AU2014203093A1 - A Method and System for Tracking Skill Development - Google Patents

A Method and System for Tracking Skill Development Download PDF

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AU2014203093A1
AU2014203093A1 AU2014203093A AU2014203093A AU2014203093A1 AU 2014203093 A1 AU2014203093 A1 AU 2014203093A1 AU 2014203093 A AU2014203093 A AU 2014203093A AU 2014203093 A AU2014203093 A AU 2014203093A AU 2014203093 A1 AU2014203093 A1 AU 2014203093A1
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skill
score
player
players
personal best
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Michael Robson
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COOEEE Pty Ltd
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Abstract

Abstract A method for tracking skill development, the method including the steps of, in a processing system: receiving a score, the score being associated with a training cycle of a skill; comparing the score with a previous score, the previous score being associated with a previous training cycle of the skill; and, determining a personal best score for the skill. Figure [1]

Description

A Method and System for Tracking Skill Development Technical Field [0001] The invention relates to a system and method for tracking skill development, and in one particular example, for generating various measurements of skill development. Background Art [0002] Any reference herein to prior art is not intended to imply that such prior art forms or formed a part of the common general knowledge in Australia or any other country. [0003] Presently, all sporting activities have training or coaching methods to improve player/athlete performance. [0004] A coaching or training method generally includes providing players/athletes with specific training to improve certain techniques. In soccer or football, for example, training sessions can include a player being shown a particular move via a demonstration by the coach, the player then being requested to duplicate the move, and then requested to repeat the specific move in order to practice and improve. Future training sessions can also include the use of the specific move in small sided games against other players. [0005] In the particular example of football (also known as soccer in some countries), there are football coaching schools or academies in almost every country in the world. Currently, the FIFA (Federation International de Football Association) membership stands at 209 countries. Although some schools focus on a particular style of football (for example, Brazilian Coaching School), training methods can vary depending on coaches, players, and the particular competition. [0006] Typically, training methods are very successful in the initial stages of their rollout to players. In fact, most players benefit from the additional training sessions and the learning of new skills. However, performance improvement is often subjective and further, it is typically difficult for players to reproduce skills learnt in a training session when playing in a game. 1 [0007] Additionally, it is often the case that as measurable performance improvement in a game is not available and not provided, players are often unable to track their performance in order to determine whether there has been any improvement in their skills/ability. As players can not track their performance, they typically don't know when their skills have plateaued, and thus can become frustrated with training methods and coaching schools. [0008] Thus, there is required a method and system for tracking skill development in order to ameliorate the problems discussed above, or to provide alternative arrangements. Summary of Invention [0009] In one example, there is provided herein a method for tracking skill development, the method including the steps of, in a processing system: receiving a score, the score being associated with a training cycle of a skill; comparing the score with a previous score, the previous score being associated with a previous training cycle of the skill; and, determining a personal best score for the skill. According to another example, the method includes repeating one or more of these steps to determine top three personal best scores for the skill. [0010] According to another example, the method further includes combining the top three personal best scores for the skill to obtain a total personal best score for the skill. [0011] In yet a further example, the method includes: receiving a plurality of total personal best scores associated with a respective plurality of players; and, ranking the plurality of players for the skill in accordance with the total personal best scores. [0012] In another example, each of the plurality total personal best scores is associated with a time of achievement, wherein if two players have equal total personal best scores, the method includes ranking a player with an earlier time of achievement of total personal best score higher than another player of the two players. [0013] According to another example, the method includes calculating the percentage change between personal best scores to track skill development. 2 [0014] In yet a further example, the method includes displaying the change in personal best scores on a display, the change in personal best scores being displayed in graphical format. [0015] In a further example, the method includes generating a notification if a new personal best score has been achieved. [0016] According to another example, the skill is a soccer or football skill, and the skill can include any one or a combination of: a drill, a skill or move or any type of soccer or football skill. [0017] In a further example, the method includes providing access to the tracking of skill development via a graphical user interface, the graphical user interface being visible on a remote terminal. [0018] In yet another example, the method includes providing access to tracking of skill development to one or more users, the one or more users including any one or a combination of: players; coaches; player managers; and, player guardians or relatives. [0019] There is further provided herein a system for tracking skill development, the system including a processing system being configured to: receive a score, the score being associated with a training cycle of a skill; compare the score with a previous score, the previous score being associated with a previous training cycle of the skill; and determine a personal best score for the skill. [0020] According to another example, there is provided herein a computer program code including at least one instruction which, when loaded onto a computing system, causes the computing/processing system to carry out a method in accordance with any one of the methods described herein. [0021] It can be appreciated that any of the features described herein can be used in any combination. Brief Description of Drawings [0022] A specific embodiment of the invention can now be described below with reference to the accompanying drawings in which: 3 [0023] Figure 1 is a flow diagram of an example process of the system and method for tracking skill development described herein; [0024] Figure 2 is another flow diagram of an example process of the system and method for tracking skill development and further shows an example of calculating personal best results described herein; [0025] Figure 3 is a schematic of an example distributed system of the system and method described herein; [0026] Figure 4A is a schematic of an example point scoring system and goalmouth setup for the system and method described herein; [0027] Figure 4B is another schematic diagram of an example training setup for the system and method described herein; and, [0028] Figures 5 to 36 show example screenshots of an implementation of the system and method described herein, where the system and method is at least partly implemented as a website or web application. Description of Embodiments [0029] An example method for tracking skill development is shown in Figure 1. [0030] Figure 1 shows at step 100, receiving a score, where the score is typically associated with a training cycle of a skill. At step 110, the score can be compared with a previous score, where the previous score is typically associated with a previous training cycle of the skill, and at step 120, a personal best score for the skill can be determined. [0031] According to a further example, the process can include repeating steps 100 to 120, in order to determine the top three personal best scores for the skill. [0032] Thus, for example, a training cycle can include performing a training program over a period of time. According to one particular example, as described below, a cycle can include a five week training program, where a personal