Guest Post: The Ideal Setup For A School Recording Studio

band-recording-in-one-room.png

This is a Guest Post from our Head of the Music Department Mr Duncan Ferguson who is also an Apple Distinguished Educator for 2015. He has posted here before about the integration of technology and music as well as project based learning approaches in Music. You can read the original post here.

Last year I was lucky enough to be granted the Head of Independent Schools Scholarship Trust award. This enabled me to travel to San Francisco and NYC to study how Music Technology is successfully being incorporated into high schools.

As a result of this study I have produced a document called The Music Educators Technology Survival Guide. This is a free download and takes you through recommended equipment required to setup up a music technology programme in your high school. It also provides an overview of the requirements for the NZQA Unit Standards, which you may use to assess your students’ music technology skills.

However, it’s one thing to have all the gear for teaching music technology but I’ve found the physical makeup of your studio/recording/mixing spaces, are critical to student success.

Of course, the quality of the acoustics in your recording space(s) is one of the most important factors but unless you’re involved in a new build of your department there may not be a huge amount you can do (whatever you do, don’t put egg cartons on your walls, they will only make things worse!).

But if you are lucky enough to plan a new setup this is what I recommend you aim for when you’re trying to record a rock band.

Recording Room Setup

Band recording in one room

Some important things to note:

  • All the musicians (apart from the singer) are recording in the same room at the same time but the only instrument that is actually mic’ed up in the recording room is the drum kit.
  • The guitar signal is recorded via a DI box, which is then outputted to an amplifier in a separate ‘amp’ room (using a specialized reamp device). The guitar amp is mic’ed up with one or two mics and those signals are then returned to the recording system. The guitar amp signal is then fed back to the musicians via headphones.
    Guitar Signal Flow
  • The bass player is recorded via a DI box with the signal returned to the musicians headphones. The bass track usually sounds great if you have a good quality DI (like a Radial JDI) but if you need to reamp it later and/or overdub this is also an option.
  • The singer is recorded in the mixing (or other) room with their signal coming back to the musicians’ headphones. If the quality of the singer’s track is not good enough they can be overdubbed later.

Why does this setup work so well?

Generally high schools students are not going to be good enough to record to a click track and retain a good feel, and they’re also not great at overdubbing instruments one by one. So this setup allows them to play all together as they would in a normal rehearsal room, hopefully creating a great groove.

But with our multi-room setup (i.e. having an amp room) we are able to record each instrument on to isolated tracks in our DAW so if one musician makes a minor mistake you don’t have to stop the take as you would if you had the amps in the same rooms as the drum microphones. Any minor mistakes can be cut out and re-recorded (or inserted from another take) just by the musician that made the mistake, without forcing the whole band to do another take.

Having all instruments on isolated tracks (without any ‘bleed’ from the other instruments in their tracks) allows us to fix timing and pitch issues with software like Celemony Melodyne.

On a recent session the bass player had huge trouble locking in with the drums. If the band had recorded to a click track it would be easy to ‘quantize’ the bass audio to the grid but as I said before, most high school bands aren’t good enough to be able to record to click well.

But using the new version of Melodyne 4 you are easily able to generate a ‘tempo map’ of the performance (most likely using the drum kit as your timing reference) which you can then quantize the bass to, making the two musicians perfectly in time with each other (even though they didn’t record to a click). I’ll do a full review of this software and walk through this process in a future blog.

If you want hands on, practical help with understanding how to create a recording setup like this I’m running workshops for teachers – Learning Ideas Teacher Training.

Introducing Blair McHugh – Teacher of Digital Technologies

Licensed under Creative Commons

Licensed under Creative Commons

Recently I took the opportunity to sit down with Mr Blair McHugh, our new teacher of Digital Technologies at St Andrew’s College and discuss his previous experiences and vision for the subject. What became apparent was Mr McHugh’s passion for the subject and how his approach to teaching programming aims to dispel the common misconception of a sole programmer working in a darkened room eating pizza!

Prior to joining the staff at St Andrew’s, he had taught for 9 years at Burnside High School and before that at Cashmere High School. Importantly, however, he has industry experience with Fujitsu NZ primarily in networking and infrastructure and it is these skills he aims to impart to students at the College.

A coding language is just a tool – if you’ve not solved the problem before you begin the actual coding,  then you’re probably not going to solve the problem.

