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June 12 2026

Rethinking Training Design

Austin Stubbs

Over the past decade, discussions surrounding skill acquisition have become increasingly common within coaching.

Concepts such as blocked practice, random practice, ecological dynamics, representative learning design, constraints-led coaching and many others have all contributed valuable insights into coaching and player development.

As coaches, we are constantly searching for ways to improve learning, develop better performers and transfer training more effectively to competition. Unfortunately, many coaching discussions become centred around debating methods.

  • “Blocked versus Random Practice.”
  • “Constraints-Led versus Traditional Coaching.”
  • “Explicit Instruction versus Discovery Learning.”

While these discussions are valuable, they often focus on only one part of the learning process. This article proposes a practical framework for understanding skill acquisition within invasion games and team sports.

The purpose of this framework is not to replace existing theories or methods.

Instead, it aims to help coaches understand:

  • Where learning occurs.
  • How learning is facilitated.
  • What players are actually learning.

Ultimately, coaches should deliberately select learning environments, use appropriate learning methods within those environments, and develop the patterns, understanding and solutions that players need to recognise, recall and execute under pressure.

Technique, decision-making and game sense are not the end goal. They are contributors to performance. The ultimate objective is helping players perform more effectively in competition.

A Clarification Before We Begin

Before discussing this framework, it is important to clarify what this article is not arguing.

This framework is not intended to challenge existing skill acquisition theories or coaching approaches. Each of these approaches has helped advance our understanding of how players learn.

Instead, the purpose of this framework aims to provide coaches with a practical lens for organising learning environments, selecting appropriate coaching methods, and understanding what players are actually learning throughout the development process.

Rather than asking, “Which method is best?”, this framework encourages coaches to ask, “What is the learning objective, and which environment is most likely to support it?”

Viewed through this lens, different coaching methods are not competing ideas. They are simply tools that can be applied at different points along the skill development continuum.

Seek the best learning environment

“Coaches should seek the best learning environment, not the best performing environment.” – David Wheadon

Many training activities create success, , many drills make players feel competent, many activities look impressive to coaches standing on the sidelines.

However, successful performance in training does not always indicate effective learning. Learning often requires challenge, adaptation, mistakes and problem-solving.

The objective is not to create perfect-looking drills. The objective is to create environments that maximise learning and transfer to competition.

Messy learning often produces better transfer than perfect-looking practice.

The 3 Layers of Skill Acquisition

When discussing skill acquisition, coaches often spend large amounts of time debating methods.

  • Random Practice.
  • Blocked Practice.
  • Constraints-Led Coaching.
  • Representative Learning Design.

While these discussions are valuable, they often focus on only one part of the learning process.

I believe skill acquisition can be viewed across three connected layers.

Layer 1: Learning Environments (Where Learning Occurs)

  • Craft Breakdown
  • Technique Development
  • Decision-Making Practice
  • Game Sense
  • Match Simulation

The purpose of Layer 1 is to provide players with the most appropriate environment for the current learning objective.

Layer 1 was developed primarily for invasion games and team sports.

The progression from Craft Breakdown through to Match Simulation is heavily influenced by the interaction between teammates, opponents, pressure, space, time and game context.

While elements of the continuum may apply to other sports, it was specifically designed with invasion games such as Australian Rules Football, soccer, rugby, basketball and hockey in mind.

Layer 2: Learning Methods (How Learning Is Facilitated)

Examples include:

  • Blocked Practice
  • Random Practice
  • Serial Practice
  • Variable Practice
  • Constraints-Led Approach
  • Differential Learning
  • Explicit Instruction
  • Guided Discovery
  • Representative Learning Design
  • Non-Linear Pedagogy

These methods are tools rather than philosophies.

Different methods may be appropriate in different environments depending on the learning objective.

Layer 3: Learning Outcomes (What Players Learn)

Examples include:

  • Technique Understanding
  • Pattern Recognition
  • Football IQ
  • Shared Understanding
  • Decision-Making
  • Trained Solutions
  • Adaptability
  • Self-Coaching
  • Performance Under Pressure

Players do not win games because they experienced a particular coaching method. Players win games because they recognise patterns, understand situations, recall solutions, adapt under pressure and execute consistently.

Those are the actual outcomes.