best score is determined for a particular skill after the sixth week cycle has been completed. The five week training program and then be repeated, such that, further personal best 4 scores can be determined, including, and not limited to, the top three personal best scores for the skill over all completed cycles. [0033] Figure 2 shows a further example of a method for tracking skill development where at step 200 the top three personal scores for a skill are determined, and the top three personal best scores are combined to obtain a total personal best score for the skill. Thus, for example, at step 210 a total personal best score for that skill can be determined for a first player, at step 220, the first players' total personal best score is compared to a second player's and at step 230 the first and second players can be ranked accordingly (typically ranked with respect to each other). [0034] Thus, the presently described system and method can include receiving a plurality of total personal best scores associated with a respective plurality of players, and ranking the plurality of players for the skill in accordance with the total personal best scores [0035] According to one particular example, each of the plurality total personal best scores can be associated with a time of achievement, wherein if two players have equal total personal best scores, the process can include ranking a player with an earlier time of achievement of total personal best score higher than another player accordingly. [0036] The method can also include calculating the percentage change between personal best scores for a player, to track skill development, and displaying the change in personal best scores on a display (further described below), where the change in personal best scores can be displayed in graphical format/representation. Thus, the graphical representation can provide an image which shows the changes in skill development, and thus can track skill development over time, for example. [0037] Thus, the method can includes providing access to the tracking of skill development via a graphical user interface, the graphical user interface being visible on a remote terminal. Furthermore, the method can also include providing access to tracking of skill development to one or more users of the system. The users can include any one of one or more players, coaches, assistant coaches, player managers, team managers, player guardians (such as parents), and the like. 5 [0038] The method described herein can also include generating a notification if a new personal best score has been achieved. The notification can be provided to the player or any other user of the method/system electronically, such as via a short message service (SMS), electronic mail (Email), via a smart phone application, or any other electronic means. [0039] Thus, for example, in a training session, as a coach updates players skill development data to the system (such as a score for a particular skill or the like), if the player has achieved a personal best score, the player can receive immediate notification on their personal mobile device (such as their phone), and/or their account on the system can be updated such that the player can have immediate access to their training data after the training session. [0040] As further described herein, the processes of Figures 1 and 2 can be used to track soccer or football skill development. These are described further below and can include skills such as a specific move or a combination of a move and drill or a drill or any other soccer or football skill. [0041] The processes of Figures 1 and 2 (and other processes described herein) can be implemented by one or more processing systems. Figure 3, shows an example of a distributed network 300, which can include a plurality of computer/processing systems 305/310, connected via a network 315. [0042] In this particular example, the processing system 310 can implement the processes outlined in Figures 1 and 2, where a user can have access to the process described herein via a main or server processing system at 310 or via any other form of user terminal/device 305. The main processing system 310 is in this example, connected to a database or data store 320. However, it will be appreciated that the data store can be any form of device/system which can store data or include a database such as any form of memory, cache, or data cloud. [0043] Notably, the processing systems 310/305 can be any form of processing systems including a desktop or server system, a laptop, tablet or mobile telecommunication device with or without their own data stores and/or with or without access to external data stores. Additionally, the processing systems 210/205 can include display devices such as monitors or the like, and other input/output devices 6 such as a mouse, keyboard, infrared or Bluetooth detection capabilities, cameras, or the like. [0044] It will also be appreciated by persons skilled in the art that the network 315 can be any type of Internet, Intranet, WAN, LAN, or the like. Furthermore, computer/processing systems 305/310 can be any type of user processing system, server system, or the like. [0045] Thus, for example, in the distributed network 300, the processing system 310 can, together with the data store 320, keep player training data such as scores/measurements related to one or more skills for one or more players, during one or more training cycles (and further including, as described herein personal best scores, total personal best scores, and the like). Thus, one or more users can log into the system via a web portal, intranet, website, mobile device or mobile application or the like (typically presented via a graphical user interface) in order to access, view, or update the training or game data. An example website is further provided below. The one or more users can log in remotely via user terminals 305, for example. [0046] Notably, reference has been made herein to a website and software application. It will be appreciated that the website and software application may be written in any appropriate computer language, and arranged to execute on any suitable computing hardware, in any configuration. The website and software application may be a stand-alone software application arranged to operate on a personal or server computer, or a portable device such as laptop computer, or a wireless device, such as a laptop, tablet PC, or a Smart Phone, such as the processing systems discussed above. [0047] Accordingly, the website or software application may be an application arranged to operate on a central server or servers (as discussed above). The application may be accessed from any suitable remote terminal, through a public or private network, such as the Internet, or the like. [0048] Where the software application interfaces with another computing system or a database, the data may be communicated via any suitable communication network, including the Internet, a proprietary network (e.g. a private connection between different offices of an organisation), a wireless network, such as an 802.11 standard 7 network, or a telecommunications network (including but not limited to a telephone line, a GSM, CDMA, EDGE, 3G or 4G mobile telecommunications network, or a microwave link). [0049] It can also be understood that the embodiments described may be implemented via or as an application programming interface (API), for use by a developer, or may be implemented as code within another software application. Generally, as software applications include routines, programs, objects, components, and data files that perform or assist in the performance of particular functions, it can be understood that a software application may be distributed across a number of routines, objects and components, but achieve the same functionality as the examples described herein. Such variations and modifications would be within the purview of those skilled in the art. Examples of Personal Best Calculations for Football [0050] According to one particular example, the method and system described herein can be provided for the sport of soccer or football (herein referred to as football more generally). It will be appreciated however, the system may be provided for other sports or activities which would be seen by persons skilled in the art to fall within the scope of the present description. [0051] Thus, there is provided herein, in one example, a system and method, which can provide performance improvement and can track the personal best performance of each player against each skill-move or drill in the sport of football. The system can measure the player improvement, the class performance, coach performance and then the school performance. Additionally, the system can also track the performance