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1
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2
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- Determine level of fitness of players
- tells you what your players have been doing on their own
- with limited training settings, players must train independently and
you need to know the fitness level of your players
- Confirm adaptations to training
- Give objective numbers to gut feelings
- confirm who your runners are
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3
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4
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- Tests of athleticism
- test the overall athletic ability of the player
- advantages: fun, pretty good indicators of the level of athlete
- disadvantages: not very sensitive to training
- Tests of fitness
- tests the various aspect of physical fitness
- advantages: very sensitive to training
- disadvantages: an exhaustive effort for valid results
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5
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- No absolutes here
- Pre-season
- determines who has done their training homework
- gives you information on what deficiencies you have to address
- 1/3 of the way through season
- fitness pretty well set by now-not much change from here on
- Post season
- this serves as the standard to beat for next preseason
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6
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- Preseason or after “cuts”
- Early off season (their low point)
- End of off season training
- must match or beat this next preseason
- e.g. UNC women:
- Little reason to test more often than every 6 weeks-ish
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7
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- Pre 1996
- occasional VO2 max tests, body comp, at local Univ/hosp
- WNT 1996
- USOC study on fitness of women’s soccer
- MNT 1998
- January, March, May prior to France
- U17
- every 4-6 months prior to New Zealand
- All youth national teams at one time or another
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8
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- There are literally dozens of tests to choose from
- Pick tests you are comfortable with and stay with them
- April H choose a series of athleticism and fitness tests
- low tech, easy to administer, minimum of equipment, and good
information
- Her goal
- all WNT’s (Ö)
- all WUSA teams (Ö)
- all state ODP programs (?)
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9
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- 1’ sit-ups, 1’ pushups
- 20 yard ‘pro’ agility run
- 20 and 40 yard sprint
- 40 yard T test
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10
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- 2 x 300 yard shuttle
- 1-step vertical jump
- 3-hop test
- yo-yo intermittent recovery shuttle run
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11
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- Need a stopwatch
- Lying, flat on back, hips flexed to 45o, knees to 90o,
feet flat
- partner holds down the feet
- hands clasped behind the head
- do as many situps in 1’
- elbows must touch knees, shoulders must touch ground
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12
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- Need a stopwatch
- Start in the ‘up’ position, arms shoulder width apart, weight on the
toes
- keep head to the feet in a straight line
- do as many push-ups as possible in 1’
- chest must touch the grounded fist of their partner
- return to fully extended elbows
- straight body
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13
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14
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15
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16
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17
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18
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19
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20
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21
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- Day 1:
- 20/40yd sprint, vertical jump, 3 hop, yo-yo
- Day 2:
- 20yd agility, T test, push-ups, sit-ups, 300yd shuttle
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22
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23
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- Yo-yo tests ability to recover from moderate intensity exercise
- Test recovery from high intensity exercise using the 7 x 30m sprints
- needs electronic timing ($$$), stopwatch, measuring tape
- Player starts 1st run on their own
- start recovery stopwatch when they finish
- count down to next start, repeat for 7 total runs
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24
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- Compute fastest, average of all 7, %decline
- (fastest-slowest/slowest x 100)
- add a timer at 10m
- get 0-10m time for explosive
sprint
- 10-30m time for flying 20m
- 0-30 for overall speed
- % decline of flying 20m sprint is correlated with game running distance
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25
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26
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27
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