MODERN COACH
PLAYER-CENTRED
‘= The playe’'s innate potentials valued
Collaborative tearing withthe coach
+ Players empewored through involvement
DEVELOPMENT FIRST
* Long term development strategy
‘+ Recogrizes the time it takes to develop
‘+ Model with progressive curiculum
* Children are alowed to be children
+ Players experience al positions
* Allplayers gota fair chance
‘+ More rounded, creative players
HAS A PLAN
‘+ A.complete Mace! for Optimal Development
= Age-oriented curtieutum
‘Step by step approach to coaching
* Covers all topics comprehensively
‘+ Players can roach their full potential
GAME-ORIENTED
"Global Method (Games) for “open” skits
* Integration of technical, tactical, physical end
Ccoantive elements of the game
* Teaching Games for Understencing (TGIU)
‘= Sirmpfied Games at the heart of taining
= Exercises for correction ater the came
"Greater motvation for players in training
+ Greater transfor to tho real game
GUIDED DISCOVERY
= Active lanening
Disiogue
Effective questioning
Deeper learning experience:
Greater retention of learning
+ Create Decision Makers
TRADITIONAL COACH
COACH-CENTRED
+ The player is considered an “Empty vessel"
1 The Coach as the fent of all wisdom
* Players are not as engaged
WINNING AT ALL COSTS
"Shot term wining all important
+ Must have immediate results on the pte
+ The next game is all that matters
* The adult game is forced on chleren
+ Early specialization to win garnes
* Bigger stronger players get most play
* Obedient competitors but lacking in flair
RANDOM TOPICS ONLY
RELATED TO WINNING
+ collection of hint, thos and ails
"Not usually age-appropriate
+ Pressured approach to winning
* Topics mainly related to wining
+ Talent is often wasted
DRILLS ORIENTED
"Analytical Method (Drits) or “ctosed” skills
* Segmentation of each element
+ Conditioning using exercises
+ Game usually a5 a reward at the end
+ Conditioning drils before the game
+ Litle motivation for layers in traning
+ Poor transfer to the real game
INSTRUCTIONS
1 Passive Learning
+ Monologue
+ One-way iestuctions
* Often counterproductive
* Poor retention of leering
+ Create obediont robatic players