This study used a modified multiple baseline approach across groups to dete
rmine the effects of a creative problem-solving intervention series on the
game-play decision making of university badminton students. All subjects we
re videotaped five times (once per week) in five-minute game play sessions
with the same partner each time. One group (experimental) underwent creativ
e problem-solving interventions on a weekly basis. Following the interventi
ons and videotaping, each five-minute segment was coded via computer for fr
equencies of occurring tactical decisions. Results suggest that although ce
rtain categories did not generate positive support, the experimental interv
ention tended to continually improve decisionmaking in the most strategic c
ategories (running opponents and jamming them) during game play in badminto
n.