Repetition of Situations, Not Repetition of Skills

A common coaching mistake is assuming that learning occurs simply through repeating a skill.

The goal is not to repeatedly perform the same action. The goal is to repeatedly experience situations.

Players do not learn football by repeatedly performing the same action, they learn football by repeatedly experiencing situations, recognising patterns and exploring solutions.

Most coaches think:

  • “Repeat the skill.”

I would argue:

  • “Repeat the situation.”

Training should not be a repetition of a problem, It should be a repetition of possibilities for solving a problem. – David Wheadon

This allows players to develop adaptability, pattern recognition, football IQ and trained solutions that transfer into competition.

Decision Always Comes Before Technique – David Wheadon

A technique is simply a tool used to execute a decision. Coaches often teach technique as though it exists independently of the game. However, in competition, players first perceive information, make a decision and then execute a technique. Therefore, technique should always be coached in the context of the situations in which it will eventually be used.

A player does not kick because they have learnt a kicking technique. A player kicks because they have recognised information, assessed their options and decided that kicking is the best solution. The same principle applies to handballing, marking, tackling and every other skill within the game.

While technique remains important, it should not be viewed as the starting point of performance. Performance begins with perception, understanding and decision-making. Technique is simply the tool that allows a player to execute the solution they have selected.

This is why coaches should aim to connect technique back to the situations in which it will be used. Players are not simply learning how to perform a movement. They are learning when, where and why that movement should be applied.

Technique exists to serve decision-making.

“Decision-making does not exist to serve technique.”

Craft Breakdown

The term Craft Breakdown is used deliberately rather than Technique Breakdown.

Craft refers to the application of technique within a football context. Rather than teaching technique in isolation, coaches should help players understand when, where and why a technique is used.

For example:

  • A handball is not simply a handball.
  • A kick is not simply a kick.
  • A mark is not simply a mark.

Each technique exists to solve a problem within the game.

Craft Breakdown allows coaches to isolate and refine specific technical components while reducing the cognitive demands placed on the athlete. The goal is not decision-making or game awareness. The goal is technical understanding, movement refinement and understanding the context in which the technique will eventually be applied.

This environment allows coaches and players to focus attention on a particular movement without the complexity of the game interfering with learning. When introducing new techniques, it is often beneficial to teach them in straight lines initially. This allows players to be balanced, stable and in greater control while learning the movement.

By temporarily removing some of the complexity of the game, players can focus attention on the movement itself before progressing towards more representative environments. However, coaches should always connect the technique back to the situations in which it will be used.

The coach generally takes a more direct role through instruction, demonstration and feedback. This is particularly important when introducing new movements, correcting major vulnerabilities or helping players understand the key foundations of a technique.

The objective is not to create the perfect technique.

“The objective is to develop a functional movement solution and reduce vulnerabilities.”

Players learn:

  • The technique itself.
  • The purpose of the technique.
  • The context in which it is used.
  • Key vulnerabilities within their movement.

For junior players in particular, Craft Breakdown provides an opportunity to establish the foundational components of a technique without overwhelming them with excessive information. Coaches should focus on providing simple guidelines and key principles that help reduce vulnerabilities while allowing players to develop their own movement solutions over time.

Showing visual examples of professional athletes can be valuable within this environment. Demonstrations and modelling provide useful visual cues and help players understand what effective movement can look like. However, coaches should be cautious about expecting every player to replicate an elite athlete’s technique exactly. Players differ in body shape, limb length, athletic qualities and movement capabilities, meaning individual variation is both normal and desirable.

The goal is not to create identical movers.

The goal is to provide players with strong foundations that allow them to continue adapting, learning and refining their technique throughout their development.

The Perfect Technique

One of the most common mistakes in coaching is chasing technical perfection.

Motor learning change often takes significant time and repetition. The rate of improvement is influenced by many factors including the athlete, coach, environment, previous experiences, motivation, training design and the complexity of the skill itself. Because of this, coaches should be cautious about attempting to completely rebuild every player’s technique.

In many situations, it is more practical and effective to identify and correct the major vulnerabilities within a player’s movement than to rebuild the technique from the ground up. This allows players to retain their individual strengths, creativity, flair and unique movement characteristics while still improving performance.

