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Results

Will an optimized scan behavior always lead to enhanced decision making in football?

To be able to answer this question we have designed two tests. One to analyze the scan behavior of the average football player and the other to analyze the action execution preference. (By action execution preference we mean, is there any preference in the visual field while executing the action)

The tests were designed and developed by our experts in cognitive neuroscience and neuromuscular training. The tests were taken in the SIMUST arena, where all actions and moves were registered by cameras and analyzed by our AI-driven software.

Players participating in the tests were between the ages of 11 and 19, with a total of 2691 tests completed.

Phase one: Scanning behavior

The aim is to see if the player has 360-degree awareness. If so, is he/she able to recognize all available targets to choose from. And finally, is the player able to execute his/her action while being aware of the position changes of his/her teammates on the field. For this test the players are repeatedly given randomized playable choices on the right and left side of their visual field to pass the ball to. The players must also recognize and be aware of the position of the next available possibility.

Parameters used for this phase:

TR (Target Recognition /Field Awareness (60-90-210-360-degree)
DA (Divided Attention)
SAE (Successful Action Execution)

Results average per age category.


 

TR (%) 

DA (%) 

SAE (%) 

O12 

68,3 

52,7 

52,7 

O13 

69,2 

67,2 

49,7 

O14 

72,3 

66,8 

51,9 

O15 

67,4 

60,9 

47,0 

O16 

65,8 

59,7 

42,4 

O17 

67,8 

62,1 

46,2 

O19 

72,0 

65,8 

53,4 

TR shows that there is a certain lack in scanning behavior in all age categories. An average of 31% of the tested players were not able to identify all playable targets due to preferences to one side of their visual field.

DA shows, when we add an extra task (player has to pass the ball while at the same time recognizing and being aware of the next possibility) the scanning capability drops by another 8% to15 %.

SAE drops dramatically to an average of 50% when the players have to execute an action and scan and recognize the next playable possibilities.

Phase two: Decision-making and Action Execution

As we know, prior to any action, the visual processing starts while scanning and this leads to the decision-making.
The aim was to discover if flawless scanning behavior automatically enhances the decision-making process.

For this test, the players were repeatedly given two simultaneous, identical playable options to choose from, one on the right and the other on the left side of their visual field. The players had to execute their actions by passing the ball to their preferred side.
The test is designed in such a way that it is virtually impossible not to see one of the given options.

Parameters used for this phase:

AEP (Action Execution Preference)

When we studied the decision-making process and the action execution preference, we discovered that, although the players in this test were fully aware of the given choices, they tended to pass the ball to their preferred side and neglected other given options.

Conclusion

The conclusion of our study is that optimized scan behavior is just the starting point and will not necessarily and automatically lead to increased playable options and enhanced decision-making. The decision-making is heavily dependent on the action execution preference, using conditioned and recorded patterns from the past. In other words, the player will decide to play the ball to where it feels safe (within the range of his/her comfort-zone).

Suggestion: To overcome this, the player needs to expand his/her comfort-zone. We invite you to discover how this is made possible.

Welcome to SIMUST. Play it Smart.

Comenius University in Bratislava Faculty of Physical Education and Sport - Development of Cognitive Abilities of AS Trenčín Football Players in the U15 Category

Master’s Thesis
Bc. Milan Šavol – 2025

Declaration

I hereby declare that I wrote the entire master’s thesis entitled “Cognitive Abilities in Football in the Under-15 Category at AS Trenčín”, including all appendices and images, independently, using only the literature listed in the attached bibliography and artificial intelligence tools. I declare that I used these tools in compliance with applicable laws, academic rights and freedoms, ethical and moral principles, while maintaining academic integrity, and that their use is appropriately marked in the work.

Acknowledgements

I would like to thank my friends, family, my girlfriend, and especially my supervisor, Mgr. Martin Mikulič, PhD, for his valuable advice, willingness, comments, and professional guidance throughout the writing of this thesis.

Abstract

ŠAVOL, Milan: Cognitive abilities in football in the under-15 category at AS Trenčín [Master’s Thesis]. Comenius University in Bratislava, Faculty of Physical Education and Sport; Department of Sports Games.

Thesis supervisor: Mgr. Martin Mikulič, PhD.

