LEARNING ENVIRONMENTS Richard Shuttleworth Designing Learning - - PowerPoint PPT Presentation

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LEARNING ENVIRONMENTS Richard Shuttleworth Designing Learning - - PowerPoint PPT Presentation

LEARNING ENVIRONMENTS Richard Shuttleworth Designing Learning Environments Learning Performance SEARCH DISCOVER EXPLOIT Trial & Learn Encourage Consistency Functional Change Change Time & Space Large Task & Solution Space


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LEARNING ENVIRONMENTS

Richard Shuttleworth

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SLIDE 2

Designing

Learning Environments

Learning Performance

Trial & Learn Large Task & Solution Space High Movement Variability Exploration Information Detection Encourage Consistency Smaller Solution Space Reduced Movement Variability Refining Relevant Information Functional Change Change Time & Space Optimal Movement Variability Adaptation Switch between Information

SEARCH DISCOVER EXPLOIT

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Movement

information action systems [Movement] coordination differentiation balance reaction synchronise rhythm

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Benefits

  • f Donor Sports

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The Athletic Skills Model: Figure 5.4

Wormhoudt, Savelsbergh, Teunissen & Davids (2017)

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Safe UnCertainty

Creativity Positive Risk Taking

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Adaptive Training Tactical Skill Dexterity Active Learning Exploratory & Discovery Disguise & Deceive

UnSafe UnCertainty

Chaos Dangerous Structure & Order Rehearsal Low Engagement Passive Learning Fear Judged & Critiqued

Dangerous Upheaval

Safe Uncertainty Certainty Safe Certainty

Autopilot Boredom

Unsafe Certainty

Toxic Damaging

UnSafe

Designing

Adaptive Training Games

Davids, Bickley, Rogers, Shuttleworth & Brown, (2018)

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Designing

Adaptive Training Games

Davids, Bickley, Rogers, Shuttleworth & Brown, (2018)

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FREEDOM - giving responsibility EMPOWERMENT - player feels in control NO FEAR - not afraid to make their own decisions ENGAGEMENT - high levels of task involvement & inclusion SUPPORTIVE - facilitatory role in supporting a players actions & decisions CREATIVE - allowing player capabilities to be fully explored and expressed SAFE - safety to explore without always being critiqued and judged AMBITION - helping shape player intentions to want to play FUN - having fun leads to a motivation to learn SOCIAL - interaction between players

Learning Environment

Designing

Learning Environments

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Learning

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Learning is based on PLAYER NEEDS Learning is nonlinear and occurs at DIFFERENT RATES Players learn to couple game information CUES to ACTIONS Learning is NOT moving in ‘comparison’ to a PERFECT MOVEMENT MODEL Learning IS discovering your own INDIVIDUAL MOVEMENT SOLUTIONS Learning is NOT a ‘process of repeating a solution’ REHEARSAL Learning IS ‘repeating a process of finding a solution’ DISCOVERY Learning involves ‘repetition without repetition’ ADAPTING Learning occurs by DIFFERENTIATING between repetitions IMPLICIT learning results are better for transfer than explicit instruction Learning Environment

Learning

PLAYERS LEARNING JOURNEY

Richard Shuttleworth | Professional Coach Development Manager

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Learning Pit

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High Instability in player Actions and Outcomes VARIABLE PERFORMANCE. FAIL = First Attempt In Learning FAIL is FAILING to ADAPT MESSY Practice = NEAT Performance. Skill learning and transfer is ROBUST & ADAPTABLE Being Comfortable in the UNCOMFORTABLE Design Tactical Problems to shape player LEARNING MOMENTS.

