In-session feedback is a powerful way to improve development and performance. It’s called augmented feedback and Chris Stabler explains here how to use it.

Augmented feedback is where you give feedback during a training session, particularly in the moment. It is different to feedback given after the session.
It allows the players to become active participants when improving their performance. The feedback can be instant, variable and adaptable to what is happening.
However, it is not suitable for every player. It is most effective when your players are in the associative/autonomous phase of learning.
That is when the players have begun to perform skills and movement patterns subconsciously or are beginning to link movement patterns with outcomes in a dynamic environment, such as playing in a game.
Players receive intrinsic feedback when they have a good knowledge and experience of the game. Intrinsic means responses to how they feel, what they see and hear and their awareness of body movements.
Your ‘augmented’ feedback supplements that feedback. If they are still ‘learning’ the skill, it is harder for them to have that intrinsic feedback, and progression is likely to be coach-led, instructional and directive.
Let’s split the augmented feedback into two types:
For example, if I were to give feedback on a player’s catching success during a training game, I might refer to the result or outcome by letting them know that they had four successful attempts but dropped three passes.
Alternatively, if I were to give feedback on the performance or process, I would let that particular player know that they dropped their hands towards their waist three times before receiving the pass, leading to a knock-on.
The player’s specific needs, the amount of knowledge and experience they have and their individual mindset should help to determine whether you should give feedback on the process, the outcome or a balance of both.
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