Teaching Games for Understanding (TFfU) Flashcards
what is natural learning (wright 2004)
- much learning in games play in instinctive
- many players have learned the game by watching, copying, trying out
- as a result, players with methods based on instinct and improvisation and without the fear of failure have emerged
what are instructional models
- they refer to a comprehensive and coherent plan for teaching:
- a theoretical foundation
- a statement of intended learning outcomes
- analysis of teachers’ content knowledge expertise
- developmentally appropriate and sequenced learning activities
- expectations for teacher and student behaviours
- unique task structures
- measures of learning outcomes
- mechanisms for measuring the faithful implementation of the model itself (evaluation)
why was TGfU started
- large percentage of children achieving little success due to the emphasis on practising skills without authentic context and thinking
- too many school leavers ‘knowing’ very little about games
- the production of supposedly ‘skilful’ players who in fact possess inflexible techniques and poor decision making capacity
- the development of teacher/coach dependent performers
- the failure to develop ‘thinking’ spectators and ‘knowing’ administrators at a time when games (and sport) are an important form of entertainment in the leisure industry
- bunker and thorpe 1982,1986
what are the essential elements of TGfU
- in contrast to the traditional direct instruction, TGfU emphasis the development of cognitive factors (i.e. tactical knowledge and decision making in the development of sport expertise)
- games are conducted to suit the student’s skills and experiences
- skill learning is tied to developing tactical knowledge
- tactical problems are foregrounded within learning tasks
- students are given multiple opportunities to problem solve and practice the appropriate tactical response
- Harvey, Gill Arias and Claver 2020
what are teaching games for understanding
- develops student’s creativity and tactical ability
- game 1 -> questions -> practice -> game 2
- activities are representative of the performance context and not just discrete skills
- greater levels of understanding gives young people more practical knowledge, and therefore increased levels of intrinsic motivation (Blair and Capel 2019)
how do the traditional model and TGfU compare
- traditional model
- warm up
- skill practice
- drills
- minor game / game practice
- cool down / review
- TGfU
- warm up
- purposeful game
- how can we do it better?
- back to a game
- progressions of the game
- repeat cycle using the progressive games
- cool down / review
what is declarative knowledge
concerned with facts, game rules, aims terminology etc
what is procedural knowledge
knowledge ‘used to generate action’ e.g. tactics
what is strategic knowledge
higher level of procedural knowledge
what are some recent key research findings about TGfU
- teachers and students perceptions of the attractions and drawbacks of using the model
- teachers appreciate the benefits of TGfU for student learning (Blair and Capel 2019)
- students believe they learn more about the game-greater effort (Harvey, Gill Arias and Claver 2020)
- TGfU can engage students regardless of skill level or gender (Harvey and Jarrett 2014)
- major reviews suggest good evidence for the transfer of tactical understanding
- but, both pre- and post- service teachers experience difficulty implementing new pedagogies of TGfU (Casey 2014)
what are the different game categories and their aims
- target
- scoring when players successfully throw or strike an object closer to a target than opponents
- net and wall
- playing an unreturnable shot
- all players must serve and receive the ball
- target for scoring is on a playing surface
- striking and fielding
- concept of scoring by striking a ball into open spaces
- fielders being strategically placed to prevent runs from being scored
- invasion
- tactical features involving invading territory to make space
- containment of a space in defence
- use of a goal (or similar) in scoring
what are different factors that need to be take into account to use TGfU
- intended learning outcomes
- content and teaching environment
- student developmental stage and readiness
- student learning preferences
- domain priorities
- task structure and organisational patterns
- sequencing of learning tasks
- assessment of learning outcomes
- assessment of instructional practices
- Metzler 2017
what did O’connor, alfrey and penney 2022 discover
- rethinking the classification of games and sports in physical education
- challenge the purely adversarial outlook of previous game categorisations
- note that the majority of lifetime sports and physical activities are not the traditional games played in schools
- inclusion of lap or circuit sports, route or journey sports, rush or action sports, stunts or tricking sports and rhythmic or aesthetic sports
- sports are frequently played with each other rather than against each other
- original meaning of the word ‘competition’ - with rather than against each other
- and therefore, also need a different set of ‘objectives’ and ‘tactics’ to learn
- students working with each other to get from ‘couch to 5k / park run’
- working together to complete a bike ride by taking positions at the front
- teaching each other tricks in skate boarding, BMX or tactics to master a climbing wall
- playing and refereeing self organised games like streetball or ultimate frisbee