Mr McHugh will be teaching students the Python coding language, however as the above quote suggests, there is significantly more to this subject than just learning one of the many programming languages that exist these days. The steps students are encouraged to follow are:

  • Plan – understand what the requirements of the job are, ask the right questions and formulate an approach to solving this before you start coding. Analysis like this early on helps to ensure future success in the project.
  • Code – once you have fully analysed the problem and planned an approach, only then attempt to write some code.
  • Test – execute the code and see if it works!
  • Review – check how it has all gone
  • Repeat – go back to the planning and analysis to see what may need to be improved, re-work the code accordingly, and test it out. Keep repeating this process until you have it working and the problem is solved and the key outcomes from the planning stage are met.

One of the key messages Mr McHugh has to remind students of is the need to avoid “programming on the go” as this almost invariably leads to wasted time:

Time is the biggest and most precious resource available to students. There is little cost in ‘real’ resources when churning out code, but time spent aimlessly coding is too important to waste

To achieve an Excellence in Level 3, students need to demonstrate real efficiencies in their code – there should be no “blind corners or dead ends” – and the easiest way to avoid this is effective planning and regular reviewing of the code.

To further enhance the students ability to plan efficiently, he promotes a very open, collaborative environment where students are not just expected to participate and inter-relate with each, they are required to. This is supported by the banning of headphones in class – students can not be an individual silo separated from the rest of the class. The rationale behind this is that increasingly in the workplace, programmers need to be talking to stakeholders, clients, fellow programmers and communicating effectively to all of these individuals.

Sec_T1

The Term 1 2016 DPR Value of “Honesty” works very well in Digital Technologies

Whilst discussing this, Mr McHugh pointed out how well the Term 1 DPR Value (Developing Positive Relationships) worked in his class. He expects students to be honest when they’ve struck a problem with their coding or analysis and be able to ask other students for input.

Key Competencies

The Key Competencies from the NZ Curriculum

 

Consequently, the Key Competencies from the NZ Curriculum play a major role in his classes, in particular  Participating and Contributing and Relating to Others as students interact and collaborate together. In the words of Mr McHugh:

 

No one codes alone in a silo in the real world – being part of a team and coding on a bigger project is a critical skill to learn in school.

To further support this, students practice sitting around a table, asking questions of each others’ projects. Asking the right sort of questions is an essential part of problem solving and developing critical thinking skills. Along with these skills is the continued importance of a strong mathematical foundation to be a successful programmer.

Too often, students do not think maths or physics are necessary in coding, however to start doing advanced 3D graphics a strong grasp of matrices and geometry is critical:

Students can still do 2D platform style games, Angry Birds etc, without strong maths. However, it’s the 3D graphics in games like Halo that really spins their wheels and attracts their attention … BUT you need great maths ability to do that sort of thing.

Following on from the work of Mr Phil Adams, Mr McHugh will continue the lunchtime Code Clubs for those students who are not taking Digital Technologies as a subject.

I’m really looking forward to seeing some of the projects that students will work on this year and hopefully writing about them on this blog.

Robotics: From No-bots to Go-bots

This post was originally published on the Interface Magazine Online website – you can read the original post here.

Briony Marks

Miss Briony Marks

Last year was my first teaching robotics. We began a Robotic Club using EV3 Lego Mindstorms, which quickly found its legs and became firmly established across the Preparatory School. It was a fantastic learning experience; the children were enthralled, writes Briony Marks, St Andrew’s College, Christchurch.

We began with construction and attempting to understand the components. Identifying the sensors and motors was a key factor. Discussing wheel size and rotations formed part of our initial learning. With time, we began to program the Lego Block. Hanging to the instruction booklet like a life raft, the students and I navigated the early concepts.

Whole-school programme

Our confidence grew and, when asked to make a presentation to the PTA in Term 2 about the benefits of a widespread robotics programme, I was able to talk confidently about the phenomenal learning that had happened in our club. Our students were measuring in degrees, centimetres and metres; calculating turns; programming and sequencing and all within a couple of 40-minute sessions on a Friday lunchtime.

We were fortunate enough to receive another eight sets of the Education Edition EV3. This was to enable us to roll out robotics on a class scale (allowing one robot between two in our maximum classes of 26). The year saw a huge transition, from a small group of 15 experimental and brave Year 5 students to a school-wide project.