Professional qualification: Master’s degree. Bratislava: FTVŠ UK, 2025. 71 pages.

The aim of this thesis is to evaluate the effectiveness of the experimental program SIMUST, designed to develop cognitive abilities in youth football players at AS Trenčín in the U15 category. The SIMUST program represents an innovative approach using simulation and training tools to stimulate mental processes essential for football performance, such as perception, decision-making, concentration, and reaction time. The research sample consisted of AS Trenčín U15 players who were systematically exposed to cognitive training using SIMUST over a set period. Cognitive ability levels were measured before and after the intervention using standardized tests and evaluated through statistical methods, including the Shapiro–Wilk test, paired t-test, descriptive statistics, and indirect observation. The results showed a statistically significant improvement in U15 players’ performance, particularly in perception, decision-making, and spatial orientation, both in controlled SIMUST “Scan Preference” testing and in real match situations (α = 0.05).

Keywords: football, cognitive abilities, U15 age category, SIMUST

Preface

This thesis expresses my interest in linking the modern football training process with the development of players’ cognitive abilities. The topic of visual perception (scanning), game decision- making, and their connection to training stimuli has proven to be highly relevant and practically

applicable in professional sport. While working on this thesis, I had the opportunity to analyze player performance not only from a game perspective but also in terms of mental readiness and cognitive flexibility. An important part of this process was the implementation of the specialized SIMUST program, as well as ongoing match-variable analysis before and after the intervention.

Chapter 1 – Current State of the Issue in Slovakia and Abroad

1.1 Characteristics of Football from the Perspective of Load

Football is a complex sport that places high demands on players in terms of physical fitness, technical skills, tactical thinking, and mental resilience (Haugen et al., 2020). Load in football is multifactorial, and its nature varies depending on age, playing position, competition level, and the team’s playing style (Šimonek, 2019). For 15-year-old footballers, who are in the stage of basic sports preparation, it is important to understand the specifics of load and adjust the training process accordingly.

1.1.1 Physical Load

During a football match, players alternate between different movement activities of varying intensity, such as walking, jogging at different speeds, sprinting, jumping, duels, and changes of direction (Paul et al., 2015). This alternation of activities presents the body with a combination of aerobic and anaerobic load. Aerobic endurance is key to managing the overall volume of match load and ensuring quick recovery between high-intensity phases (Aurélien et al., 2020). Anaerobic load, characterized by short, explosive movements, is important for speed and strength actions such as sprints, jumps, and physical duels (Hammami et al., 2018). For 15-year-old footballers, it is essential to develop both types of load, with emphasis on building a solid aerobic base that will also support the development of anaerobic capacities.

1.1.2 Cognitive Load

Football is not only about physical fitness but also about making quick and correct decisions in dynamically changing match situations (Zwierko et al., 2022). Players must constantly perceive and analyze the pitch and their immediate surroundings, anticipate the movements of teammates and opponents, and choose optimal solutions (Klimek & Lisinski, 2023). These cognitive processes — perception, attention, anticipation, decision-making, and reaction time — are key to successful performance (Ryu et al., 2020). In young footballers during adolescence, it is crucial to develop both physical and cognitive abilities, as this is a period of significant brain and cognitive function development (Ludyga et al., 2022).

1.2 Characteristics of Cognitive Abilities

Cognitive abilities, also referred to as cognitive functions, represent a set of mental processes that allow us to perceive, process, store, and use information from the surrounding world (D’Esposito & Grossman, 2018). These abilities are the basis for learning, problem-solving, decision-making, and adapting to changing conditions (Diamond, 2016). Basic cognitive functions include perception, thinking, memory, speech, and attention, and these processes are interconnected and influence each other (Goldstein, 2019). Cognitive abilities develop throughout life, but the most intense growth

occurs in childhood and adolescence (Blakemore & Choudhury, 2016). Understanding how they work and the factors that influence them is important in education, psychology, and sports.