There are principles that matter. However, players should be allowed to develop individual solutions provided those solutions are functional and robust under pressure. As long as the technique consistently achieves the desired outcome and stands up under competitive pressure, there may be multiple acceptable ways to solve the same problem.

Showing players examples of elite performers can be extremely valuable, particularly when introducing a skill or highlighting important technical principles. Demonstrations and modelling provide athletes with useful visual cues and can accelerate understanding. However, coaches should be careful not to assume that every player must move exactly like the athlete being demonstrated. What works for one player may not be optimal for another due to differences in body shape, limb length, mobility, strength, athletic qualities and previous experiences.

The challenge for coaches is distinguishing between a genuine technical vulnerability and an individual difference. Not every variation from the model needs to be corrected. The focus should remain on identifying the aspects of technique that limit performance, create inconsistency or increase vulnerability under pressure.

The question becomes:

“Does the technique have vulnerabilities that limit performance?”

rather than:

“Does the technique look exactly like the model?”

The objective is not technical perfection.

“The objective is functional performance.”

Coaching Junior Players

When coaching junior players, the objective should be to teach the foundational components of a technique rather than striving for technical perfection.

By providing simple technical guidelines, coaches can help young players develop movements that are functional, repeatable and less vulnerable under pressure. These foundations provide players with a starting point, while still allowing their technique to evolve naturally as they grow, mature and develop physically.

Every player has different body dimensions, movement capabilities, strengths and experiences. As players develop, their technique will often adapt to suit their body and the demands of the game. Because of this, junior coaches should be cautious about trying to create identical technical models across all players.

Showing visual examples of professional athletes can be extremely valuable. Modelling and demonstration can provide players with useful visual cues and help them understand what effective movement looks like. However, coaches should be careful not to assume that every player must replicate the exact technique of an elite performer. What works for one athlete may not be optimal for another due to differences in body shape, limb length, mobility, strength, athletic qualities and experience.

The purpose of using elite examples is not necessarily to copy every detail of the movement, but to highlight key principles and provide players with a visual reference point. Coaches should focus on helping players understand the foundations of the technique while allowing individual differences to emerge over time.

Motor learning change takes significant time and repetition. Technical development is a long-term process rather than a short-term outcome. Therefore, coaches should focus on establishing sound fundamentals and reducing major vulnerabilities within a player’s technique rather than attempting to perfect every detail.

One of the biggest challenges junior coaches face is the vast difference in ability levels within a team. The gap between players can be significant, making it difficult to provide individualised coaching for every athlete. As a result, coaches should prioritise teaching the most important technical foundations to the group while creating opportunities to provide additional individual support where possible.

The goal is not to create perfect technicians at a young age.

The goal is to provide players with strong foundations that allow them to continue adapting, learning and refining their technique throughout their development.

Technique Development

The next stage introduces greater movement and variability while still maintaining a strong technical focus. Players begin performing the skill in more dynamic situations, but the environment remains controlled enough that technique remains the primary objective. The focus shifts from simply understanding the movement to performing it more consistently.

As players become more comfortable with the technique, the coach can gradually reduce the amount of direct instruction and allow the player to begin solving their own technical challenges. This is where ownership of learning starts to shift towards the athlete. Players learn to perform the technique while moving, perform it at higher speeds, adapt technique to changing situations, self-correct through experience and recognise technical problems as they arise.

While Craft Breakdown may initially use straight lines, Technique Development should progressively introduce more realistic movement patterns. Players rarely receive the ball and return it directly back to where it came from. As a result, coaches should be cautious of overusing traditional lane-work style activities where players simply move up and down in straight lines. Instead, activities should encourage players to receive and dispose on angles similar to those experienced in competition.

For example, when introducing kicking drills, coaches may place cones in the direction of the intended target. This helps players align their body position and movement patterns with the direction they ultimately want to move the ball. The purpose is not simply to repeat the technique. The purpose is to improve the player’s ability to perform the technique within increasingly realistic football situations.

Technique Development is also an excellent opportunity to combine technical development with conditioning. Rather than separating physical preparation and skill development, coaches can often achieve both outcomes simultaneously while maintaining a strong focus on technique.