RoboCup Junior NZ

robotics1At the beginning of Term 3, we decided to enter the RoboCup Junior New Zealand competition (robocupjunior.org.nz). This was an ambitious plan with only five weeks to prepare. We selected five teams (from Years 5, 7 and 8) and with two full days blocked out and about two extra hours a week we went from unpacking and building to choreographing a piece of Robot Theatre.

The time frame was tight, with little opportunity for instruction in even the basics. However, the students managed to self and peer teach to eventually put together four very different theatre pieces. We were incredibly pleased with their hard work. From ‘Mazerunner’ to ‘The Hunger Games’, ‘Jurassic World’ to ‘Pink Panther’, students’ ideas and creativity came to life with MDF, plenty of paint, papier-mâché, some poorly mixed soundtracks and, of course, the robots!

Positive student feedback

Following RoboCup, I asked them to take an anonymous survey. I was delighted to read the overwhelmingly positive responses. As a general comment, the students enjoyed the independence, working creatively and intuitively to overcome problems, and saw the experience as enriching rather than disheartening. They listed their interpersonal skills with comments such as:

“I learnt to take turns at things and not always be the leader”

and

“You can save time if you work together as a team.”

My reflection and advice

Three weeks prior to RoboCup I attended a training day with the fantastic Sandy Garner at the University of Otago. Her easy-to-use booklet allowed me to grasp huge concepts of programming. This structure has driven the way I now introduce the robots to my classes. Her website Learning with robots (learningwithrobots.weebly.com) hosts a wealth of resources that will help focus your planning for establishing a robotics course.

The greatest challenge I found was trying to structure lessons that allowed for creativity and continued success to maintain student engagement.

Term 4 saw us expand Year 4s, who have been chomping at the bit all year long to get their hands on a robot! These young masterminds blew me away with their ability to problem solve (as I become a more confident teacher of robotics the children are encouraged to experiment more).

I’m incredibly proud of the reaction of the students and parents, and of myself for being able to understand and teach others to use the robots (mostly) with success. I hope that I’ve managed to inspire some future robot engineers, modelled a ‘growth mindset’ rather than a ‘fixed one’ … and also that I might have broken down some stereotypes about women and tech along the way!

Five-week sampler course, by Briony Marks

  1. Introducing routines below and allow students to discover how to go forward, backwards and turn
  • Where things are kept;
  • How to save your files to avoid confusion;
  • The basics of programming and downloading your code to your robot; and
  • Rules, such as ‘never run your program with the robot on a table!’
  1. The Arch Challenge – Students must navigate through a simple arch maze. They must not cross the lines and must perform a ‘trick’ at the top. This allows them to experiment with different turning styles and the sound and image function.
  2. Complete the Arch Challenge and start the Red Riding Hood challenge. This is from Sandy’s booklet, which shows a sweet challenge where students must navigate safely from Grandma’s house to Red Riding Hood’s garage. She must stop at the main road, check left and right and then navigate the maze to reverse safely into her garage without being eaten by the wolf!
  3. Complete Red Riding Hood
  4. Introduce the Ultrasonic Sensors and loops to create a program that lets the robot navigate the classroom without crashing.

 

Briony Marks teaches at St Andrew’s College in Christchurch. Learn more about her work at her blog missmarksblogs.wordpress.com

Microsoft Video Showcases Innovative Educators

On the 23rd November 2015 Microsoft NZ arranged for a TV crew to film and interview a number of staff and students at St Andrew’s College. The focus of the day was showcasing how the Surface Pro 3 and OneNote were being used creatively within the College. The three teaching staff interviewed were Mr Wilj Dekkers (Year 6 class teacher in the Preparatory School), Ms Tam Yuill Proctor (Assistant Head of English) and Mr Ben Hilliam (Assistant Head of Maths).

These three were chosen as they have been using the Surface Pro 3 since our initial trial group was formed in late 2014 and also because they have recently been named as Microsoft Innovative Educators for 2016:

St Andrew’s College’s three Microsoft Innovative Educators for 2016 from left to right: Mr Ben Hillian, Ms Tam Yuill Proctor and Mr Wilj Dekkers

All three have featured on this blog before, with some of my favourite posts about their teaching being:

What impresses me about these teachers is how natural the integration of technology and eLearning strategies are. As I noted on the post about Mr Hilliam above:

Whilst the phrase “ubiquitousness of technology” is over used, this lesson did demonstrate that when used effectively, the technology is not at the forefront of the lesson. It was not gimmicky or flashy, instead it provided functional improvement to what was already a great lesson.