1.2.1 Perception

Perception is the complex process through which we organize and interpret sensory information from the environment, creating an internal representation of reality (Wolfe et al., 2018). It involves not only passive reception of stimuli but also active processing and selection, influenced by prior experiences, expectations, and cognitive schemas (Gregory, 2015). In sport — and especially in football — visual and auditory perception are crucial for orientation on the pitch, tracking the movement of the ball and teammates, and anticipating opponent actions (Vater et al., 2020). Effective perception is a prerequisite for quick and accurate decision-making in dynamic situations (Broadbent et al., 2015). Developing perception in young footballers is an important part of training, aiming to improve game awareness and the ability to respond to relevant stimuli (Fadde, 2022).

1.2.2 Thinking

Thinking is a highly complex cognitive process that enables humans to process information, solve problems, and adapt to changing environmental conditions. It includes reasoning, judgment, planning, hypothesis formation and testing, abstraction, and creativity (Holyoak & Morrison, 2018). Thinking is not just a passive reflection of reality but an active construction and reconstruction of internal world representations, using both logical-analytical and intuitive-creative approaches (Ward et al., 2018).

In football, thinking plays a central role in tactical preparation, strategic planning, and in-game performance. Tactical thinking helps players analyze match situations, recognize opponent patterns, and predict game development. Creative thinking is important for finding unexpected and surprising solutions, whether in offense or defense (Fadde & Zaichkowsky, 2018). For U15 players, training should focus on understanding basic game principles, developing game intelligence, and adapting to different match situations (Roca et al., 2018).

1.2.3 Memory

Memory allows us to encode, store, and retrieve information and experiences (Squire & Wixted, 2015). In football, working memory is important for retaining tactical instructions, tracking player positions, and planning the next action. Long-term explicit memory stores strategies and systems, while implicit memory supports motor skills such as passing, shooting, and dribbling (Gucciardi et al., 2017). Training should include exercises to enhance working memory and reinforce learned skills for long-term retention (Verburgh et al., 2016).

1.2.4 Speech

Speech is a unique communication system crucial for cognitive development, social interaction, and cultural transmission (Tomasello, 2019). In football, verbal communication is vital for coordinating actions, giving instructions, and maintaining team cohesion both on and off the field (Goral et al., 2017). For young players, training should also develop communication skills to improve teamwork and tactical execution (Blaser & Seiler, 2019).

1.2.5 Attention

Attention allows selection of relevant information and filtering out distractions (Friesen et al., 2018). In football, selective, divided, and sustained attention are all needed — from focusing on the ball, to monitoring multiple players, to maintaining concentration despite fatigue or stress (Vestberg et al.,

2017). Training can target these aspects through specific drills, small-sided games, and decision- making under pressure (Woods et al., 2021).

1.2.6 Scanning

Scanning refers to the active movement of the head to gather visual information about teammates, opponents, and the game environment before receiving the ball (Jordet et al., 2020). Research shows high-frequency scanners like Xavi (0.83 scans/s) and Lampard (0.62 scans/s) achieve higher passing success. This skill can be trained systematically from a young age, and frequent scanning correlates positively with decision-making quality.

1.3 Cognitive Abilities in Football

Cognitive functions are integrated into all aspects of football performance. Perception, thinking, memory, speech, and attention are constantly engaged and determine the quality of tactical execution and adaptation to match situations.

1.4 Stages of Sports Training

Sports training is a long-term process structured into:

  • Pre-training stage (8–11 years): general movement skills, game-based methods.
  • Basic training (12–15 years): mastering technical skills, developing coordination and tactical understanding.
  • Specialized training (16–19 years): refining skills under competitive conditions, increasing load.
  • High-performance stage (19+ years): advanced tactical, physical, and psychological preparation.1.5 SIMUST

    SIMUST (Sina Multisensory Soccer Testing), developed by Siamak Azadi, integrates cognitive and physical training. It measures and develops mental processes such as perception, decision-making, and reaction speed alongside physical execution. The system was designed to reveal both strengths and weaknesses and provide personalized development paths. Training with SIMUST simulates match demands and integrates cognitive challenges into physical drills, improving decision-making under fatigue and pressure.

Chapter 2 – Aim, Hypotheses, and Tasks of the Work 2.1 Aim of the Work

The aim of this thesis is to evaluate the effectiveness of the experimental SIMUST program in developing cognitive abilities in youth football players of AS Trenčín in the U15 category. The goal is to determine whether systematic cognitive training using SIMUST can lead to measurable improvements in players’ perception, decision-making, and spatial orientation, both in controlled test conditions and in real match situations.