improvement per skill-move, or drill and the performance improvement of the left or right foot of a player. Each skill-move or drill can be measured against the previous result of that skill-move or drill, which can be based on a result per cycle. [0052] In a further example, in each cycle there can be a certain amount of skills, skill- moves and drills. Accordingly, the system can measure/track a player's skill improvement/performance on numerous levels, including but not limited to: 8 Skill-Moves - can be scored based on the player's accuracy of shot on goal and on his ability to do a move. The scoring can include a 0 for inaccurate, 1 for being on target, 2 for scoring in the Gold zone, and an additional point for execution of the specific skill-move. Thus the total maximum points achievable for one execution of the skill-move is typically 3 points. These skill-moves can be executed 5 times on the left foot and 5 times on the right foot. The left and right foot data is typically retained in the database for future performance reviews. The system calculates the total for the left foot and the total for the right foot. The system further calculates the combined total of the left and right foot score. Drills - can be scored based on the player's accuracy of shot on goal for a specific drill. The scoring can include 0 for inaccurate, 1 for being on target, 2 for scoring in the Gold zone. Thus the total maximum points achievable for one execution of that Drill is typically 2 points. These drills can be executed 5 times on the left foot and 5 times on the right foot. This left and right foot data is retained in the database for future performance reviews. The system calculates the total for the left foot and the total for the right foot. The system further calculates the combined total of the left and right foot score. Game performance - goals - Each week a player can enter their data in relation to game performance results. This can include the number of goals scored, shots on goal, penalties, offsides, cards received and Goal assists. The data can be retained in the database and the system can calculate: o Average goals per game. This measurement can provide a consistent measurement of overall performance that can be compared to every other player in the school and other players within the system. The system can calculate the average goals per game by dividing total goals by total number of games. Half games and or playing up are typically not counted unless the player scores in that game. In this example, a 15 minute run is typically not enough time on the field to count as a game. 9 [0053] Accordingly, the presently described system and method can: - Calculate the percentage of accuracy by dividing the number of shots on target by total shots - Calculate the conversion rate percentage. Divide the goals scored by total shots - Tally the sum of each weeks goal assists count into a monthly total and a season to date tally - Tally the sum of each weeks goal count into a monthly total and a season to date tally. - Display all measurements, measurement comparisons, and other data in game performance. [0054] According to one particular example, the method and system described herein can analyse the total of each skill-move and drill and determine the top 3 results over all of the cycles. The top result can be classified as Personal Best 1 (PB1), the second best result can be classified as Personal Best 2 (PB2) and the third result can be classified as Personal Best 3 (PB3). [0055] In yet a further example, at each subsequent training cycle of the same cycle (i.e. cycle 1 can be compared to the second cycle 1, 5 weeks later) the system can compare the current result with the personal best results and if a PB is bettered, then the system can emulate a sound (probably a cheer - note there can be a different sound for PB1 and PB2 and PB3 - three sounds in total) or any other notification (which can be an electronic notification) so that the player is aware they have achieved a new PB. There can also be a sound or notification for when a player equals a PB. This can occur even before the end of a set of 5 shots, for example. It will be appreciated that this method of communication can provide a player with extra incentive to better their PB. [0056] Typically, the PB is calculated only against a specific skill-move or drill. In one example, the comparison only occurs every 5 weeks for that skill-move or drill. So it can take a minimum of 15 weeks before a full set of PB's can be calculated. 10 [0057] As described herein, the system and method can include implementation of a website which can allow players, coaches, and other party's access to the training data collated. In one particular example, the system can include providing a player dashboard with leader tables for particular skills. [0058] From the calculation of various personal bests, the system and method described herein can generate a skill-move class leader table. Thus, each players' top 3 PB's can be added together to give a total PB score for each skill-move. In one example, the maximum PB for one skill-move is 30 thus the maximum points possible for the combined total is 90 for each skill-move. Once a player reaches this maximum score they can move to the next level. [0059] According to one particular example, if two players have the same total, then the player with the oldest date for the PB1, for example, can be ranked higher as that player achieved that PB1 before the other player. Accordingly, all of the skill-move PBs are summed to provide a total score for skill-moves for PB1, PB2 and PB3. The process can then include summing all of the skill-moves PBs to provide a skill-move total-PB -score for skill-moves. This total is then sorted highest to lowest to create the player ranking for a skill-move table of player rankings. [0060] Another player-leader table which can be generated can include a drills class leader table. Each players top 3 PB's are added together to give a total dills PB score. In this example, the maximum PB for drills is 20 thus the maximum points possible for the combined total is 100. Once a player reaches this maximum score they can move to the next level. Similarly, for generating the drill leader table, if two players have the same total then the player with the oldest date for the PB1 can be ranked higher as that player achieved that PB1 before the other player. Accordingly, then all of the drill PBs are summed to provide a total score for drills for PB1, PB2 and PB3. Accordingly, all of the drills can then be summed to provide a drill-total-PB score for drills. This total is then sorted highest to lowest to create the player ranking for the drill table. [0061] Another example of a player-leader table which can be generated includes an overall class leader table. In this example, the system can sum the skill-move-total PB-score and the drill-total-PB-score. This total can be classified as the players 11 overall-class-PB-score. As in the examples before, this total can also be sorted highest to lowest to create the player ranking for the overall table. Thus, if two players have the same total then the player with the oldest date for the PB1 can be ranked higher as that player achieved that PB1 before the other player. [0062] Notably, the graphical user interface which provides the leader tables can include a selectable drill leader table, where an individual skill-move or drill can be selected from a drop down menu or the like and the calculation methods above can be used to calculate the leader table ranking for the selected skill-move or drill. [0063] The system/method described herein can also generate a coach class performance leader table. In this particular example, the calculation of the coach class performance leader table can take into consideration that players can miss a training session or could be late and miss a skill-move or drill. Thus, for example, in a normal week with all players at training, the system can sum the combined totals for all players for a specific skill-move. (The maximum is 30 point per player times 6 players equal 180 points). The combined totals for all players for a specific skill-move can be recorded in the system as the coach performance score for that particular skill-move for that cycle and that date for that class. [0064] Thus, in a further example, in a normal week with all players at training, the system can sum the combined totals for all players for all skill-moves. In this example, the maximum is 30 point per player times 6 players' times 3 skill moves, which equals 540 points. The points can be recorded in the system as the coach performance score for skill-moves for that cycle and that date for that class (example 275 points). [0065] Accordingly, the system can analyse the total score and compare it to the previous cycle score (example 250). The system can then calculate a percentage change between the current cycle score and the previous cycle score. Typically this can include taking the current cycle score and subtracting the previous score and then dividing by the previous score and multiplying by 100. Thus, for example, 275 250=25, divided by 250 then multiple by 100 = 10% improve between cycles. Thus, the system can generate a graphical representation of the improvement, which can show 250 then 275 and thus show an increase in performance. 