Certainly, the technology available to achieve this integration is available and well supported at St Andrew’s, something that Ms Yuill Proctor noted in a blog post published today:

At StAC I count myself very lucky to have the technology, infrastructure and guidance available to try new tools to enhance the learning programs and assist with day to day teaching.

Having access to the tools and support increases the confidence of teachers to try new things – sometimes this is simply at a “Substitution” level on the SAMR scale of technology integration – but often it goes deeper into Modification and Redefinition:

SAMR Diving

These three teachers, recognised externally by Microsoft for the innovative work they’re doing in their classrooms, along with our eLearning Integrator Mr Tom Adams, need to function as change agents and ambassadors within the College in 2016, sharing their pedagogy and encouraging colleagues to follow their lead.

In 2014 St Andrew’s introduced the 1:1 Computing Programme to Year 9 students, making it compulsory for all students in that year group to bring a laptop. We have now successfully concluded the second year of this and, in 2016, are rolling back this requirement to Year 8 students in our Preparatory School as well.

Both Mr Dekkers and Mr Adams have been heavily involved in planning the rationale and support for the Year 8 programme. The result of this is that close to 700 students in Years 8-11 will be required to bring a laptop to school each day: clearly the need for eLearning leaders such as those recognised above is critical to ensure staff and students can maximise the value of this technology.

I am really pleased that this video, and the recognition from Microsoft of these three teachers, reflects the huge amount of effort and planning that goes into teaching with technology at St Andrew’s College.

Footnote: One of the happy outcomes from the day Microsoft spent filming was the chance to interview Toby, a budding game developer in Mr Dekkers’ class. This led to a followup Skype interview that I blogged about here

Toby 3

EPIC Adventure for Year 7 Students

The EPIC Centre the students visited

The EPIC Centre the students visited

Earlier this term a number of Year 7 students from St Andrew’s College were able to visit the EPIC facility in the central city, as part of a visit co-ordinated by Miss Briony Marks. EPIC stands for Enterprise Precinct Innovation Centre and is described on their website as:

EPIC connects New Zealand’s high-tech entrepreneurs with each other and their counterparts around the world

EPIC (Enterprise Precinct Innovation Centre) Christchurch serves as a bridge between innovation focussed companies of all sizes. Connecting business with investors, Governments and technology hubs around the world, whilst fostering a collaborative environment for Christchurch business and social communities to work together

The various inquiries that the students have participated in this year have shared a technology focus and so the opportunity to connect with the wider technology and innovation community was too good to pass up.

I asked whether the students who visited EPIC could write a few reflections for this blog and so they used Microsoft OneNote to brainstorm what they had seen. A number of similarities were identified between EPIC environment and that of St Andrew’s:

epic-brainstorm

Here are the reflections from the students:

Students arriving at EPIC

Students arriving at EPIC

On Thursday 5th November we took the bus and we went to EPIC. EPIC (Entrepreneurship Precinct Innovation Centre) is a large building in the centre of town, this building houses several different companies that work in high tech industries. When we got there we had a tour guide, Jalanda. We got taken to a little seating area to get talked to about the whole place of EPIC, the values and the ideas behind the building.

EPIC was set up because many tech businesses in Christchurch lost their buildings, hard drives and files because of the Earthquake. So they all were squished and cramped together in a small building close to the airport. This situation, although unfortunate, brought many of the companies together and soon after, they started collaborating and sharing their ideas with each other, to make their projects better. They all figured out that this was a better way to work, so 2 years ago they built EPIC, where more than 20 businesses now work. Even though now they have more space, the heads of the building have decided to build the toilets and kitchens in communal areas, so that people will bump into each other in the hallways and share ideas. Even Google was in on the idea and donated a coffee machine to the building because everybody needs a coffee break at one point during the day so you’ll meet new people who you may not work with directly.