2.2 Hypotheses of the Work

Based on the aim, the following research hypotheses were established:

  1. H1:
    The application of the SIMUST cognitive training program will lead to a statistically significant improvement in perception skills of AS Trenčín U15 players.
  2. H2:
    The application of the SIMUST cognitive training program will lead to a statistically significant improvement in decision-making skills of AS Trenčín U15 players.
  3. H3:
    The application of the SIMUST cognitive training program will lead to a statistically significant improvement in spatial orientation of AS Trenčín U15 players.
  4. H4:
    Improvements achieved in controlled SIMUST test conditions will also manifest in real match situations.

2.3 Tasks of the Work

To fulfil the aim and verify the hypotheses, the following tasks were defined:

  1. Analyze the current state of knowledge on cognitive abilities in football, both in Slovakia and abroad, with emphasis on scanning, perception, decision-making, and reaction time.
  2. Describe the characteristics of the AS Trenčín U15 team and determine the initial level of their cognitive abilities before intervention.
  3. Implement the experimental SIMUST program in the training process of the AS Trenčín U15 team for a defined period.
  4. Measure cognitive performance before and after the intervention using:
    • SIMUST “Scan Preference” test under controlled conditions.
    • Video analysis of matches to assess scanning frequency, scanning before passes, and decision-making efficiency.
  1. Statistically evaluate the results and determine the significance of changes using appropriate statistical methods.
  2. Compare the differences between pre-test and post-test results, both in controlled conditions and in real match situations.
  3. Interpret the results in the context of theoretical knowledge and practical application in football training.

Chapter 3 – Methodology of the Work

3.1 Determining the Research Situation

The research was carried out in cooperation with the AS Trenčín football club, focusing on the U15 age category. The research was designed as an experiment with pre-test and post-test measurements, in which players were systematically exposed to the SIMUST cognitive training program over a defined period.

The aim was to verify whether this targeted cognitive training could lead to significant improvements in perception, decision-making, and spatial orientation.

3.2 Characteristics of the Research Sample
The research sample consisted of 15 male players from the AS Trenčín U15 team.

All participants:

  • Were in the basic sports preparation stage (14–15 years old).
  • Participated in regular football training sessions 5–6 times per week and competitive matches.
  • Were free from injuries or health limitations that could affect their participation.
    No control group was used; the players served as their own comparison group through pre-test andpost-test evaluation.

    3.3 Description of the Experimental Factor

    The SIMUST program (Sina Multisensory Soccer Testing) was integrated into the team’s regular training process.
    The program:

  • Combines cognitive tasks (visual scanning, decision-making, reaction time) with physical execution.
  • Uses simulation environments to replicate real football situations.
  • Requires players to process information quickly and respond under time pressure.
  • Includes both individual and group exercises, focusing on perception of teammates/opponents, quick decision-making, and execution accuracy.The training intervention lasted 8 weeks, with SIMUST sessions implemented twice a week in addition to the standard football training schedule.

    3.4 Methods of Data Collection 3.4.1 SIMUST “Scan Preference” Test

  • Conducted in a controlled environment using SIMUST equipment.
  • Measures:

o Frequency of scanning before executing an action.
o Accuracy of decision-making.
o Reaction time.

• Players were tested before and after the intervention.

3.4.2 Match Video Analysis

  • Competitive matches before and after the intervention were analyzed using video recordings.
  • Variables measured:

o Total number of scans during the match.

o Number of passes preceded by scanning.
• Match situations were categorized to determine whether scanning was linked to more successful decisions.

3.5 Methods of Data Processing and Evaluation

Data from both the SIMUST test and match analysis were processed using statistical analysis in MS Excel and SPSS software.
The following statistical methods were applied:

1. Shapiro–Wilk Test
o To verify the normality of data distribution.
o Chosen because of the relatively small sample size (n = 15).

2. Paired t-test
o To determine whether differences between pre-test and post-test results were statistically significant.

3. Descriptive Statistics

o Mean, median, standard deviation, minimum, and maximum values.

4. Indirect Observation

o Used in match analysis to assess players’ scanning behavior in a real game context. The significance level was set at α = 0.05.

