speed/agility/dexterity/reaction time Flashcards

1
Q

speed

A
  • time taken to cover a specified distance
  • typically (not always) a straight line assessment
  • how fast, does not consider mass or momentum
  • instantaneous velocity or average velocity
  • rate of distance
  • includes the ATP-PCr system, muscular power, velocity , and watts
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2
Q

instantaneous velocity

A
  • peak velocity during trajectory
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3
Q

average velocity

A
  • most assessments are on average
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4
Q

quantitative approaches to speed

A
  • timing is the most important (could be analyzed from a video , hand timing , etc)
  • hand timing is easy and simple but is not as reliable depending on the tester and protocols
  • laser or electronic timing is reliable and accurate
  • more expensive but easy
  • bright lights can impair lasers
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5
Q

start of a sprint

A
  • ## start: reaction time, balance , quickness, how quickly you can perfect a start and get up to acceleration , effects ultimate velocity
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6
Q

acceleration of a sprint

A
  • initial rapid changes in velocity
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7
Q

max velocity of a sprint

A
  • for elite sprinters, Vmax has reached 70-80m into the race
  • ## peak usually happens later in a race
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8
Q

deceleration in a sprint

A
  • how much does velocity drop off at the end
  • all depends on aerobic capacity
  • outcome is reported as time which = average velocity
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9
Q

assessing speed

A
  • atlanta 1996 olympics donnovin bailey 100 m record and michael johnson 400+200m record
  • distance matters
  • sweet spot for the peak is 40m, most speed assessments are done in this range
  • deceleration is important because after the peak, it drops off quick
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10
Q

40 yard dash

A
  • most famous
  • starts still and sprint towards the finish as fast as possible
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11
Q

40 yard dash NFL protocol

A
  • 3 point stance, on their own time, laser times
  • must wear game legal cleats and done on turf
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12
Q

norms when assessing speed

A
  • protocols for the 40 yard dash are the same for practically sport with exception of distance
  • need more data to compare to sport specific
  • standing start
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13
Q

the “flying start”

A
  • max velocity , get athlete to speed up first and then assess btw. 2 points
  • rapid acceleration and little deceleration
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14
Q

flying sprint tests for 30m

A
  • accurately measures vmax of an individual
  • set up is the same as 40 yards with a run-in-zone
  • should reach first timer at max velocity
  • may be influenced by deceleration (alactic capacity)
  • save time and effort, obtain multiple measures in a single test
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15
Q

why do we test speed?

A
  • accelerations importance to the group
  • max velocity importance
  • max velocity during sport
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16
Q

speed considerations

A
  • type of surface to run on, must be specific to event ( turf vs track )
  • stance (3 point vs standing)
  • footwear (spikes + cleats )
  • environment (wind, legal winds are +/- 2.0m/s, threatens reliability)
  • rest intervals long ang high quality (1 min for every 10 m covered )
  • reactive vs. self-starting (reactive times are slower, waiting is more lag)
17
Q

agility

A
  • ability to accelerate, decelerate, and change direction quickly while maintaining good body control
  • related to dynamic balance
  • whole body coordination
  • layers on moving in other planes + speed
  • used in most sports and directly related to performance
  • require a variety of direction changes and postural alignments
  • testing is typically dynamic field tests
18
Q

coordination

A
  • movement is well timed, smooth, and efficient, with respect to the intended goal
19
Q

why is agility multifactorial

A
  • includes a bunch of different movements and smaller movements to make up those movements, etc.
  • cognitive, physical, technical
20
Q

pro-agility / 5-10-5 test

A
  • easy difficulty
  • need a stopwatch, cones, field/court
  • reliability of 0.91
  • forward agility
  • 3 changes in direction
  • can be adapted for travel with a ball, puck, etc.sy
21
Q

t-test agility test

A
  • moderate difficulty
  • stopwatch, cones, field / court
  • reliability of 0.93-0.98
  • forward, backward and lateral
  • 4 changes in direction
  • have to face forward for all movements
  • cones have to be touched on the outside with all movements
22
Q

Illinois agility test

A
  • start lying on front, head to the start of the line, and hands by shoulders
  • push up - run forward through course without knocking cones over
  • 3 direction changes; 6 “weaves”
23
Q

agility tests for jobs

A
  • can be developed for specific job related activities
  • A-PREP (alberta police readiness evaluation for police )
    – have to do in order to be fit for work
    – specific but requires many agility requirements
24
Q

tire run test

A
  • tests “footwork”
  • run with high knees to avoid tripping
  • travel as quickly as possible through tired (timed)
  • usually for football
25
Q

hexagon agility test

A
  • agility testing does not need to incorporate running
  • assessed footwork
  • using two feet, jump in and out of the hexagon without touching lines
  • complete 3 full revolutions
  • should test clockwise and counter
  • 0.5s deduction every time the lines are touched
  • good for sports with quick movements (volleyball)
26
Q

length of time for agility tests

A
  • short
  • tests max ability , alactic power/capacity and glycolytic time frames
  • could be longer depending on demands but is rare
27
Q

modality of agility tests

A
  • movements should match demands of sport/activity (improves validity)
  • time motion analysis
  • might be a qualitative assessment depending on activity
28
Q

specificity of agility tests

A
  • add equipment or sport/work component
  • may need to readjust scoring or timing in some cases
    ex. police testing adding 7kg belt to simulate belt in action
29
Q

open skills

A
  • performed in a dynamic and changing environment
  • usually for sporting/work environments
  • involve challenges with unpredicted stimuli
  • could explain why results don’t transfer (part can be cognitive and responding to environment )
  • decreases standardization in environment
  • have to have a balance
30
Q

closed skills

A
  • take place in a predictable and static environment
  • most agility tests are closed
  • set course and set requirements
  • best to bring in an element of instability or an open environment to truly assess quickness
31
Q

agility and daily living tasks

A
  • can be important for everyday risk avoidance
32
Q

timed up and go test

A
  • for seniors
  • identifies individuals who might have to go into assisted living
  • seated without arms, stand up, walk around course (should be under or at 10s), sit back down
  • 10 feet total
  • AHS uses cut off 15s for assessing risk of falls
33
Q

dexterity

A
  • coordinated hand movements
  • smaller fine motor movements
34
Q

box and block test

A
  • move as many blocks (one at a time) in 60s
  • gross motor skill
35
Q

purdue peg-board

A
  • place as many pegs in the board as possible in 30s
  • fine motor skills
36
Q

reaction time

A
  • acceleration phase
  • IAAF designates reaction times <0.100s (100ms) as false starts , cannot detect gun + initiate a movement in that amount of time
  • closely related to hand-eye coordination
  • important component of agility
37
Q

reaction time ruler test

A
  • 1m long ruler
  • sit resting elbows on a table so that wrists extend over the side
  • hold ruler vertically in the air with zero aligned with thumb and index finger
  • without warning, release the ruler as and catch as quickly as possible
  • record in m the distance the ruler fell
  • repeat several times and take average score
  • reaction time (s) is calculated as: t = sqrt (2d/g)
  • d = distance the ruler fell in m, g = gravity (9,81)
38
Q

factors affecting reaction time

A
  • many different ways to test it
  • fine vs gross motor skills
  • complexity of movement
  • simple movements = simple measurement
  • hearing and seeing ability