12 [0066] Additionally, in a normal week with all players at training, the system can sum the combined totals for all players for a specific drill. In this particular example, the maximum is 20 points per player times 6 players, which equals 120 points. The combined totals for all players for a specific drill can be recorded in the system as the coach performance score for that particular drill for that cycle and that date for that class. [0067] In a further example, in a normal week with all players at training, the system can sum the combined totals for all players for all drills. In this particular example, the maximum is 20 point per player times 6 players' times 5 drills moves, which equals 600 points. This can be recorded in the system as the coach performance score for drill for that cycle and that date for that class (example 300). [0068] Accordingly, the system and method described herein can analyse this score and compare it to the previous cycle score (example 280). It can then calculate a percentage change between the current cycle score and the previous cycle score. In this example, this can include taking the current cycle score and subtracting the previous score and then dividing by the previous score and multiplying by 100. E.g. 300-280=20 then divided by 280 then multiple by 100 = 7.14% improve between cycles. [0069] Thus, the system can generate a graphical representation of the improvement, which can show 280 then 300 and thus show an increase in performance. Notably, in a normal week with all players at training, the system can sum the totals of all skill moves and all drill. In this example, it would be (275+300) = 575 compared to previous total (250+280) = 530. Thus 575-530 = 45 divided by 530 times 100 = 8.49% improvement. This can be recorded in the system as the coach overall performance score for that cycle and that date. [0070] According to one particular example, for each class performance measurement, the system can also use a system traffic light report codes system for quick and easy identification of performance. A small green circle can be displayed for all performance increase above 2.5%. [0071] Notably, the above example of 8.49% would have a green light next to the result as it is above 2.5%. A small orange circle can be displayed for all performance 13 improvement above 0% and 2.499%. A small red light can be displayed for all negative performance. [0072] Notably, in a week where a player or players miss training, the system can, for the missing player or players, replace their missing data with their previous data. This can neutralise the impact of the missing player. Thus, the calculations described above can be performed accordingly. [0073] In yet a further example, the system can provide competition against other players in the class, over who is scoring the most goals in a game. Each week each player can submit their individual game performance. The system can check that each player has submitted their performance. When all data entry is completed, the system can rank the performance and post the month to date results for the class. [0074] The system can also provide awards to leaders of the various leader tables described herein, where the awards can be at a particular period of time such as a monthly award, an end of season award, or the like. The award can include a virtual award, provided to the player via a player's account on a website, for example. [0075] Thus, for example, at the end of each calendar month, the system can close the monthly competition and post the Class Golden Boot Player of the Month. This can be calculated by the player who has scored the most goals for that month. If two players have scored the same amount of goals, the system can analyse the goal assists of the two players, and the player with the highest goal assist can be awarded the Class Golden Boot Player of the Month. If two players have scored the same amount of goals and have the same number of goal assists then they are Jointly Class Golden Boot Player of the Month. In yet a further example, each Class Golden Boot players of the month can receive a virtual Golden Boot award i.e. an award (a specifically design image - i.e. a jpeg file) that is displayed on the website only. [0076] Thus, for example, at the end of a season i.e. after the last grand final has been played for that season, the system can close the season Golden Boot competition. The system can analyse the data and determine the player with the most class monthly awards for the season in the class. The player with the most class monthly awards can be awarded the Season Class Golden Boot Player of the season. 14 [0077] Notably, if two players have the same number of monthly awards then the system can calculate a count of total goals scored for the season. The player with the most class monthly awards and the highest goals count can be awarded the Season Class Golden Boot Player of the year. If two players have the same monthly awards and the same number of goals then the system can review the number of games played. The player with the fewer games means that their average goals per game can be higher and therefore they can be awarded Season Class Golden Boot Player of the year. If this is equal then the system can review goal assists. The player with the most goal assists can be awarded the Season Class Golden Boot Player of the year. If this is equal then they can be awarded joint winners. Notably, a graphical representation of the season or monthly results can be provided, as required. [0078] The same calculation method can be extrapolated for the School Golden Boot Player of the Year award. In one example, this can be the major yearly award. [0079] It will also be appreciated that by providing virtual and/or physical awards, the system and method described herein can provide a gamification between different players, coaches, assistant coaches, and the like. Further Examples [0080] It can be appreciated that the system and method described herein can provide a method for measuring user participation and performance, where the system can provide a football striker training program arranged to provide measurable performance of a player wherein the player is aware of their previous personal best performance for a particular skill-move or drill and the player is encouraged to improve on that performance in each relevant training session. [0081] According to one particular example only a sub-set of skill-moves, drill or strategy in the training program is typically available to be used during a training session. The sub-set of skill-moves, drill or strategy may be selected from the database of skill-moves, skill, drill or strategy according to a training schedule. [0082] It can be further appreciated that the method can include the set-up of the training ground in a manner that allows performance and accuracy of a sub-set of skill-moves, drill to be specifically measured during a predetermined session. 