The purpose of the study is to obtain preliminary data for training program development and coaching techniques, for the improvement of squash player’s match performance, through detecting changes in various game aspects by the squash players after the point-a-rally scoring system (PARS) was introduced by the World Squash Federation in 2008. The video materials of 38 squash tournament matches from squash players participated in The 93rd Daegu National Sports Festival Squash Match in 2012 were collected. And through the game journal the game variables were quantified. In order to analyze the total attempt rates of game skills and techniques, the scoring factors, the scoring areas of the court, the game duration, the rallying frequency and the differences in the scoring rates in section 3 of the court, the SPSS/PC Window V18.0 statistics software was executed on the collected data. First, there was a significant statistical difference in the total attempt rates of game skill and technique for both adult players and high school players. Total technique attempt rates show in the following order of drive shot, volley shot, service shot, drop shot, boast shot, and lob shot. Second, there was a significant statistical difference in total scoring factors for both adult players and high school players. Among total scoring factors are success factor, failure factor and referee factor. Third, there was a significant statistical difference in total scoring areas of the court for both adult players and high school players. For total scoring areas of the court, area C was marked highest followed by area D, area A, area F, area E, area B and area G. Fourth, there was a significant statistical difference in the duration of the game and rallying frequency of rallying for both adult players and high school players. adult males marked highest followed by high school males, adult females and high school females in the game duration and rallying frequency. Fifth, among total scoring factors, there was a significant statistical difference in scoring rates inside section 3 of the court for both adult players and high school players.
목차
Ⅰ. 서론 1. 연구의 필요성 2. 연구의 목적 Ⅱ. 연구방법 1. 연구대상 2. 측정도구 3. 조사절차 4. 자료처리 Ⅲ. 연구결과 1. 스쿼시 일반부와 고등부 선수의 전체기술 시도율 2. 스쿼시 일반부와 고등부 선수의 전체득점요인 3. 스쿼시 일반부와 고등부 선수의 전체코트 득점지역 4. 스쿼시 일반부와 고등부 선수의 경기시간과 랠리횟수 5. 스쿼시 일반부와 고등부 선수의 전체득점요인에서 3구내 득점율 Ⅳ. 논의 Ⅴ. 결론 참고문헌 ABSTRACT
현대사회에 있어서 신체활동 연구의 주요 탐구과제는 ‘신체활동을 통한 교육’으로부터 ‘인간의 기본적인 움직임’을 목표로 하는 스포츠적인 움직임을 중심으로 한 생명 활동의 개념으로 급속히 변화되고 있는 추세이다. 이러한 환경변화에 대응하기 위하여 본학회는 ‘체육’적인 요소에서 ‘스포츠’적인 요소를 중심으로 한 학문적 정체성을 견고히 하고, 정기적인 학술지 발간과 학술활동을 통해 한국스포츠츠 문화의 발전과 학문적인 발전에 기여하는데 그 목적이 있다.