76.87 | 39.35 | 79.22 | 31.15 | −0.70 | .48 |
| Dribbling execution | 80.35 | 34.02 | 83.97 | 30.13 | −0.44 | .65 |
| Get-free movements execution | 93.75 | 17.67 | 50.88 | 36.84 | −1.76 | .07 |
| Pass decision-making | 84.20 | 27.01 | 82.36 | 15.56 | −0.61 | .53 |
| Dribbling decision-making | 74.32 | 31.72 | 62.44 | 41.27 | −1.29 | .19 |
| Get-free movements decision-making | 91.30 | 12.3 | 79.94 | 19.57 | −1.52 | .12 |
| Pass execution | 62.14 | 30.65 | 60.62 | 23.42 | −0.62 | .53 |
| Dribbling execution | 86.94 | 24.13 | 77.33 | 36.73 | −0.51 | .61 |
| Get-free movements execution | 79.39 | 23.08 | 74.63 | 17.13 | −1.11 | .26 |