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Published byIsabel Joseph Modified over 9 years ago
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NATURE of SKILLS Pattern - run, jump, throw, push, strike, kick lift, push Skill - pattern adapted to a task (e.g. HJ, Clean) Technique - variations of a skill (e.g. VB serve) Style - unique timing or specialized moves Constraints - limits (e.g. person, rules, equipment)
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CLASSIFICATION of SKILLS CLOSED - predictable environment - adhere to ideal biomechanical principles OPEN - unpredictable, execution often less than ideal DISCRETE - definite beginning & end CONTINUOUS - run,swim,row,bike,skate
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SKILL PHASES P E F / R F / R
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Overall Performance Objective: OPO 1. Horizontal Distance 2. Vertical Distance 3. Project for Accuracy 4. Accuracy with Speed 5. Manipulate Resistance 6. Timed over a Distance 7. Ideal/Model Pattern 8. Interact with Elements
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OPO: Project for Max Distance HORZ
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OPO: Project for Max Distance VERT
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OPO: Project for Accuracy
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OPO: Accuracy with Speed
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OPO: Manipulate a Resistance
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OPO: Move Over a Timed Distance
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Move Body in an Ideal or Model Pattern
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OPO: Interact with the Environment
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Examples of Biomechanical Principles Factors Affecting Muscle Force (e.g. length/tension) Momentum (linear and angular) Radius (v = r ) Kinetic Link (Throw and Push Patterns) Lift and Drag (e.g. Airfoil Shapes, Magnus Effect) of Projection, Attack, and Attitude Rebound and Spin Methods of Initiating Body Rotations
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ANALYSIS PROCESS Discrete Parts Mechanical Purpose of each Part Biomechanical Factors Biomechanical Principles to achieve BF Critical Features (i.e. observable body movements)
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