Learning Pit

Learning Environment

PLAYERS LEARNING JOURNEY

Adaptive Learning

Richard Shuttleworth | Professional Coach Development Manager

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Performance Development Needs

Richard Shuttleworth | Skill Acquisition & High Performance Coach Development

Pe Perfo forma mance Identify performance related problems at various skill levels De Developme ment Pe Perfo forma mance Identify performance related problems at various skill levels De Developme ment Pe Perfo forma mance Identify performance related problems at various skill levels De Developme ment Pe Perfo forma mance Identify performance related problems at various skill levels De Developme ment

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Integrated Development Framework

Richard Shuttleworth | Skill Acquisition & High Performance Coach Development

Learning Environment L E A R N I N G O V E R T I M E Tactical

Tactical

Tactical

  • Tactical

Actions Fitness Preparation Behaviour

Fitness

  • Preparation
  • Actions
  • Behaviour
  • Fitness

Behaviour Actions

Preparation

Actions Behaviour Fitness Preparation E N V I R O N M E N T L E A R N I N G

ENG U17’s Academies DPP Schools

England U20’s England U18’s

England Seniors

England U16’s

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Macro & Micro Structure of Practice (Davids, Gullich, Shuttleworth & Araujo, 2017)

Rehearsal of Movement Templates Structured Play in Sport Highly Structured Practice Unstructured Practice Drills Movement Repetitions Enhance Automaticity Deliberate Practice Activities Purposeful Play Adaptive Games Small Sided & Conditioning Games Unstructured Practice & Play Leisure Physical Activity Enjoyment & Fun Early Diversification Highly Varied Activities Early Specialisation Highly Specific Activities Early Engagement

Richard Shuttleworth | High Performance Coach Development | Twitter @skillacq | Email: rick_dog7@hotmail.com

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Rehearsal of Movement Templates Structured Play in Sport Highly Structured Practice Unstructured Practice Drills Movement Repetitions Enhance Automaticity Deliberate Practice Activities Purposeful Play Adaptive Games Small Sided & Conditioning Games Unstructured Practice & Play Leisure Physical Activity Enjoyment & Fun Early Diversification Highly Varied Activities Early Specialisation Highly Specific Activities Early Engagement Direct Teaching & Instructing Verbal Feedback Passive Learning Low Task Engagement Coach-led Activities Peer Coaching Guided Discovery in Learning Active Learning TGfU Adaptive Games Constraints Based Teaching Discovery Learning Exploratory Practice Differential Learning Active Learning High Task Engagement Directing Players Search for Solutions

Macro & Micro Structure of Practice (Davids, Gullich, Shuttleworth & Araujo, 2017)

Richard Shuttleworth | High Performance Coach Development | Twitter @skillacq | Email: rick_dog7@hotmail.com

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Specificity of Transfer More time needed at Specific Transfer end at elite performance level

100% Specificity of Transfer 0% Generality

  • f Transfer

Specifying Information (Gold Standard) Low-Mid Generality No Interdependency Non Specifying Information (Less Useful) High Specificity Low Interdependency Low Generality On Field Interactive Game Play Training

Richard Shuttleworth | High Performance Coach Development | Twitter @skillacq | Email: rick_dog7@hotmail.com

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Exploratory Coaching Sailor Improvise Practice

ecological dynamics in sport

information action systems

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Creating a Need

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Designing

Adaptive Skill Games with an Adaptive Mindset

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5 Components of Performance

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Learning Environment Tactical Focus

  • Game Centred
  • Tactical Outcomes
  • Decision Making
  • Game Understanding
  • & Skill

Integrated Components

  • Interdisciplinary
  • Player Needs

Game Preparation

availability to train and play

Actions

needed to perform the skills to play the game

Behaviour

  • bservable behaviours

required on and off the field to play the game

Game Fitness

physical and physiological components needed to meet the game demands

Tactical

decisions needed to play game

Former Head of Professional Coach Development

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L E A R N I N G O V E R T I M E

Tactical

Tactical

Tactical

Tactical Actions Fitness Preparation Behaviour

Fitness

Preparation

Actions Behaviour

Fitness Behaviour

Actions

Preparation

Actions Behaviour Fitness Preparation

E N V I R O N M E N T L E A R N I N G

ENG U20’s ENG U18’s ENG U17’s ENG U16’s ENG Seniors

Academies DPP Schools

Player Learning Journey

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  • No meaningful difference exists between Super 16 teams in so far as Quantity of

training that can be completed in-season, it makes sense to maximize the Quality of training so as to Gain a Performance Edge.

