NEXT LEVEL COACHING – DECISION MAKING DURING GAMES: DO THIS!

This is the final post to wrap up this study so hopefully over the last 14 posts you’ve learned a little bit about how to gain game information off of your players, who don’t see what you see and don’t feel what you feel in that given moment. This can help coaches better understand their...

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NEXT LEVEL COACHING – DECISION MAKING DURING GAMES: KNOWLEDGE OF OPPOSITION + DECLARATIVE KNOWLEDGE + ELITE v AMATEURS

No new terms today. KNOWLEDGE OF OPPOSITION Knowledge of the opposition’s tactical and individual tendencies can also guide perceptual strategies to make effective decisions during fast and slow thought Being consciously aware of movement tendencies can be detrimental to anticipatory performance as you are looking for specific information only and ignoring other information that could...

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NEXT LEVEL COACHING – DECISION MAKING DURING GAMES: DEFENSE/OFFENSE + GLOBAL/DISCRETE GAME INFORMATION

No new terms today. DEFENSE/OFFENSE Defensive situations involved tactical rules that often dictated players roles and responsibilities but they can also be consciously aware of too much game information at once and become frozen via paralysis by analysis, as tactical rules can drive players to focus less on perceptual information provided by opposition and more...

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NEXT LEVEL COACHING – DECISION MAKING DURING GAMES: THOUGHT CLASSIFICATION (3/3)

No new terms today. Look at specific game moments in regards to no, fast and slow thought decisions in rugby such as a scrum for example which is slow thought where players referred to a checklist in response to game information formed from knowledge of the game, and what action is appropriate for where and...

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NEXT LEVEL COACHING – DECISION MAKING DURING GAMES: THOUGHT CLASSIFICATION (2/3)

No new terms again today. Within slow thought decisions most player actions for the game tended to be dependent on intentions derived from knowledge of the game and what action was appropriate at that time No thought decision verbalisations referred exclusively to player’s unconscious reaction to perceptual information whilst individual player’s made reference to the...

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NEXT LEVEL COACHING – DECISION MAKING DURING GAMES: THOUGHT CLASSIFICATION (1/3)

No new terms today! Gain verbal data from players where they classify decision making as no thought/implicit, fast thought/knowledge in the game or slow thought/knowledge of the game Before going through video, ask the players to verbalise their involvements, actions and decision making within the game based off their own memory Player’s were shown individual...

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NEXT LEVEL COACHING – DECISION MAKING DURING GAMES: KNOWLEDGE OF/IN THE GAME

NEW TERMS Knowledge of Opposition – refers to the knowledge of opposition team/player tactical, physical movements and positions Knowledge of the game connects the search for game information and selection of a relevant capability to act together through deeper understanding of why specific decisions are more appropriate in 1 scenario than another, and is attributed...

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NEXT LEVEL COACHING – DECISION MAKING DURING GAMES – PLAYER/TEAM PERCEPTION (PART 4/4)

NEW TERMS Explicit Knowledge – guided learning The application of decision making processes at an individual level may depend on the cognitive complexity of different game situations and those who have developed explicit knowledge of the task are advantageous when cognitive complexity is high whereas those who have developed actions for the game rather than...

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NEXT LEVEL COACHING – DECISION MAKING DURING GAMES – PLAYER/TEAM PERCEPTION (PART 3/4)

NEW TERMS Meta Cognition – knowing how you know what you know Player’s actions are often driven by situation specific intentions but they are determined by a player’s deep declarative and procedural understanding of what, how and why to act on given game information which challenges the view that coupling a player’s perception and action...

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NEXT LEVEL COACHING – DECISION MAKING DURING GAMES – PLAYER/TEAM PERCEPTION (PART 2/4)

NEW TERMS Self Organisation – refers to how a player organises their movements and actions within a disorgainised situation, with this ability enhanced with increasing exposures to the same or similar scenarios Implicit Coupling – unguided perception/action coupling Heuristic Decision Making – what has worked before Fast Thought – game decisions and actions made with...

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