Teaching Games for Understanding (TFfU) Flashcards

1
Q

what is natural learning (wright 2004)

A
  • 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
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2
Q

what are instructional models

A
  • 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)
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3
Q

why was TGfU started

A
  • 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
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4
Q

what are the essential elements of TGfU

A
  • 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
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5
Q

what are teaching games for understanding

A
  • 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)
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6
Q

how do the traditional model and TGfU compare

A
  • 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
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7
Q

what is declarative knowledge

A

concerned with facts, game rules, aims terminology etc

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8
Q

what is procedural knowledge

A

knowledge ‘used to generate action’ e.g. tactics

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9
Q

what is strategic knowledge

A

higher level of procedural knowledge

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10
Q

what are some recent key research findings about TGfU

A
  • 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)
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11
Q

what are the different game categories and their aims

A
  • 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
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12
Q

what are different factors that need to be take into account to use TGfU

A
  • 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
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13
Q

what did O’connor, alfrey and penney 2022 discover

A
  • 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
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