: Daniel Memmert, Stefan König
: The Mental Game Cognitive Training, Creativity, and Game Intelligence in Handball
: Meyer& Meyer
: 9781782555520
: 1
: CHF 18.00
:
: Ballsport
: English
: 192
: Wasserzeichen
: PC/MAC/eReader/Tablet
: ePUB
Top handball athletes Andy Schmid, Uwe Gensheimer, and Domagoj Duvnjak not only react to game situations in the moment, but they can also predict the next situations, allowing them to anticipate their opponents and win games. This mental speed sets the foundation to create master performances in extremely complex situations. In this book, handball athletes and coaches are given both a theoretical framework in which anticipation, perception, attention, and memory processes play a big role in training, and diagnostic tools and useful examples for training cognitive abilities. To round out training, the authors also include more than 70 game activities which can be incorporated into practice to train players' cognitive skills and improve their mental game. Handball athletes can take their playing to the next level with The Mental Game: Cognitive Training, Creativity, and Game Intelligence in Handball.

Prof. Dr. Daniel Memmert is executive head of the Institute of Exercise Training and Sport Informatics and a professor at the German Sports University Cologne. His main research areas are movement science, sport psychology, and sport informatics. He holds trainer licenses in soccer, snowboarding, and alpine skiing, and he is the author of books on modern sport training. In addition, he cooperates with national and international professional clubs, the German national team, and DAX companies. He organized the first international master's degree in Game Analysis. Prof. Dr. Stefan König is a professor at the Sports Center as well as director of the Research Center for Secondary Education at the Weingarten University of Education. His scientific work focuses on training science (effects of training processes in school, recreational, and health sports); school sports research (effects of physical education, school sports concepts, sports teacher research); sports game research (mediation concepts, tactics, leadership behavior); and research methodology (mixed methods research).

4DIAGNOSTICS OF COGNITIONS


In literature nowadays, an almost unmanageable flood of cognitive tests exists. They range from scientifically proven to pure software products that do not meet scientific criteria. In the following, no general overview is given. However, selected methods which were developed in the last years at the Institute for Training Science and Sports Informatics and were used in studies and the practice are presented. Four laboratory tests and four field tests are also presented as examples.

Laboratory Tests


In the following, four cognitive test procedures are presented. After the testing, the athletes received a summary of their test results compared to different sport-specific test subject groups (seefigure 10).

Figure 10 Presentation of the results of all four elementary cognitions of an exemplary athlete combined with the group mean values of individual other samples (sport discipline, age, expertise).

Attention Window Test

The attention window test (AWT) by Hüttermann, Memmert, Simons, and Bock (2013) can be used to assess the individual’s range of attention. During each test phase, players are instructed to fix a central point and try to detect a gray triangle within circle and square distractors. For several attempts, the target will appear at different distances from the attachment point (10, 20, and 30 degrees), along with one of eight equally disputed radial lines from a square in the center of the display (45-degree distance) (seefigure 11). This random display is shown for 12 ms, followed by a colored mask (100 ms). After the masking, the players are asked to indicate how many gray triangles they had just seen in the different locations, depending on the orientation of the objects. The participants must complete 180 attempts. This task measures how well people can handle objects far from fixation (Hüttermann, Simons,& Memmert, 2014). The dependent measure is the point distribution of the diagonal attention window and the division of the total value by the number of dimensions (i.e., three).

Figure 11 Representation of the attention window test (AWT; Hüttermann et al., 2013). The task is to perceive two stimuli peripherally at the same time. The maximum, still perceptible distance between the stimuli in horizontal, vertical, and diagonal direction is measured and a maximum attention window is determined.

Working Memory Span Test

The established working memory span test of Conway, Kane, Bunting, Hambrick, Wilhelm, and Engle (2005) measures the athlete’s ability to draw attention to the task without being distracted by other thoughts. The processing task is to count certain forms between the distractors and then remember the counts for later memory recall. Each task contains randomly arranged dark blue circles, green circles, and dark blue squares (seefigure 12). The task is to count out loud the dark blue circles, and then announce the total number of circles at the end. After two to six tasks, a reminder mask appears in which the players have to fill in their memorized totals precisely in the order in which they were displayed (see Kane, Hambrick, Tuholski, Wilhelm, Payne,& Engle 2004, for a detailed description). The simplicity of this counting task permits it to be performed with almost any player. The margin score is a subtotal (see Conway et al. 2005) that represents the sum of all successfully recovered items—where a correctly retrieved item from a set of two items gets 2 points, and a correctly retrieved item from a set of six items gets 6 points—divided by the maximum possible score. The test consists of 15 attempts. The dependent measure is the evaluation of the correctly memorized objects in percent.

Figure 12 Representation of a display of the working memory span test by Conway et al. (2005). The player has to count out loud all dark blue circles between the distractors (green circles and dark blue squares) and then memorize the totals for a later memory recall.

Perceptual Load Test