15 [0083] As discussed herein, measurement of scores for various skill-moves can include different levels of measurement depending on the skill-move or drill or being practiced. The score can be attained through various measurement indicators such as time. Scores can also be determined by measuring the accuracy of a shot on goal. In this example, the predetermined drill is measured against the accuracy of the shots on goal and this may include up to 5 shots on goal and may include left and right handed shots on goal. In one embodiment a player can score zero for missing the target, 1 point for hitting the target and missing the keeper cone, and 2 points for hitting the 2m sweet spot, which herein is referred to as the Gold Zone. [0084] An example of how a score can be attained by a player in a football training session is shown in Figure 4A. In this particular example, a training ground set-up is as follows: the width of the goal mouth is 7.32m. At a point 2 metres in from both ends of the goal mouth a coloured cone is placed on the ground, which is identified as the Goal Zone and, in this example is worth 2 points, if the player is able to score in this zone. A keeper cone is placed in the middle of the goalmouth. If this is hit when a player shots then a zero score is registered for that shot. If the shots misses the goalmouth completely a player would score zero points. If a player's shot is in between the 2 cones that measure the gold zone and the shot does not hit the keeper cone, then the players is scored 1 point. A player is required to perform a pre determined task which concludes with a shot at goal. [0085] In this example, the accuracy of the shot is observed by the coach and a record of the accuracy score is recorded, being either 0, 1, 2. A player is required to repeat the same pre-determined task a total of 5 times on their left hand side and 5 times on their right hand side. A total score for each side is calculated and recorded. The combined total for both sides is calculated and recorded. The combined total is compared to previous combined totals for that sub-set of skill-moves, drill to determine if that training session result for the sub-set is a top three result. If the result is a top three result, it is classified as a Personal Best level 1, 2 or 3 and the player is recognised as achieving a PB (personal best) score, as discussed herein. [0086] According to yet another example, the player may be required to execute a move and beat an opposition player; the opposition player may be in the form of a witch's hat cone or a physical opponent. Successfully beating the opposition player 16 using a move scores 1 point, the player then has to shoot at the goal. The accuracy of the shot is observed by the coach and a record of the accuracy score is recorded, being either 0, 1, 2. Thus for skill-moves a player can score from 0 to 3 points. [0087] Figure 4B shows an example layout of a training area in football. In this particular example, the following reference numerals represent various training areas, including and not limited to: 1. Goals post 2. Goals scoring sweet zone 3. Witches hat representing the keeper. 4. 6 yard Penalty area 5. 18 yard Goalie area 6. Penalty Spot 7. Witches hat representing a defender 8. Poles representing a Defenders wall 9. Juggling Run [0088] Notably, the initial training practice may comprise a video session which may be a pre-determined sub-set of moves, skill and drills. The performance is measured and recorded for future reference and comparison. [0089] As discussed herein, the scores can be stored in a database or data store and can also be interrogated and analysed too provide key performance indicators for a player. The Key performance indicators may be accessible by the players, parents, coaches and other interested parties via a secure role dependent login to the website. Notably, if users of the system and method described herein have different roles, then they may also be provided with varied access. Thus, for example, not all users would have access to all data. [0090] Accordingly, the presently described system and method can provide training which can provide striker strategy, including best positioning for a striker, being marked by the opposition strategy, runs to earn a penalty, beating offside, and the like. [0091] The system and method described herein can also provide data that measures the performance of a coach with a particular or multiple classes. A traffic 17 light system (as previously described, where providing a green indicator represents good and improving, orange or amber for a player showing only moderate or little improvement and red for a player not improving or going backwards). The traffic light system can elevate to a class so that a coach's performance can be gauged. If a coach is slowing amber or red on multiple classes then intervention can be instigated. Example - Striker Training and Performance Management System. [0092] According to one particular example, there is provided herein a system and method for providing a performance measurement for specific skills of a player. In one example, the training system includes a Key Performance Indicator system to create interest and provide an incentive for a player to participate and improve in the training system. [0093] According to a further example, the striker training and performance management system operates during defined periods of time. That is, the program can, for example, run over 42 weeks via a 5 weekly cycle and consecutive 5 weekly cycles. The yearly plan is 3 x 5 week cycles then 1 video session a further 3 x 5 weekly cycles, then 1 video cycle and then 2 X 5 weeks cycles. Total 42 weeks. The program is designed to reach maximum potential after a 3 year period via a yearly increase if level of difficulty to score a goal. [0094] In one particular example, the system and method described herein can be conducted in a short period e.g. during school holiday seasons and or public holidays. [0095] In yet a further example, the system can offer different rewards for performance improvement. For example, the system can monitor different skills or drills or can measure the skill level via a different mechanic / terminology than a player's personal best. If, the performance data is uploaded to a website, the system may automatically initiate an electronic direct mail (EDM) in an attempt to attract more players / coaches to the site. Alternatively, the system can monitor performance with a keeper in goal. 18 [0096] Accordingly, the system and method described herein can stimulate, improve player performance or encourage players to train more frequently, thereby improving an individual skill, or side of foot performance. [0097] In the example of football training, an example training system can include warm-ups, skill development, practice of skill-moves including shooting at goal, practice of drills including shooting at goal, and small sided game exercises including shooting at goal. [0098] In football training, for example, skills often include a definitive set of skills ideal for strikers. This can include, for example, 5 different types of skills, such as, for example trapping a high ball with a soft dead pan foot, plus 4 levels of juggling plus 3 levels of speed development. Skill-moves typically include a combination of a skill and or a move to improve the likelihood of scoring a goal. This can include many different types of skill-moves, such as, for example a scissors move. In this skill, a player with the ball in movement typically moves his foot to circle the ball, this movement acts as a feint and is designed to confuse the defender into being unsure which way the attacker is going to go. The move can be further enhanced by using both feet. [0099] In yet a further example, a drill can be used to improve the accuracy of shooting and increasing the likelihood of scoring a goal. Examples of different types of drills can include, for example, where a player has to beat a keeper one-on-one or when a player has to beat a defender one-on-one and then shoot to score. [0100] According to one particular example, the virtual award is an image of the award that is displayed on the website, and can include the image of a badge or the like (for example). However, it will be appreciated that the virtual award can include a voucher (such as an online shopping voucher, for example), or any other type of virtual award. [0101] It will be appreciated that the presently described system and method can provide a process of the training, which can, in one example, ensure consistency of performance and a method of recording results and measurement of performance improvement for a player. Typically, as discussed herein, the training schedule which details particular elements is conducted in a cycle of a number of weeks. In one 19 particular example, the cycle is a five week cycle, where the program is repeated every week for five weeks. Notably, the training cycles and schedules of skill-moves and drills are typically predetermined. [0102] There is further provided herein a system and method where specific measures can be obtained for each skill, skill-move and drill, for football training. According to one example, the measurements are typically recorded and in a further example, the elements are video recorded. In the examples provided, the personal best scores (PB1, PB2, and PB3) are recognised as the best measurements of performance for a particular skill, skill-move or drill. Thus, a player's individual performance can be repeatedly measured, recorded, reviewed, extrapolated and displayed as a Personal best - level 1, 2 and 3 for a number of pre-determined exercises. [0103] According to one particular example, each of the website users can be set-up as a role within the system. A role can have various levels of access and display features i.e. certain roles can view specific data other roles may or may not be able to view the same data. [0104] In yet a further example, the system and method described herein can provide, with the collated data measurement of the performance of one or more players, class groups, schools, coaches or the like. Thus, the system and method described herein can provide training improvement/performance improvement feedback to a player or anyone associated with the player and/or training process. [0105] In yet a further example, the present system and method can provide a player or a user of the system and method with a virtual or physical award. The award can be provided to the player/user who won a particular key performance indicator or challenge, or for example, for being the top of a class or school, or the top goal scorer for a particular period of time or cycle(s). [0106] The present system and method described allows for various exercises, measurements, results and performance improvements to be displayed to the various stakeholders described herein, typically via a secure website login system. 