I like stats. I really like stats. Good
stats give you fairly objective information about how your team is
doing, how your opponents are doing, and inform your coaching
decisions both in game and in practice. The problem is getting good
stats.
While coaching high school volleyball,
I was required to provide the number of kills, blocks, aces and
assists for my guys after the match. At a minimum that requires one
manager, assistant, or player to tally those stats. Unfortunately
these stats by themselves don't really tell us anything meaningful.
To get the most utility out of these stats, I had a second person
tackle hitting stats and tally attempts (0), errors (E), blocked
attempts (B) and kills (1). This at least could give me hitting
efficiency, (K – E – B)/(K + E + B + 1), or the handy In Play Efficiency, 1 – E/(K + E + B + 1). I could have gotten by without
the blocked attempts, but it is useful to differentiate between a loss
of point because of hitting into the net or out of bounds, and a loss
of point because of hitting into the block. By using a 4 color pen and a
different color of ink every set, I could see team and individual
hitting efficiency by set. That would at least give me some idea of a
player starting to struggle that might need encouragement or a chance
to rally himself. I could look take a look at the assistant's or
manager's clipboard and see that one of my players had been blocked
on the last 3 attempts, or hit the ball out the last 4. I could also
see that hot player with a bunch of kills in a row. It's all there in
front of me, outside of possible bias (see: Confirmation Bias). It's
something, and I was grateful for the gain in information, but I will
always want more information. The consistent challenge is having the
resources to get more information, either in cost of hardware and
software to gather the stats, or the personnel (numbers and/or
ability) to put in the effort to collect the data.
I spend a fair amount of time trying to
come up with new ways to gather more information out of the same base
resources, and I have come up with an idea that could yield some good
additional information out of the same hitting stats. Instead of just
putting a 1 for a kill, now put a 1 for a kill or a T (for Tool) for
a kill off the block. E is still the same for an error, and B for a
blocked attempt. 0 is still an attempt that was dug by the opposing
team, but now there is also a C (for Cover) for an attempt that was
covered by your team. A final new one would be a D for one touched by
the block and then dug. I suppose 0 and D could be swapped if that
makes more sense to the stat taker. The 1 and the T are fairly
similar in appearance and what it would take to write, and both
represent a point. E and B are similar enough and represent a point
for the opponent. 0, C, and D are similar enough and represent an
attempt without a point one way or the other. For the stat taker
this doesn't add that much more to the job, but it could give some
good information for the coaches.
For one, this could give the percentage
of attempts that the opponent's block touches, (T + B + C + D)/total
attempts. It could also give the percentage of times a ball that
comes back to your side of the net is covered, C/(B + C). It could
also give the percentage of times you score when the ball is touched
by the block, T/(T + B + C + D). Perhaps a blocked hitting
efficiency, (T – B)/(T + B + C + D). This data could give some good
information to the coaching staff, I think particularly a cover
percentage stat.
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