Decision-Making Practice

Once players can execute a skill reliably, the next challenge becomes making decisions around when, where and how to use it. The skill itself remains important, but attention now begins shifting toward perception and decision-making. Players must interpret information and select appropriate actions rather than simply execute a technique.

This environment is built around repeatedly exposing players to similar situations and allowing them to practise selecting the most appropriate solution. Players learn what decisions work in different situations, when particular skills should be applied, what options are available, how pressure influences decision quality and how to identify effective solutions under pressure.

Decision-Making Practice can begin in highly structured environments before gradually becoming more random. A player may start on a cone, move into a pressure situation, solve a problem and then return to a structured starting position before repeating the scenario. The objective is to provide repeated exposure to a specific situation while still allowing players to make decisions and explore solutions.

Importantly, Decision-Making Practice should teach decisions both with and without the ball. Many coaches focus almost exclusively on the player in possession. However, players away from the ball often influence everything the ball carrier sees and does. Off-ball movement, positioning and support can have just as much impact on decision-making as the actions of the player with the football.

The objective is not simply executing the skill. The objective is repeatedly selecting the most appropriate solution from a limited number of options. Good training is not simply about repeating a problem. It is about repeatedly exposing players to possibilities for solving that problem.

Decision-Making Practice often provides the highest number of meaningful possessions and involvements because coaches can manipulate player numbers, space, pressure and rules to maximise opportunities to learn. Smaller activities with higher player involvement often generate more decisions, more possessions and more opportunities to practise recognising situations and selecting effective solutions.

Game Sense

Game Sense introduces a more representative environment where players interact with teammates, opponents, space and tactical concepts simultaneously. The objective is no longer individual skill execution alone. Instead, players learn how skills fit within team play and broader game behaviours. Here players begin solving football problems rather than isolated skill problems.

Within this environment, players learn how skills fit within the game plan, how their role influences decisions, how transition creates consequences, how risk and reward influence behaviour, how teammates and opponents affect decision-making and how to apply solutions within broader game situations. Rather than focusing on a single decision or isolated skill execution, players must process multiple sources of information at the same time and adapt their behaviour accordingly.

Game Sense should not be confused with Match Simulation. While Game Sense is representative of competition, it remains focused on specific concepts, scenarios or tactical themes. The coach is often searching for patterns and behaviours rather than simply allowing unrestricted play. The objective is not just to play football, but to expose players to representative situations that reinforce key principles, team behaviours and tactical concepts.

For this reason, Game Sense activities should contain clear objectives. Players should understand the problem they are attempting to solve, the behaviours the team is trying to reinforce and how success is measured. The clearer the objective, the more likely players are to connect the activity to performance in competition.

An important consideration when designing Game Sense activities is scoring. Scoring opportunities influence behaviour. Defenders begin protecting important spaces, while attackers begin moving the ball according to what the defence allows them to do. This creates more realistic football interactions, encourages tactical decision-making and improves transfer to competition.

The use of transition is also critical. Transition creates consequences. Mistakes matter. Risk matters. Decision quality matters. Players learn not only what works, but also what happens when it doesn’t. As a result, Game Sense provides opportunities for players to experience the rewards and consequences associated with their decisions, much like they would during competition.

This environment is often where game plans come to life. Rather than simply discussing strategy, players repeatedly experience and apply tactical concepts within representative football situations. Coaches can manipulate task constraints, scoring systems, player numbers and field dimensions to increase the likelihood of specific situations occurring, allowing players to repeatedly recognise patterns and apply the solutions they are expected to execute in competition.Rather than simply talking about strategy, players experience the strategy repeatedly within representative situations.

Decision-Making Practice vs Game Sense

One of the most common questions coaches ask is:

“Are Decision-Making Practice and Game Sense actually different?”

The answer is yes.

Both environments involve decisions. The difference lies in the complexity of the environment and the number of variables players must manage simultaneously.

Decision-Making Practice generally presents players with fewer options, simplified situations and a smaller number of decisions. The objective is to repeatedly expose players to a particular situation and allow them to learn which solutions are most effective. By reducing complexity, coaches can provide players with repeated opportunities to recognise a situation, explore solutions and understand what works under pressure.

Game Sense introduces significantly more complexity. Players must account for teammates, opponents, transition, tactical structures, roles and multiple competing sources of information at the same time. Rather than solving one football problem, players are often solving several interconnected problems simultaneously.