Getting creative at EPIC

Getting creative at EPIC

We visited four different companies; they were called SLI Systems, Cerebral Fix, Red Seed and Meta Digital. All of the companies were downstairs except SLI Systems which is upstairs. All the companies are based on technology, and web or game designing and one had a green screen.

SLI Systems

These guys worked to get your website on the front page of Google. They worked with searches and helping people navigate your website easily.

SLI was the biggest company that we visited and it had a lot of work space. Each group of employees had their own office. The offices were really personalised and someone was even doing work whilst on a treadmill. SLI had a lot of fun; there was a competition where they got an old chair and they had to redesign it. The winning chair, a Darlek was in the corner of the office. We noticed that the people working there all had Nerf guns, they had Nerf wars and they planned raids against other companies.

SLI has offices in Japan, London, Australia and the USA. There are also heaps of people from different companies that work there. They had all their flags up on the wall and they celebrated all the different national holidays to make their staff feel welcomed. When we went they had just had a Halloween party. There was an iPad that was on a skateboard Segway that could move around the office. This was controlled by people in the offices abroad so that they could talk “face to face” via Skype.

Red Seed

RedSeed help people get better at their job. Red Seed are an online training provider, this means they run training for lots of big shops like the Warehouse. Their clients sign up to courses online and can learn on the go by watching videos at home or on their mobile phones. The bosses can see who has watched what.

The lady who set up the company used to go to different companies and help train the staff in sales and customer services, but this was not very efficient as staff changed over a lot. So she decided to try to record some of the videos online. This became really popular and is how Red Seed was born.

It was cool to see the green screen and see people teaching and learning outside of school.

Cerebral Fix

EPIC_3Cerebral Fix make video games and they were the coolest company! They are a video game designer for Disney and DreamWorks and have made games for lots of films. They make apps and other mini games as well as some larger ones. There were lots of people working there on Macs and Windows systems; they chose which they preferred or sometimes had to design for a certain platform (iPhones, Android etc).

Cerebral Fix were really interesting. It was great to see a game company for real and to talk about how long it takes to make a game. It was great to see the process involved in making a game, from ideas to the coding and testing. Sometimes they can get 95% through making a game and then it doesn’t work. They just have to start over and try again.

To get their ideas they play lots of games and talk about what they like and what they don’t like. They don’t just play video games; sometimes they play board games and use the ideas out of them to help design video games.

Meta Digital

EPIC_4Meta Digital were web-site designers. This was a very small company and office but they all seemed to work together and get it done. Each person had their job to do and they were able to speak and work together because of their smaller office. They had a maximum workload of 4 projects at one time, when we visited they were doing 3.

Clients would ask the people at Meta to design them a web-site. Meta have a “look” to their designs meaning they look similar, people would come to them because they like their look and then the designers talk to the clients and ask heaps of questions to make sure they get it right. Then once it’s been designed they start to program it and hope the clients like it!

EPIC and School

EPIC was quite like school because the building had lots of open corridors and places to work together. They shared their kitchens like we share our lunch space and the donut seating areas. This means that people get to chat in a less formal environment and you don’t just have to hang out in your office or classroom. These small businesses are a bit like all our different classes; they were all working together well. They could use their space to collaborate or shut themselves in to focus and work on their own. We bump into other people in different classes in the corridors and on the way to the toilets and get to know each other in the same way. Also, EPIC and School both have coffee machines for people to meet at. Teachers and parents have coffees in our café and the workers meet at the machines too.

Open break out spaces similar to what is available at St Andrew's College Preparatory School

Open break out spaces similar to what is available at St Andrew’s College Preparatory School

Working at EPIC

I would like to work at the EPIC building because they were very relaxed and it didn’t look stressed. The working environment was really fun. People had lots of Nerf gun wars, dress up days, design a chair and competitions to see whose eye was whose. It’s not very normal…. we think that they did these things to meet each other and have fun within the building. People concentrate better when they have fun and get break time to recharge. Meeting other people means having more ideas and getting to share your thoughts with others.

All these businesses needed creativity, all over the building there are artworks from Weta and video game landscapes. In the offices, employees brought in items from home that they loved (statues, toys, games, pictures and stuff like that). They had their personal things in their offices and dogs could come to work.  This made people feel at home and inspired to be creative. Without creativity work would be boring and they would make lame products, but if you are creative it means your work would be unique.