20 [0107] In yet a further example, the performance is typically ranked in a leader table format by player, exercise, left and right foot and class. [0108] It will also be appreciated that the system described herein can encourage participation and engagement and enjoyment of the training process. [0109] The system and method described herein can provide a recording of game performance, and in particular, shots, shots on target, goal assistance and goals scored. The performance results can be repeatedly measured, recorded, reviewed, extrapolated and displayed as a percentage on target, percentage of conversion and average goals per game. [0110] The presently described system and method can also provide players/users with a better understanding of the strategy for being a striker and the tactics used to be a better striker. Website Examples [0111] According to one particular example, and as discussed above, the present system and method can provide access to various training and game data via a website. It will be appreciated, however, that the method and system can be implemented by any portal (web or intranet). Example screenshots of the method and system is shown in Figures 5 to 36. [0112] The system and method, when used for football striker training and performance management system can provide the following features on a website or the like: 1. Challenges - set tasks of challenges set for a player or group of players 2. Scores via the Personal Best system 3. Rewards for performance improvement 4. Leader Tables for PB and for Game Goals 5. Progress or performance improvement 6. Levels or performance 7. Competition against other players and other classes and other schools 8. Teams - classes and schools 9. Badges (awards) - virtual and physical 21 10. Recognition and Rewards - virtual and physical. The striker training and performance management system has two rewards elements being 11. Rewards for Personal best improvement - i.e. having the biggest improvement in personal bests in a particular month. This could be for a player, a class, a school or a teacher / coach 12. Rewards for scoring of game goals and being best in class and best in school - measured per month. [0113] Accordingly, the website can be a central point for communication and management of a Striker Training and Performance Management System for football. In conjunction with the website, there is typically provided a software application program and a communication system, where the software application can evaluate, review, compare and calculate data for the measurement of performance. The website can be designed to display different elements based on the specific audience or member accessing the website. These include, for example, a player, player's parents or grandparents, team coach, striker coach, school administration, team coach assistants, managers, or the like. [0114] Figure 5 shows an example Login - administrator - program set-up page 1, which can include: - A full list of drill and skills is provided. Ability to list a document and Video file against a drill or skill, or training module - Ability to search by program/school, class, player, striker coach, assistants, and the like - Ability to add, edit and delete drills and skills - Player profile primary data can be set-up by a website administrator or the like, but unavailable data can be added to later by striker coach and or player / parents - Set up of various players competitions that they play in. This is mainly for their weekly game statistics 22 [0115] Figure 6 shows an example Login - administrator - program set-up page 2, which can include: - Ability to set-up staff, allocate staff to a program, school and class - Ability to set-up a call/program schedule - Set-up of weekly training day by age group - Can include the player's team coach. Occasionally we could have two players from the one team. This information can be used to advise the coach of progress on the player and when the player has won an award - Can further include the training schedule per cycle. In this example, there are 5 cycles, although the number of cycles can be adjusted. For each program the coaching director can select from 25 drills, 10 skills and 15 skill-moves [0116] Figure 7 shows and example Login - administrator - performance management, which can include: - Administrator may be able to see all programs and then mine down via clicking on the name to choose a particular option, such as, for example, program to classes, class to players, player to that players details - Performance monitoring, which can be a key to success. This is an area where coaches (and the like) can identify when a program is going backwards, when a class is not improving and when a player is going backwards. Notably, the player's performance can be easily recognised by the striker coach and administration. This example shows poor performance first, in order to highlight the areas that need focus - Provide sort ability but default is Red / Worst should always be on top. Sort by red, yellow, green. The user may be able to click through the name e.g. Sydney West to go to the Full list of Class performances - Alternatively the user may be able to click through the term 1 result to go to the cycle performances 23 - Total number of goals scored by that program. Each month there may be an award for the best goal performance of each program. Yearly Best performance is the most consistent player thus based on the total number of monthly awards not the total number of goals scored although this is typically the same - Need the ability to review data from all aspects. So if a school is not performing, it is determined why this is the case and whether there is poor performance in a particular cycle, or skill-move or drill or left and right foot? The system can provide ability to mine down to next level of data - Can provide sort ability but primary sort is in order or Red, yellow or green [0117] Figure 8 shows an example Login - Striker Coach performance dashboard, which can include: - The ability for a coach to quickly and easily see areas to focus. Highlight red areas as areas of focus. Some schools may have multiple coaches and thus there can be included herein the need for a head coach or school principle or director of coaching. This role is able to review all coaches in his school. In this example, Red / Worst are always be on top. Sort by red, yellow, green - The ability for a coach to select: Class and/or Player. In another example, a coach can only see the details of his school and classes. A coach can see the results of another class but cannot see the results of another class's players even if they are in the same program. [0118] Figure 9 shows an example Login - Striker coach / assistant - class player attendance and session set-up, which can include: - Marking off attendance, which is then registered against a player's attendance record - A program week, which can be set as a default based on previous week. Allow change due to wash outs. A wash out can be set-up as a selectable option 24 - The ability to allow multiple sort options as players do not always turn up. Or turn up late - The ability to select cycle week to allow flexibility but default should be last week plus 1 week - The ability to allow comments field to allow coach or assistant to comment about player's attitude to training. Record as Three bad strikes and out of program - The ability to Note and log time - Once program week has been selected, display cycle structure and help documents and help videos which can be selected and viewed if required by coach or coach assistant. [0119] Figure 10 shows an example Login Striker coach / Assistant - training system data entry and recording of training performance which can include: - The ability for a tablet or any other personal electronic device can make a sound when Personal Best (PB) is achieved. In this example, data entry can be done on a tablet at training so that when a player finishes training they can go home and see the results immediately - Go to next skill or drill in the schedule - Some drills do not have a right and left hand side e.g. Penalty. For these drills only display one data entry panel - Ability to enter in a sort order number, as the standard sort function may be affected by players/users being away or turning up late [0120] Figure 11 shows an example login Striker coach / assistant video recording session data entry screen, which can include: - Periodically, and in this particular example, every fifteen weeks (which can be, for example, 3 cycles) the system can include a video progress session. 