  • Target Training Intensity for most Intense periods of Games and not the Average

periods based on Analysis

  • Distort the game - not mimic the game
  • Instead of ‘train like you play’ adopt attitude of ’play like you train’
  • Variation of Training loads produces superior results to Monotonous Loads

(week to week periodised)

  • As teams cannot maintain Peak Physical Conditioning for the entire length of season.

Periods are planned for both recovery and hard training (vary Intensity)

  • Dominant stress placed on players in field based, weekly physical training time

equates to around 90% (tuesday & thursday)

Tactical Periodisation Concepts

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  • Greatest transfer occurs from training to competition when skills and tactics are

rehearsed in similar physical and psychological stress to those expected in competition (principle of specificity)

  • Prevention of athlete mental and physical ‘staleness’ (vary training but keep game

principles same)

  • Reduction of injury/illness which are syndromes of overreaching and overtraining
  • Allows heavy training to take place that ultimately improves on-field performance in

finals

  • Go ABOVE game intensity to improve skills and to target physical (extensive/

intensive endurance) qualities, either running and/or contact stress.

  • Training at game pace we can maintain physical qualities, but not attain them.

Furthermore, does not improve skills. Why we need distinction between short and long turn arounds.

Training Benefits

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IMPROVEMENTS IN COACHING METHODS

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Challenges Facing Coaches

Performance Environment – ‘to win at the cost of learning & development’ Tradition & Culture - ‘resist changing our ways’ Overly Organise – ‘to minimise chances of losing’ Top Down Approach – ‘mimic parts of the senior game’ Peer Pressure – ‘perception from line managers, senior coaches, parents’ Time Constraints – ‘limited amount of time to sell so just tell’ Overly Technical – ‘at cost of skill and decision making’ Locus of Control – ‘coach-led over player-centred learning environment’ Terminology - ‘striping right back and making it meaningful’ Technology - ‘over datafication of learning and performance environment’

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engrained, rigid techniques

valleys provide movement stability and peaks movement metastability

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robust, adaptive patterns

valleys provide movement stability and peaks movement metastability

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robust, adaptive patterns

valleys provide movement stability and peaks movement metastability

adaptive, flexible, skilful

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Learning

The Learning PIT

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Text

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PRINCIPLES

PRACTICE VARIABILITY ON PERFORMANCE & LEARNING

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Learning Taking Place?

Acquisition (practice) Retention Transfer Score Rest Period

Large change Ceiling effect

Pretest Post-test Positive transfer No transfer Negative transfer

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Pressure the Skill Invite the Action

Information Game Cues Vary Start Position Vary Space Varying Problem Scale Purpose Process Outcome Cognitive Engagement Adapt Actions Create a Need Defence Trains Attack Vary Endpoint Vary Picture Rules Promote Skill Vary Time Vary Equipment Implicit Learning Explicit Learning Movement Form Movement Effect Static Cues Dynamic Cues Certainty Plan-Action Uncertainty Inter-Act Variation Intra-Inter Skill Feedback Loop Regulations Shape Skill Vary Pattern Richard Shuttleworth | Skill Design Methodology Opportunity to Act Intention Attention Opportunities Capabilities

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Feedback Loop

Amplifying the Problem

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Olympic Archery

information action systems

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Designing

Constraints to Afford

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The Athletic Skills Model: Figure 5.4

Wormhoudt, Savelsbergh, Teunissen & Davids (2017)

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Donor Sport

Affording Specific Skill Transfer

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Task

Goal/Purpose Rules and Regulations Space and Boundaries Equipment Information

Environment

Physical Sociocultural

Player

Mental Physical

Constraints Based Coaching & Nonlinear Pedagogy

Prof Karl Newell Constraints on Motor Development 1 985 Prof Keith Davids Dynamics of Skill Acquisition 2008

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Task Environment Player

Prof Karl Newell Constraints on Motor Development 1 985 Prof Keith Davids Dynamics of Skill Acquisition 2008

