Performance versus Learning Transfer Not what your old coach did Can you think for yourself Learning Curve Is this the very best use of time C I Warm-up Main Part O N M T P E L N E S X E TIME Cool Down 1/ Inventory 2/ Reference or Teaching Points 3/ Drill Design 4/ Success Criteria 5/ Evaluation Behavioural Training Methods Decision Training Methods Goal of practice: To improve physical and technical skills Goal of practice: To improve physical, technical & decision making skills Part to whole training Tactical, whole training Simple to complex drills Competition-like drills Technical emphasis Technique with tactics Blocked practice Random practice Low variability drills High variability drills Questioning low Questioning high Low athlete detection and error correction High athlete detection and error correction Low use of video modelling & FB High use of video modelling & FB Low levels of athlete cognitive effort High levels of athlete cognitive effort 1. 2. 3. 4. 5. 6. 7. Variable Practice Random Practice Bandwidth Feedback Questioning Video Feedback Hard-first instruction Modelling There are two processes by which extrinsic rewards can affect IM REWARDS How are rewards perceived by athletes? Athlete’s perception is more important than the intention Informational Competence • Increase IM if there is a perception of competence attached • Feedback about competency • Example: ACAC or CCAA All star Selections Controlling Self determination • Decrease IM if there is a perception of lack of self determination • “coach is trying to control us” • Example: Scholarships? Think back to when you choked. What were you feeling physically? What were you feeling mentally? Did you work your way out of it? Drive theory Performance Arousal Drawback(s) Inverted U Hypothesis Performance Drawback(s) I II Arousal III Good Golf Weight lifting Performance Poor Low Moderate Arousal High Low skilled Introvert Good High trait anxiety Performance High Skilled Extrovert Low Trait Anxiety Poor Low Moderate Arousal High Catastrophe Theory Perf Arousal -Practice with a score and consequence (positive or negative) -Create situations and repeat them until successful (e.g. Score 22 -20 and you are serving) -Have a Psychological skill as a reference/teaching point -Use the reversal theory and create a positive hedonic tone regarding competition