 

#CEM15 Guest Post – Explore The World With Mystery Skype

MysterySkypeThis post was written for the Christchurch Connected Educators blog as part of Connected Educators Month of October 2015. You can read the original post here.

Mystery Skype is a fun activity being played by classrooms all over the world and presents a fantastic opportunity for students to become “global citizens” as they meet other students from around the country and globe. On their website, it is described as:

Mystery Skype is an educational game, invented by teachers, played by two classrooms on Skype. The aim of the game is to guess the location of the other classroom by asking each other questions.

SkypeThe St Andrew’s College Preparatory School has completed many Mystery Skype sessions now, ranging from students in Year 3 through to Year 8 and the students always thoroughly enjoy the challenge of guessing the location of the other classroom. So far we have played with schools in:

Given the time zone of New Zealand, there are many parts of the world where it is virtually impossible to connect (although check out this Skype we did with the Viking Museum in York, where students came before breakfast to connect)

The Mystery Skype to Russia was one of the more exciting and challenging Skypes, as the class was very small and every student appeared to have a different nationality. It turned out that it was an International School set up by Shell Oil and all of the students had parents involved in the oil industry. Here is a video of our Mystery Skype (If you’re interested in recording your Skype calls, check out this affordable plugin):

It’s interesting seeing how different teachers have prepared their students to play Mystery Skype – the American schools often have very formalised “jobs” where some students are researchers, others are questioners, whilst others hold up signs confirming if a question was answered correctly or not. Ultimately, it’s up to each teacher how they choose to play, but preparing students to think about how to ask effective closed questions is critical since answers can only be “yes” or “no”.

The temptation for students to zoom in and ask very detailed questions is almost overwhelming. For example, given the amount of American and Australian television we have in New Zealand our students can guess the accent of the students very quickly, but they tend to then ask very narrow questions such as “Are you in Los Angeles?” or “Are you in Sydney?” Teaching the effective use of atlases is really helpful and can then lead to more useful questions such as:

  • Are you landlocked?
  • Are you north of the equator?
  • Are you on the West Coast?

One of the real privileges I have had helping classes with Mystery Skype is the sharing of Māori culture with other schools that may never have seen any aspects of it before. The students in our Preparatory School jump at the opportunity to sing waiata and perform the College haka and invariably the students overseas love it:

Mr Craig Kemp, the teacher at the school in Singapore and an ex-pat Kiwi, tweeted the view from his classroom:

CONCLUSION:

Mystery Skype is a fun way to connect with classes all over the world and I would really encourage you to give it a go. It is easy to find other classes thanks to the Mystery Skype website and our experience has been the other teachers are thrilled to find classes in New Zealand because they are often “so far away.” Once a connection is made, it is fun to then re-connect and ask questions of the other class for curriculum related topics e.g. if you’re studying weather patterns or transport, why not Skype that class in the US and find out their experiences or views on these things? Finally, Mystery Skyping is contagious – once classes find out their friends in different classes have done it, they start asking their own teacher to get involved. Have fun!

Technology Boosts Champion Rugby Team

The National Secondary Schools Co-Ed Champions of 2015, St Andrew's College 1st XV

The National Secondary Schools Co-Ed Champions of 2015, St Andrew’s College 1st XV. Mr Rod McIntosh is back row, far right.

The 1st XV rugby team from St Andrew’s College has enjoyed a record year in 2015, being crowned the National Secondary Schools Co-Ed Champions, winning the coveted Moascar Cup (only the 3rd South Island team to do so in the 100 years history of the cup), placing 4th in the local University of Canterbury Cup competition and beaten finalists in the Canterbury 7-a-side tournament.

Advantage4meIn light of this success, I sat down with Rugby Director Mr Rod McIntosh to discuss how technology has contributed to the success of the team and he talked me through how they use video analysis to stimulate improvement amongst the players. The product being used by the team is advantage4me.co and when talking about this Mr McIntosh made some big claims in terms of the significance of video analysis as a contributing factor to the overall improvement and success of the team saying:

This has been one of the fundamental drivers of improvement in our learning environment. Because if you look at the learning profiles of athletes they tend to be visual/kinesthetic, and the third level is audio. So predominantly the kids need to see it and then they can do it and reproduce it. So we try to do a combination of those learning approaches to get the message across

Consequently, all games are recorded and then an agreed on policy plays out each weekend: the game must be uploaded to Advantage4Me and coded by Sunday lunchtime. The players must then have watched the clips and be prepared to review the game at a shared Monday lunchtime in the Sports Pavilion.

