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The Gamified Coach

59 members • Free

7 contributions to The Gamified Coach
Bunching in invasion games!
One of the biggest challenges in invasion games like football, basketball and hockey? 👉 Dispersal. Or more commonly… 👉 Everyone bunching around the ball. One of the best arrival activities I use to address this is Ultimate Frisbee. What makes it so effective? The game demands dispersal. If you stand too close to the disc: - you become redundant - you take away space - you limit options There’s no dribbling. No running with the ball. So players quickly realise: 👉 “If I don’t move into space… I don’t get the disc.” What I like most is that this learning happens without constant coaching. The game itself teaches: - spacing - movement off the ball - creating passing lanes - decision-making All transferable to: ⚽ football 🏀 basketball 🏑 hockey Instead of telling players to “spread out” (which rarely works), Ultimate Frisbee designs the problem for them to solve. It’s become a really effective arrival activity for me because: - it engages immediately - it reduces bunching - it sets the tone for the session - and it builds understanding of space early Shoutout to UK Ultimate — a great example of a sport where spacing and movement are built into the game itself. Curious to hear: What activities do you use to develop dispersal in your sessions?
Bunching in invasion games!
0 likes • 4d
Absolutely fabulous!! I will be taking Ultimate Frisbee 🥏 to my new school in August! The potential impact, I think, IS HUGE 😃 A simple process/strategy to really get kids spreading and understanding THIS VITAL CONCEPT!!!! Great work Dan 🙏🏻🤓🥏❤️
One of Nintendo’s core design principles is simple:
If players reach their goal too easily, it’s boring. If it’s too hard, they quit. The balance between difficulty and guidance is everything. That balance has helped build one of the most successful companies of all time. Which makes me wonder: What’s the real difference between game design… and sports coaching? Or even education? In games: - You solve problems. - You experiment. - You fail safely. - You receive feedback. - You try again. - You feel progress. In great coaching and teaching: - You solve problems. - You experiment. - You fail safely. - You receive feedback. - You try again. - You feel progress. The mechanics are almost identical. The difference isn’t content. It’s design. Nintendo doesn’t obsess over “making things easier.” They obsess over creating environments where challenge feels meaningful, not overwhelming. In sport and education, we often drift toward two extremes: - Over-instruction (too much hand-holding) - Over-exposure (too much difficulty, too soon) Both kill engagement. Maybe the lesson isn’t to “gamify” coaching or teaching. Maybe it’s to design experiences where: - difficulty is intentional - autonomy is protected - feedback is timely - and getting a little lost is part of the journey Because sometimes, as Nintendo suggests, getting lost is where the real learning happens. Curious to hear thoughts: Are we designing learning… or just delivering content?
One of Nintendo’s core design principles is simple:
0 likes • Feb 25
Nintendo suggesting helpful insight, that can lead to more rewarding and purposeful PE!! Epic similarities and certainly worth analysis and application! 👍🏻😃
We often talk about “well-run clubs”.
But this chart suggests the Premier League has created a model where financial loss is normalised — and sometimes unavoidable. If clubs are incentivised to: - spend now to survive - chase short-term success - prioritise transfer markets over development Then sustainability becomes an afterthought, not a goal. It makes you wonder: What would change if long-term development — players, people, pathways — was rewarded as much as short-term results? Systems shape behaviour.
We often talk about “well-run clubs”.
0 likes • Feb 21
The fact that Premiership Clubs have actively chosen, are supported and allowed to function in such business faulty manners absolutely baffles me 🤷🏻‍♂️ It also feels like there will never be a way back to operating in “normal” business practices.
Fitness Testing for 10 year olds!
Year 6 fitness testing for selection or scholarships is worrying. At 10: - kids develop at wildly different rates - growth spurts can change everything in months - early maturers get rewarded, late maturers get labelled Fitness tests don’t show potential at this age — just timing. Tests should guide development, not decide futures. 👇 What are you seeing in your environments?
Fitness Testing for 10 year olds!
1 like • Feb 18
Obviously I would like an "unlike" button for this issue, but thankfully in my last setting and area (Essex) at a local level ridiculous fitness testing for Yr 6s was not a thing.
Welcome!
Welcome to The Gamified Coach! I started this space to help coaches bring fun and creativity back into their sessions. Drop a quick intro below — what sport do you coach, and what’s one game your players love most?
1 like • Feb 18
I'm a highly experienced PE Teacher (Primary and Secondary) one of my most popular warm-up games is an invasion game warm-up. "Sharks & Fishes" passed onto me several years ago on a Hi5 Netball course. Essentially a running game where taggers try to catch runners, plus some role changes. Kids ABSOLUTELY love this game! The difficulty for them is parking it and getting on with the main body of the lesson. 🙏🏻😃🚶🏼‍♂️🚶🏿🚶🏼‍♀️
1-7 of 7
Alan Proudfoot
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2points to level up
@alan-proudfoot-8141
UK QTS PE Teacher currently aspiring to teach internationally.

Active 4d ago
Joined Feb 17, 2026
Koh Samui