SKILL Perception Action

Constraints Based Coaching & Nonlinear Pedagogy

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adaptive zone

inter-action

Shuttleworth, Davids and Brymer 201 8

Traditional Approaches to Learning Formations Systems Shape Plays, Patterns Sequences Structure Principles of Play Interaction Movement Learning Process

c c

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Practice Structure Structure Davids, Bennett & Button (2008)

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Skill Acquisition

BLOCKED EARLY EXPLORING VARIABLE LEARNING TO TRANSFER MASSED RELATIVELY SMALL BREAKS HIGH RANDOM - LEARNING & PRESSURE LOW RANDOM - Serial LEARNING & PRESSURE HIGH VARIABLE & RANDOM LEARNING & PRESSURE DISTRIBUTED WELL LEARNT PHYSICAL & MENTAL LOADING INVERSE RATE OF PERCEIVED EXERTION (RPE) DISTRIBUTED NOT WELL LEARNT

cc cc

STRUCTURE

  • rder

PHYSICAL & MENTAL LOADING COUPLED RATE OF PERCEIVED EXERTION (RPE)

s e q u e n c e

Richard Shuttleworth. -Skill Acquisition Specialist AIS

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  • Purpose
  • Game ‘Needs’ Based (Learning Outcomes)
  • Pre-Planned or Emerges in Game
  • Identify Problem (Technical Actions & Tactical Actions)
  • Manipulations
  • Pre-Planned (Give Solution) or Emerges in Practice Game (Find Solution)
  • Represent & Exaggerate it
  • Game Form: Small-Large Sided, Directional etc
  • Rules & Regulations
  • Equipment - Space & Boundaries (shape, width-depth) - Numbers (less-more)
  • Decision Making (Divergent~Convergent) (Game or Drill)
  • Start Position (static-dynamic, certainty-uncertainty)
  • Ball Start Position (initial conditions)
  • Gaps (between player)

Game & Skill Zone Considerations

Richard Shuttleworth | High Performance Coach Development

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Game

Game

Game

Time Performance Learning

Practice Structure

Transfer into Game

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Task

Goal/Purpose Rules and Regulations Space and Boundaries Equipment Information

Environment

Physical Sociocultural

Player

Structural Functional

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Task

Goal/Purpose Rules and Regulations Space and Boundaries Equipment Information

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Weather patterns

Olympic Sailing

information action systems

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6 2 2 2 2 2

Olympic Waterpolo

information action systems

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Coordination Dynamics Amplifying the Problem Co-Vary COM with Boat Roll Additional Degrees of Freedom Pitch, Yaw, Sail Trim, Tiller, Rudder Learn to Unfreeze additional DoF while Co-Varying COM and Roll Fun and Enjoyment

Olympic Sailing

information action systems

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wind

Olympic Sailing

information action systems

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AIK Sweden

information action systems [4v3] Purpose Start Position Pattern Endpoint

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Olympic Sailing

information action systems

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wind tide Information-action coupling of starboard marker displacement and portside approach angle-speed variation Potential performance rate limiter being relatively large or abrupt alignment variation Variation in strength of information-action coupling for regulating action Coordination Dynamics

Olympic Sailing

information action systems

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Olympic Sailing

information action systems

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Olympic Waterpolo

information action systems

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Olympic Waterpolo

information action systems

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Olympic Waterpolo

information action systems

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Task Constraints Perception Position Pattern Power Purpose

Olympic Waterpolo

information action systems

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Dynamic Perturbation Position Pattern using Hoops

Olympic Waterpolo

information action systems

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Olympic Waterpolo

information action systems

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INTRINSIC FEEDBACK PERCEPTUAL FEEL Vision Auditory Haptic Proprioceptive COACH TO PLAYER Immediate (Hot) & Delayed (Cold) Feedback EXTRINSIC AUGMENTED FEEDBACK PLAYER TO PLAYER Peer Coaching Attack trains Defence Defence trains Attack VIDEO OBSERVATIONAL ANALYSIS Attunement Feedback to Feedforward

Feedback Loop

Information Regulates Action

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EFFECT FOCUSSED

Skilled Players Learn by ‘Doing’ - to be “Effective”