25 The player typically carries out the skill and drill listed, and the result can be recorded and displayed with the video - A training schedule, where if there is time left over need to have some fun games / challenges to finish the session. Typically, the cycles or drill are kept in sync - Data entry, which can be provided by the coach, assistant coach or any other user via a tablet at training [0121] Figure 12 shows an example Login - Club coach welcome page which can include: - The ability for each administrator / player to flag an image or video as display image or video [0122] Figure 13 shows an example Login - Club coach - Class dashboard page which can include: - In this example, the page shows the players team coach or a guest coach, how the player is performing in their class. This is typically against other strikers of the same age group. The same tables can be used in the player / parent page although typically, in the coach page the other players names are not displayed and players are, in this example, typically identified only by their player id - The tables in this example, compare all scores and giving an overall ranking. Thus, the table can combine the total drill score and the total skill moves score. The table typically excludes video scorecard - Additionally, tables where the tables display the totals for all drills and displays the totals for all skill-moves - Providing the user with the ability to select one skill or multiple skills. Or one drill or multiple drills. Once selected, there is provided a tallying of the PB totals of the selected set and displays the ranking based on the totals can be displayed 26 - Providing totals for the previous year. Notably, if the player was not in the program in 2011 then the archive menu option typically does not display [0123] Figure 14 shows examples Login - Club coach -School dashboard page, which can include: - A page which shows the player's team coach or a guest coach, how the player is performing in the school. This can be against other strikers of all age group. The same tables can be used in the player / parent page but in coach page the other player's names are not displayed only their player id is typically displayed - A table which can show a comparison of all scores and giving an overall ranking of all players in the school. Thus in this example, the table combines the total drill score and the total skill-moves score. Excludes video scorecard. This table can include, for example, up to 48 players in Boys school and 24 players in girls school. If table is too long then the display can be shortened as follows - the top 5 can be displayed and a player can be highlighted and their ranking shown. Notably, this could be increase or decrease as required - The tables which can also compare all drill scores and provide an overall ranking of all players in the school. Typically, video scorecards are excluded, which is a totally separate table and report. Notably, this table can include a number of players in different schools. If table is too long to fit nicely on a screen, then shorten the display as follows - display top 5 then highlight the player and show his ranking say 15th, then the last player 48. Thus 7 players results can be displayed. Accordingly, the table is able to increase or decrease in size, as required - A table which can compare all skill scores and provides an overall ranking of all players in the school. Similar functionality for shortening the table, as above, can be applied - There is further provided in this example, a selectable option, which can allow a user to select one skill-move or multiple skill-moves, or one drill or 27 multiple drills. Once selected, the system can tally the personal best totals of the selected set and displays the ranking based on the totals. As it is a school report the table info may need to be shorten as discussed in point 2, 3 and 4 [0124] Figure 15 shows an example Login - Club coach detailed drill dashboard which can include: - A dashboard for the player that is associated to the user logged in, which in this example is the logged-in team coach - A progress graph which can be generated by giving consideration to 5 drills per cycle / week. Thus, it typically takes a total of 5 weeks before improvement on that drill, which can be measured. The progress graph typically starts to show after 6 weeks / 1.1 cycles i.e. after the first 5 drills have been completed twice [0125] Figure 16 shows an example Login - Club coach detailed foot statics detail dashboard, which can include: - A dashboard for the player that is associated to this logged-in team coach. Typically, the guest or team coaches do not see the other players name just their Player ID - A leader table Right foot displays and ranks the best right footed player based on the total of the best top 3 PB - A leader table Left foot displays and ranks the best left footed player based on the total of the best top 3 PB - A Right Foot Statistics table showing the top 3 PB for that drill on that foot. After 6 weeks the cycle can be performed again and thus the table can also display the performance graph performance change. - A Left Foot Statistics table showing the top 3 PB for that drill on that foot. After 6 weeks the cycle can be performed again and thus the table can also display the performance graph performance change 28 [0126] Figure 17 shows an example Login - Club coach games results dashboard which can include: - Data which can be generated from player input. The display is just details of the data entry - The ability to sort results by preference - Providing a Golden Boot Table for the class. Showing the best result for the class i.e. the player who has scored the most goals. In this example, the award icon is given out for: o Weekly result, - most goals for the week - if equal, then goal assists can be analysed to determine a winner, if goals and goal assists are equal then two or three awards are provided o A monthly result - most goals for the month o A yearly table. The Golden boot ranking is based on the most number of monthly awards achieved not the most amount of goals achieved - Providing Monthly Golden Boot Class awards. An award icon/image can be displayed on the page - Providing Monthly Golden Boot School Awards. This is awarded to the player with the most goals for the month across the whole school - A link to the Competition table, linked to this player, so that the striker or team coach can compare. It can also help to keep the player honest in relation to putting in the number of goals scored - The page can also display the weekly results: o Shots off target - % o Shots on target - % o Goals - number 29 o Goal assists - number - Generating a report at the end of a time period (such as a month) which can be generated to show the Monthly Golden boot award winners per class and the School winner, where physical awards can be provided to the players [0127] Figure 18 shows and example Login - Club coach Skill development dashboard, which can include: - A dashboard for the player that is associated to this logged-in team coach. In this example, the leader board rates the player against the class. As discussed herein, this is typically based on data entry provided - Notably, on this page, skills typically have different units of measurement although they can still track the players individual top 3 PB for that Skill. In this example, there are three sets of skills, 1. Skills, 2. Juggling and 3. Speed. This can allow a common unit of measure so that we can table the leader board. There can also be two skills per week / cycle. In one particular example, the maximum skills per program can include 10 i.e. 2 per week X 5 weeks = total 10 per program [0128] Figure 19 shows an example Login - Club coach Skill-move dashboard, which can include: - A dashboard for the player that is associated to this logged-in team coach - A progress graph which includes 3 skill-movers per cycle / week, which can take a total of 6 weeks before improvement on that skill-move can be measured. 