We're just days away from, or already have completed, round 1 for 2024 and everyone is obviously pretty pumped about it.
The success of your games comes of the back of your ability to teach your players, and thus your players ability to learn - as a direct by-product from what and how you teach.
Players can't execute skills they don't have or have ever tried, not can they play to tactics that they have never been taught.
The ability for your players to transfer what you do at training to actual games will pretty much determine your win-loss record going forward unless your cash-splashing to win on talent alone.
Here are 2 frameworks you can use to level up your training day coaching to ensure greater transfer to games.
Most coaches will go straight to a training activity as the what and how they'll do something and then go to the why but that's backwards thinking - from Gary Piggott, we'll look at the what/why's first then look at the how.
- What x have a clear learning focus, what do the players need help with?
- How x progressions, the end game, ensure repetition of focus throughout
- Why x reason for the session, is it what the players need to develop? Is it game related/simulation?
- Challenge/Motivation x appropriately stretch/challenge the players, is each athlete being motivated every session? Is the challenge point correct where it's not too hard nor easy for any player?
- Player Ownership x are you giving players all the information throughout or do you allow them to learn on their own?
- Simplicity x don’t over-complicate, keep your message/s concise
- Core Coaching Skills x how will you organise, manage, communicate, and observe during training?
Once you've got a brief outline of what you need to do and why, only then can you start to look at how you will deliver the individual session but also, how you'll develop a game concept over multiple training sessions and time periods. This is from Chris Fraser:
- Differential Practice x varied tasks to develop adaptability, decision making and creativity by changing stimulus, equipment and/or task
- Random Practice x mimic unpredictability to enhance players’ ability to think fast, react quickly and thrive in games while keeping them guessing by altering focal areas, conditions, space etc
- Isolated Practice x master fundamentals and specific skills in controlled environments to build technique, precision and muscle memory
- Conditioned Practice x set constraints and challenges to simulate games that pushes players to adapt, problem solve and excel under pressure
- Massed Practice x concentrated repetition to accelerate skill acquisition that can build confidence with maximum reps in a minimal amount of time reps
- Whole-Part-Whole x start with the big picture to inspire and then break down to refine the skill/s required and then bring it back together
- Linear Practice x progress step-by-step while mastering the skill before moving to the next
- Interleaving Practice x enhance retention and adaptability, mix and match drills, intertwine skills, challenge players to switch gears seamlessly and embrace variety, stimulate the mind and elevate performance
- Non-Linear Pedagogy x mix it up, jump between skills, keep players on their toes, embrace chaos and encourage adaptability to unlock creativity
You'll definitely have used some of these before without knowing it but which new idea's here jump out at you?
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