Assessment - SMART Trainer Getting Started User Manual

Multisensory brain-body fitness training
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be played on the SMART ProTrainer. Specific sports performance training games can be
found in games 1800-1899.
Each drill has a specific purpose and numerous skill benefits. We suggest each drill be repeated
three times:
First, to LEARN the drill and get used to working together as a team.
Second, to PRACTICE to improve both individually and as a team.
Third, to CHALLENGE participants to achieve their best score, and to compare their
scores with previous best scores or competitors.
Drills are designed to engage up to eight participants per station. Smaller groups may be
Number of participants:
advisable to make drills faster and more challenging for those with greater ability
levels. Some of the drill variations may also be used to accomplish the same.
For larger groups, we suggest fast moving relays involving running or ball throwing and
catching round-the-world style. For slower moving drills such as those that require
a player to spend up to twenty seconds at the station, we recommend that players
toward the back of the line be involved in a simple physical activity to keep them
active while still rooting for their team. Examples include running in place, jumping
in place, jumping jacks, push-ups, skipping, and sit-ups.

Assessment

The SMART Trainer and ProTrainer allow an individual's performance to be tracked, showing
progress and measurable results over a period of time. Instructors can use trends in scores to
show individual progress and the amount of improvement which has taken place. This is an
excellent tool to show participants that they are improving. More specific on-line performance
tracking will become available when our Android upgrade is released.
We recommend having a "personal best day" at scheduled intervals. Instructors can record
scores over time, and use the results as an assessment tool. Using the scores from specific
games for specific skills, instructors will be able to evaluate the progress of skill attainment
within a group. For example, the group could use activities in any one of the Chase or Rally Wall
games at 4 minutes to record a beginning level of cardio fitness. After a month of physical
activity, the players can record a second score in the same game at 4 minutes to determine how
much progress they have achieved. An increase in points scored within the 4 minute time limit
will show how much a player's cardio fitness has improved.
For throwing and accuracy skills, the Lights Out and Play Tune Games could be played for 45
seconds, recording an initial score. After a period of time, the players would record a new score
in the same game to determine how much their accuracy has improved. Be creative! People love
to see their scores "up in lights" and will want to participate. If competition is the goal, SMART
games encourage people to compete with themselves, other groups, and even other clubs. An
© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com
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