Interest in coaching and coaches, as well as coach–athlete relationships, has for a long time been a traditional and solid part of talent development literature. In recent times, talent development research has employed a holistic ecological approach and emphasized the important role of a broader athletic environment in athletes’ development and a constitutive role of organizational culture in the success of such an environment. This case study uses the holistic ecological perspective to examine coaching practices and philosophy through the lens of organizational culture in a Danish high-performance swimming environment. The environment was selected based on its performance success but also because of its nontraditional organization compared to typical Danish swimming clubs. Data were generated from in-depth interviews with six coaches, 30 h of participant observation of training and meetings, and analysis of related documents. Thematic data analysis was guided by Schein’s model of organizational culture. The findings revealed the organizational culture that incorporates specific features of coaching practices and philosophy through cultural artifacts, espoused values, and basic assumptions. In the artifacts, coaching practices were explicit (e.g. flexible training groups and schedules) and philosophy implicit (e.g. ongoing flow of feedback), while in the espoused values, coaching philosophy was explicit (e.g. swimmers as whole persons, long-term development focus) and consistent with basic cultural assumptions (e.g. swimmers’ autonomy as a basis for progress). The study revealed that the cultural lens was helpful in exploring consistency between what coaches communicate about what they do (and how and why they do it) and what they actually did (and how they did it).
In the present article, we investigate the introduction of a cloud-based video analysis platform called Player Universe (PU). Video analysis is not a new performance-enhancing element in sports, but PU is innovative in how it facilitates reflective learning. Video analysis is executed in the PU platform by involving the players in the analysis process, in the sense that they are encouraged to tag game actions in video-documented soccer matches. Following this, players can get virtual feedback from their coach. Findings show that PU can improve youth soccer players' reflection skills through consistent video analyses and tagging; coaches are important as role models and providers of feedback; and that the use of the platform primarily stimulated deliberate practice activities. PU can be seen as a source of inspiration for soccer players and clubs as to how analytical platforms can motivate and enhance reflective learning for better in-game performance.
Along with technology trends like extended reality, wearables, IoT, and exergames, new design approaches have emerged, focusing on full-body interactions by actively working with the lived body’s capacity to sense, feel, and create. Thus, designers are recommended to use movement as part of the design activity when designing for and of movement, regardless of the targeted application domain. However, designing for bodily experiences is challenging. We have identified a gap of no movement-based design framework available, including the moving body as the centre part and core material of the design processes. We recognise the human body is more than a physical object in the world, but a feeling, perceptualising body, that creates meaning in interaction with the environment. It thus frustrates and challenges us to reach a bodily grounded design process embracing the lived body. A common framework informed by the theoretical aspect of embodied cognition and the practical element of movement design can be a starting point for embodied design research. Recognising these challenges, we see a need for creating a bridge between practice and theory. Based on the bridging concept from Dalsgaard and Dindler, this paper presents a movement-based design framework to bridge the abstract idea of embodied cognition theory with the 4E perspectives of embodied, embedded, enactive and extended and concrete movement-based design practices. We created a movement-based design framework structuring the movement-based methods of different perspectives. The 4M model we propose contains three types of facilitator-mediated methods: 1) Mood-setters stimulating a creative body being, 2) Movement-based design methods for creating immersion in creative bodily activities, and 3) Movement concepts as knowledge and evidence for developing and validating movement artefacts. Besides the facilitator cards, the participants have access to Modifiers that can be used in conjunction with the other methods as creative inspiration for exploring, trying, or performing new movement possibilities.
This paper addresses the use of technology as an add-on to traditional and well-known dynamics of play. By introducing the process of development simulated by the interactive trampoline, this paper seeks to emphasize the relationship between physical activity, safety and sociality as important issues for future development of interactive design for play practices.
In the present article, we investigate the introduction of a cloud-based video analysis platform called Player Universe (PU). Video analysis is not a new performance-enhancing element in sports, but PU is innovative in how it facilitates reflective learning. Video analysis is executed in the PU platform by involving the players in the analysis process, in the sense that they are encouraged to tag game actions in video-documented soccer matches. Following this, players can get virtual feedback from their coach. Findings show that PU can improve youth soccer players' reflection skills through consistent video analyses and tagging; coaches are important as role models and providers of feedback; and that the use of the platform primarily stimulated deliberate practice activities. PU can be seen as a source of inspiration for soccer players and clubs as to how analytical platforms can motivate and enhance reflective learning for better in-game performance.
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