3 skills moves per week times 5 weeks = total 15 skill moves per program. So for each program, the coaching director can select from 25 drills, 10 skills and 15 skill-moves. Notably, the progress graph can only start to show are 6 weeks / cycles [0129] Figure 20 shows an example of data being identified by the date and attendance at each week / cycle. 30 [0130] Figure 21 shows an example page where players / parents are able to search contacts, including players within their age groups, their striker coach and the video recording person. They typically may not be able to search for other players in a different age group, assistants etc [0131] Figure 22 shows an example page where the page is able to provide player data entry. This is an example of a page where users of the system and method described herein can enter the results of the games that they have played. Players may then be able to enter data at any time as often there is mid-week catch up games. If a player tries to enter a game date that has already been entered, then the player can be prompted with a pop-up box that game data for that date has already been submitted. Notably, in this example, data can be overridden by data which is currently entered. Figure 22 further shows an example of: - A high level summary of game results - Ability to quickly and easily enter in game results has to be mobile friendly for data entry. Provide calendar and drop downs for ease of data entry - Progress graph on three key items. Goals scored - number, shots - number, shots on target - % - Highlighting to a user if their profile is not complete and may make a suggestion on what to complete - Provide the ability to data entry information to complete their profile. Only show items that are incomplete. Provide ability for end user to select full edit of profile - Provide the ability to send an email message to players coach. Providing a link one of the pages which the player wants to highlight plus the ability for the player to add some content [0132] Figures 23 to 30 show example duplicate tables and information as the "Team Coach Class page". In this particular example, the only exception is that the player can see the name of each player in their class. Typically, a team coach cannot see 31 the other player's names. Accordingly, these tables are example tables which can be provided to a player. [0133] Figure 31 shows an example home page, where a user of the system and method described herein would typically start when using the website. Figure 32 shows an example "about us" page, which includes more information about the website. Figure 33 shows an example photo gallery page, and Figure 34 shows an example video gallery page, which can include photos and videos of a player during training or a game. Figure 35 shows an example of a location page, which can include training and/or game location information. Figure 36 shows an example of a contact page, which can include various contact information. [0134] Notably, although the system and method described herein can be implemented for training and performance managing strikers, it will be appreciated that the method and system can be incorporated within a larger team training program. The system and method may also be developed as an integral part of a new team training process and system, and the like, and it will be appreciated that such variations are within the purview of a person skilled in the art. [0135] It can be appreciated that although the examples herein are provided in relation to football, the presently described system and method can be applicable for any sport or activity which includes training/coaching methods. [0136] In summary, the system and method described herein can provide numerous advantages over, including, and not limited being able to automatically track and measure skill development. [0137] Example industrial applicability of the presently described system and method includes and is not limited to providing the ability of coaches of such sports such as football to track player performance, and further, providing players access to the system data of their skill development. [0138] Whilst there has been described herein a particular embodiment of a system and method for skill development, the described embodiments are considered in all respects only as illustrative and modifications can be made without departing from the spirit and scope thereof. 32 [0139] The words "comprise", "comprising" and grammatical variations thereof, when used in this specification and in the following claims, are intended to specify the presence of the recited features, but not preclude the addition of one or more other features, integers, components, steps or groups. 33

Claims (15)

1. A method for tracking skill development, the method including the steps of, in a processing system: a. receiving a score, the score being associated with a training cycle of a skill; b. comparing the score with a previous score, the previous score being associated with a previous training cycle of the skill; and, c. determining a personal best score for the skill.
2. The method of claim 1, wherein the method includes repeating steps (a) and (b) of claim 1 to determine top three personal best scores for the skill.
3. The method of claim 2, wherein the method further includes combining the top three personal scores for the skill to obtain a total personal best score for the skill.
4. The method of claim 3, wherein the method includes: a. receiving a plurality of total personal best scores associated with a respective plurality of players; and, b. ranking the plurality of players for the skill in accordance with the total personal best scores.
5. The method of claim 4, wherein each of the plurality total personal best scores is associated with a time of achievement, wherein if two players have equal total personal best scores, the method includes ranking a player with an earlier time of achievement of total personal best score higher than another player of the two players.
6. The method of claim 2, wherein the method includes calculating the percentage change between personal best scores to track skill development.
7. The method of claim 6, wherein the method includes displaying the change in personal best scores on a display, the change in personal best scores being displayed in graphical format.
8. The method of any one of claims 1 to 7, wherein the method includes generating a notification if a new personal best score has been achieved.
9. The method of any one of claims 1 to 8, wherein the skill is a soccer or football skill, the skill including any one or a combination of: a. a drill ; and, b. a skill-move including a combination of a move and drill; c. a soccer or football skill. 34
10. The method of any one of claims 1 to 9, wherein the method includes providing access to the tracking of skill development via a graphical user interface, the graphical user interface being visible on a remote terminal.
11. The method of claim 10 wherein the method includes providing access to tracking of skill development to one or more users, the one or more users including any one or a combination of: a. players; b. coaches; c. player managers; and, d. player guardians or relatives.
12. A system for tracking skill development, the system including a processing system being configured to: a. receive a score, the score being associated with a training cycle of a skill; b. compare the score with a previous score, the previous score being associated with a previous training cycle of the skill; and, c. determine a personal best score for the skill.
13. A system defined by claim 12 comprising a distributed network comprising the processing system and another processing system connected to the processing system via a network, the other processing system comprising at least one of a display devices, an input device and an output device, and is arranged for accessing the one of the processing systems.
14. A system defined by claim 13 wherein the other processing system is arranged for a user to log into the processing system for user access thereof.
15. A system defined by either one of claim 12 and claim 13 wherein the received score is entered at the other processing system and communicated to the processing system via the network. 35 Abstract A method for tracking skill development, the method including the steps of, in a processing system: receiving a score, the score being associated with a training cycle of a skill; comparing the score with a previous score, the previous score being associated with a previous training cycle of the skill; and, determining a personal best score for the skill. Figure [1] 36
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