Decision-Making Practice helps players learn solutions. Game Sense helps players understand how those solutions fit within the game itself.

Put simply:

“Decision-Making Practice repeats situations.”

“Game Sense combines situations.”

This distinction is important because many coaches jump directly from technical drills into highly complex Game Sense environments. For many players, particularly younger or less experienced athletes, that jump can be too large. Decision-Making Practice provides an important bridge between technique and the game by simplifying complexity while still exposing players to pressure, perception and choice.

As players become more competent at recognising situations and selecting effective solutions, they can gradually progress into Game Sense environments where those same solutions must be applied within a broader and more dynamic football context.

Match Simulation

Match Simulation sits at the furthest end of the continuum and most closely resembles competition.

Unlike Game Sense, Match Simulation uses the full game and largely the same rules that players will experience in competition.

While coaches may still manipulate scenarios, there are generally fewer secondary rule modifications than other practice styles.

The objective is to expose players to repeated game situations within a realistic competitive environment.

For example, coaches may repeatedly start play from:

  • Midfield stoppages.
  • Defensive rebounds.
  • Forward-half re-entries.
  • Kick-ins.
  • Centre bounces.
  • End-of-quarter scenarios.

Once the scenario is completed, the coach may immediately reset the situation and repeat it again.

This allows players and teams to accumulate large numbers of repetitions within situations that commonly occur during competition.

Players learn:

  • Performance under fatigue.
  • Performance under pressure.
  • Team cohesion.
  • Role execution.
  • Tactical adaptability.
  • Competitive behaviours.

The ultimate goal of Match Simulation is not simply to play.

The goal is to repeatedly expose players to the situations that matter most and improve performance within them.

This is where coaches can test game plans, expose players to realistic competition demands and provide repeated opportunities to execute under pressure.

All previous learning environments ultimately feed into this stage.

Technique, decision-making, tactical understanding, physical demands and psychological demands combine simultaneously.

The ultimate objective is not learning in isolation.

The ultimate objective is performance.

The Continuum Is Not a Ladder

The five learning environments that make up the continuum are:

Craft Breakdown → Technique Development → Decision-Making Practice → Game Sense → Match Simulation

One important clarification is that the continuum should not be viewed as a linear progression where players permanently move from one stage to the next.

“The continuum is not a ladder. It is a map.”

Players may move forwards and backwards between environments depending on the learning objective, current performance level and individual needs. AFL players still revisit Craft Breakdown throughout their careers. Junior players can still participate in Game Sense activities, while elite athletes continue refining technique long after they have mastered the basics.

The role of the coach is not to force players through a predetermined sequence. The role of the coach is to identify what the player needs most and select the environment that best supports that objective. Different learning objectives require different environments, and the most appropriate environment may change throughout a season, a development program or even within a single training session.

The question is not:

“Where should this player be?”

The better question is:

“Where does this player need to be right now to maximise learning and performance?”

By viewing the continuum as a map rather than a ladder, coaches gain the flexibility to move players between environments as required, ensuring training remains aligned to the player’s current needs rather than a rigid progression model.

Moving Between Learning Environments

One of the most common questions coaches ask is:

“When should I move from one learning environment to another?”

There is no universal answer.

The continuum is not a rigid progression.

It is a coaching guide.

As a general principle, coaches may move toward Craft Breakdown when a new technique is being introduced, when major technical vulnerabilities are present, when confidence is low or when learning needs to be simplified.

Technique Development becomes more appropriate when players understand the basic movement, require more repetitions, need exposure to greater movement speeds or require opportunities to self-correct through experience.

Decision-Making Practice becomes valuable when players can perform the technique consistently and the next challenge becomes perception, choice and selecting between multiple options.

Game Sense becomes increasingly important when tactical understanding, transition, team behaviours and broader football concepts become the primary focus.

Match Simulation is most appropriate when coaches want the highest level of representation, exposure to realistic competition demands and repeated opportunities to perform within important game scenarios.

The objective is not to complete the continuum.

The objective is to maximise learning and performance.

Why This Matters

One of the biggest challenges with many skill acquisition discussions is that they often create a false choice.

“Blocked versus Random Practice.”

