Sport, Recreation and Coaching: Session Planning

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Vocabulary and key concepts from lecture notes on sports session planning, SMART goals, session components, and inclusive practice.

Last updated 10:59 AM on 8/2/26
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18 Terms

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Cognitive, Associative, Autonomous

The three levels of participant learning identified in pre-planning considerations.

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Specific (SMART)

The goal is concrete and tangible so that everyone knows what it looks like.

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Measurable (SMART)

The goal has an objective measure of success that everyone can understand.

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Attainable (SMART)

The goal is challenging, but should be achievable with the resources available.

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Relevant (SMART)

The goal meaningfully contributes to larger objectives like the overall mission.

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Timely (SMART)

The goal has a deadline or a timeline of progress milestones.

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Skill Development

A component of the conditioning phase involving direct based coaching with 11 to 22 drills working on a specific skill.

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Game Sense

A constraints based coaching method using games to work on skills within a game setting, such as a 3 v 23 \text{ v } 2 drill.

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Low intensity aerobic activity

The first component of a warmup, such as a light jog, used to increase body temperature and heart rate.

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Sport Specific movements

Low intensity tasks that mimic the movements of the game as part of a warmup.

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Active Cool Down

Lowering the intensity of the movements completed in the session, such as a light jog or walk.

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Passive Cool Down

Stretching at the end of a session to prevent muscle tightness and soreness.

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Debrief

A session component where the coach recaps the session, asks if goals were achieved, and identifies what was done well or needs work.

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Proprioception

One of the five benefits of a warmup, remembered by the mnemonic 'Passes'.

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Waste products (CO2CO_2)

Materials removed from muscles during a cool down to aid recovery.

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C.H.A.N.G.E. I.T.

A mnemonic for inclusive practice: Coaching style, How you score/win, Area, Numbers, Game rules, Equipment, Inclusion, and Time.

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Area (CHANGE IT)

Increasing or decreasing game challenges by changing the size or shape of the playing area.

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Inclusion (CHANGE IT)

Engaging players in modifying practices to encourage ownership and considering what a player can do rather than what they can't.