This study used a modified multiple baseline approach across groups to determine the effects of a creative problem‐solving intervention series on the game‐play decision making of university badminton students. All subjects were videotaped five times (once per week) in five‐minute game play sessions with the same partner each time. One group (experimental) underwent creative problem‐solving interventions on a weekly basis. Following the interventions and videotaping, each five‐minute segment was coded via computer for frequencies of occurring tactical decisions. Results suggest that although certain categories did not generate positive support, the experimental intervention tended to continually improve decision‐making in the most strategic categories (running opponents and jamming them) during game play in badminton.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.