“Technical Coaching versus Constraints-Led Coaching.”

“Explicit Instruction versus Discovery Learning.”

In reality, coaching is rarely that simple. Different learning environments serve different purposes, and different coaching methods may be appropriate depending on the learning objective.

A player struggling with technique may benefit from periods of Craft Breakdown. A player with sound technique but poor decisions may benefit from Decision-Making Practice. A team preparing for competition may require greater exposure to Game Sense and Match Simulation. None of these environments are inherently better than the others. Their value depends on the objective they are attempting to achieve.

The question is not:

“Which method is best?”

The better question is:

“What is the learning objective, and what environment best serves that objective?”

This framework provides coaches with a practical way of answering that question.

Rather than viewing skill acquisition as opposing camps, coaches can instead view development through a continuum of learning environments:

Craft Breakdown → Technique Development → Decision-Making Practice → Game Sense → Match Simulation

Each environment serves a different purpose, develops different outcomes and may utilise different coaching methods. The art of coaching lies in understanding where an athlete currently sits and selecting the environment that best supports their development.

By shifting the discussion from coaching methods to learning environments, coaches gain greater flexibility in designing training and supporting player development. The objective is not to find a single best method. The objective is to create the most effective learning environment for the task at hand.

A Practical Example

Imagine a player struggling with kicking efficiency. Many coaches immediately jump to correcting the player’s kicking technique.

Sometimes this is appropriate, sometimes it is not.

The first question should be: “What is actually causing the performance issue?”

If the problem is technical, the player may benefit from Craft Breakdown.

The coach may isolate a particular component of the kicking action and help the athlete understand both the movement and the context in which it will be used.

Once the player understands the movement, they may progress into Technique Development. The player begins kicking while moving, receiving different ball deliveries and adapting the technique to more dynamic situations.

The next challenge becomes decision-making,

  • Can the player recognise when to kick?
  • Can they identify the best option?
  • Can they execute the skill under pressure?

Decision-Making Practice provides repeated opportunities to solve those types of problems.

As the player’s understanding grows, they may move into Game Sense activities where kicking decisions become connected to teammates, opponents, transition, positioning and tactical structures.

Finally, Match Simulation exposes the player to realistic competition demands where technique, decision-making, physical fatigue and tactical execution must all occur simultaneously.

The same skill remains the focus throughout, only the learning environment changes.

This is why the continuum is not a ladder.

It is a map.

Players may move forwards and backwards between environments depending on what they need at that particular point in time.

Key Principles of the Framework

Several key principles sit underneath this philosophy.

“The continuum is not a ladder. It is a map.”

Coaches should not feel compelled to move players through a rigid sequence.

The objective is to select the environment that best supports learning and performance.

“The continuum is not about repeating skills. It is about repeating situations.”

Players do not learn football by repeatedly performing the same action, they learn football by repeatedly experiencing situations, recognising patterns and exploring solutions.

“Coaches should seek the best learning environment, not the best performing environment.”

Many activities create successful performance.

Not all activities create meaningful learning. The objective is to maximise learning and transfer to competition.

“The objective is not technical perfection. The objective is functional performance, there are principles that matter.

However, players should be allowed to develop individual solutions provided those solutions are functional and robust under pressure.

The goal is not to make every player look identical, the goal is to help every player perform effectively.

Final Thoughts

Skill acquisition is the process of placing players in appropriate learning environments, using suitable learning methods, to develop functional solutions that can be recognised, recalled, adapted and executed under pressure.

This framework attempts to answer three simple questions:

  • “Where does learning occur?”
  • “How is learning facilitated?”
  • “What is the player actually learning?”
  • Layer 1 provides coaches with learning environments.
  • Layer 2 provides coaches with learning methods.
  • Layer 3 identifies the learning outcomes that ultimately transfer to competition.

Together, these layers provide a practical framework for organising training and development.

Coaches should deliberately select learning environments, use appropriate learning methods within those environments and develop the patterns, understanding and solutions that players need to recognise, recall and execute under pressure.

The ultimate goal of skill acquisition is not technique, decision-making or game sense in isolation. The ultimate goal is improved performance in competition and to help players perform.

Every learning environment, coaching method and training activity should ultimately contribute towards helping players perform more effectively when it matters most.

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