 | STOP TAKE A BREAK |
| 1. to set team or indv. challenges that emphasise session intention. Teams don't have to know each others challenge 2. to prompt players to think of strengths/weaknesses of the opposition and come up with strategies to win. |
 | FLOW ON-THE-RUN |
| talk to players on the run, without stopping the game; intervention can be loud for everyone to hear, or a quiet word to someone, on their shoulder as they play. Effective for praising, and FLOW nudging players towards opportunities for action. |
 | FISH CATCH & RELEASE |
| hook a player as the game carries on, and in 30s or less (a) prompt them to think about, & reflect on a scenario that's just occurred, (b) praise them for something they did well, or (c) challenge them further. |
 | MODIFY TWEAK IT |
| change the constraints of an activity to make it easier or more challenging; so feedback comes from the game itself. Coach can change game rules, equipment, player start positions or ball feed to prompt learning. |
 | PAUSE IN THE MOMENT |
| 1. pause on a scenario that's just occurred and in 30s or less, walkthrough it, offer hints/tips and then play live again from that scenario. 2. pause and zoom-in on a scenario, and direct attention to how it looks like something we've worked on before e.g. 2v2. Big-Small picture. |
 | RECAP FEEDBACK |
| This is how you choose to close your session. My advice is not to make it a lecture & to avoid using closed questions to check for understanding. Try ~ "in pairs, 30s to tell your partner what you think we worked on today, I'll ask one group to share it" |
 | HINTS ON DEMAND |
| Tell players that you're going to be hint/tip button for this particular activity; a bit like a video game. Help is available on demand and can be accessed when the player feels like they want/need it. Tips like 'have you tried this' or 'think about x. y or z.. are best. |