For the coding to be effective, the various clips must be categorised according to the high level game plan devised by the coaching team into:

  • General Play – Offence
  • General Play – Defence
  • Set Piece
  • Field Position / Clips of Interest
The various categories of coded clips along with a rate of Effective or Ineffective

The various categories of coded clips along with a rate of Effective or Ineffective

To speed this process up, the team has an intern with the Crusaders help out. He is studying at the University of Canterbury doing the four year Bachelor of Sports Coaching (BSpC) specialising in coaching technique analysis. For an experienced intern, who attends practices and understands the high level game strategies it will take between 1-2hours to code a game.

Here is an example of two clips of game footage showing a set piece restart, the first that is won (StAC regained the ball) the second that was lost (kicked out on the full):

With all players expected to have watched the clips prior to the Monday lunchtime meeting that Mr McIntosh calls “The Brain Gym” session, it is a chance to drive home key concepts to the players visually and he commented:

The video analysis has been a really robust improvement in the team’s learning environment – players are now using a different vocabulary when describing their play and the game. They are using the language of the team’s offensive and defensive structures learnt from the video clips.

Here is an example of Mr McIntosh talking through a single play of the game and how he might break it down for the players:

A typical Brain Gym session would involve a minimum of three video clips that would be a mixture of things the team did well along with some work ons for the week of training. To further reinforce this, the team’s coaches can select specific clips from games or technique videos from YouTube and other video sources, and send those directly to players who can watch them individually and comment on the clip within the software. The coaching and management staff can check analytics to see how regularly players are logging in to review footage as well.

The aim is to enable the various units within the team, such as the tight forwards or back three, to review clips themselves and then feedback the analysis of those clips to the rest of the team which the coach described as evidence of “the highest level of learning.” Importantly, however, he takes a pragmatic view to using technology in that it absolutely must deliver value:

Like anything it is time consuming, but I wanted to unload my coaches through using technology and, like anything, if it is not really efficient and if the time you’re putting into it versus what you’re getting out of it doesn’t equate then it’s not beneficial.

Learning From World Champions:

The 2014 World Champion Pipeband from St Andrew's College

The 2013 World Champion Pipe band from St Andrew’s College

After arriving at St Andrew’s in 2014, Rod took the time to chat with Mr Richard Hawke who coached the College’s Pipe Band to a World Championship in 2013. He was keen to learn the secret of their sustained success and high performance over the last ten years. He found that they had changed their tuition in two key ways: firstly all tutors now teach the students in exactly the same way and secondly they deliver individual lessons far more than group sessions. Rod took this approach back to the 1st XV Rugby team for this season, comparing coaching to teaching in a classroom:

It’s just like in a class. If I deliver a single message to 22 players then the level of processing and recall can be varied. If I’ve got some key decision makers, I call them the “spine players” such as your #9 and #10 and typically your #8, if we do some real robust 1:1 stuff then their decision making on the field is going to be at a higher level. The best way to do that is to give them the overview of our game plan and then to use video footage to reinforce those concepts.

Summary:

In our conversation, other factors were identified as significant contributors to the success of the team this year, notably a massive pre-season fitness programme. This paid dividends throughout the season as the team won 70% of their games in the second half (judged by either trailing at half time in the score or being only marginally ahead). Critically, Mr McIntosh believes this level of fitness contributed to the almost complete absence of significant injuries to the team during the long season.

Additionally, the team did mental skills with the College counsellor Mr John Quinn which introduced classroom based work around performance preparation, goal setting, positive self talk, setting up routines and being organised. Again, this was an holistic approach designed to help the players in all areas of their schooling, not just their rugby.

Evidently, fitness, mental preparation and video analysis has been a winning combination for St Andrew’s rugby this season with two players selected into the wider National Secondary Schools training squad and seven players in various Canterbury age group teams. The use of video analysis, already common in the College’s hockey team (which placed second in the 2015 Rankin Cup) is being extended into the high performance netball programme as well.

This presents another example of how technology is assisting in improved outcomes at St Andrew’s College, albeit in an environment outside the classroom.