Differences with p < 0.05 were considered statistically significant.

Chapter 4 – Results
4.1 SIMUST Test Results
4.1.1 Verification of Normality of Differences – Shapiro–Wilk Test

The Shapiro–Wilk test confirmed that the differences between the pre-test (t0) and post-test (t1) values in the SIMUST “Scan Preference” test were normally distributed. This allowed the use of the paired t-test for further analysis.

4.1.2 Paired t-test – Comparison of Results (t0 vs t1)
The paired t-test revealed a statistically significant improvement in the average results of players

between t0 and t1 (p < 0.05). Improvements were recorded in:

  • Scanning frequency
  • Accuracy of decision-making
  • Reaction time4.1.3 Descriptive Statistics

    Post-test results showed a consistent upward trend across all players. The mean scanning frequency increased by 18%, decision-making accuracy improved by 15%, and reaction times decreased (improved) by an average of 0.12 seconds.

    4.1.4 Individual Player Comparisons – “Scan Preference”

    Individual analyses showed that all 15 players improved their scanning frequency after the intervention. The largest relative improvement (over 25%) was observed in central midfielders, who typically have the highest in-game scanning demands.

    4.2 Match Analysis – DAC vs AS Trenčín

    4.2.1 Verification of Normality of Differences – Shapiro–Wilk Test

    As with the SIMUST test, results from match data (t0 vs t1) followed a normal distribution.

    4.2.2 Paired t-test – Total Number of Scans

    Players performed significantly more scans per match after the intervention (p < 0.05). On average:

  • Pre-intervention: ~150 scans per match
  • Post-intervention: ~178 scans per match4.2.3 Paired t-test – Passes Preceded by Scanning

    The percentage of passes preceded by at least one scan increased significantly (p < 0.05), from 42% to 55% on average.

    4.2.4 Descriptive Statistics – Total Scans

    The increase in total scans was observed across all playing positions, with the highest improvement among central defenders and central midfielders.

    4.2.5 Descriptive Statistics – Passes with Scanning

    The largest improvements in scanning before passing were recorded in attacking midfielders and wingers.

4.2.6 Individual Player Comparisons

Every player improved their in-game scanning metrics. In some cases, players doubled their scanning frequency in high-pressure match situations.

4.2.7 Summary of Results

The application of the SIMUST program led to:

  • Improved scanning frequency both in controlled test conditions and real matches.
  • Improved decision-making efficiency, especially in situations requiring quick reactions under pressure.
  • Better spatial orientation, contributing to higher pass success rates.

Chapter 5 – Discussion

The research confirmed that systematic cognitive training using SIMUST significantly improved cognitive performance indicators in U15 AS Trenčín players.

Key discussion points:

  1. Transferability of Skills
    The most notable finding is that improvements recorded in the SIMUST “Scan Preference” test transferred to real match conditions. This supports the idea that contextualized cognitive training (integrated with football tasks) can produce game-relevant benefits.
  2. Position-Specific Effects
    Central midfielders and defenders benefited most from scanning training due to their positional demands for broader situational awareness.
  3. Comparison with Literature
    The results align with studies by Jordet et al. (2020), which showed that frequent scanning correlates with better decision-making and passing success in elite footballers.
  4. Developmental Implications
    Adolescence is a period of rapid cognitive development; targeted training during this stage can have long-lasting effects.
  5. Practical Recommendations

o Integrate SIMUST sessions into regular football training.
o Monitor scanning and decision-making metrics continuously. o Tailor cognitive drills to positional requirements.

Conclusion

The aim of the thesis — to evaluate the effectiveness of SIMUST in developing cognitive abilities in U15 AS Trenčín players — was fulfilled.

Main conclusions:

  • SIMUST significantly improved perception, decision-making, and spatial orientation.
  • The improvements were statistically significant in both controlled and match conditions.
  • The methodology can be replicated for other age categories and competitive levels.Recommendations for practice:
  • Use cognitive training tools like SIMUST regularly.
  • Focus on integrating cognitive challenges into physical drills.
  • Apply position-specific cognitive tasks to maximize relevance.

Bibliography

(available in PDF.)

The studies

Simust

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