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Teaching Games for Understanding (TGfU) PDF

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Teaching Games for Understanding (TGfU) framework for games curriculum. Through this, the progress of small-side games and the transmission of core game skills became popular. Abstract Overview Further Insights Issues Terms & Concepts Bibliography Suggested Reading Abstract Teaching Games for Understanding (TGfU) is an approach that became popular during late 1970s and early 1980s when educators began teaching students how to experience the excitement of play through games and sports. Since late 1980s many books and papers publications, conferences and presentations have been developed to discuss and analyze TGfU. This approach gradually modified when guides, coaches, and (Source: Bunker and Thorpe Model, 1982; © EBSCO) practitioners started advocating for inclusion of all sports. As a David Bunker and Rod Thorpe, two education practitioners result, Play Practice emerged in 2001, followed by Game Sense working at Loughborough University in the United Kingdom, and Tactical Games Model in 2004 and 2006, respectively. took initiative for developing TGfU in 1982. They were dissatisfied with skill-based approaches, practiced and advocated by Wade and others. Their critique of skill-based approaches was Overview that learners were showing little progress and interest in games During 1960s, Alan Wade, a physical-education teacher at lessons. While working with differently abled children in 1968, Loughborough College of Education, became discontented with Thorpe found that the concepts of defense, attack, and space the conventional approaches of playing games and suggested that were more useful than the core skills (techniques) of games. The core skills of games should be focused on in The F. A. Guide to rationale of this approach came from educational gymnastics. Training and Couching (1967). Wade’s work showed influence Thorpe observed that presenting a problem-solving situation to of other education practitioners, such as Charles Hughes, Eric learners became more helpful. Worthington, and Stan Wigmore. Hughes was a key figure Further, he argued that learners’ autonomy in solving problems in developing and publishing the principles of play notion, in their own way at their own level was well supported with whereas Wigmore and Worthington suggested that the skills of the ideas posited by cognitive psychologists. Learner autonomy, games should be taught through play principles (1996). Wade however, put teachers in a difficult position as they discovered in analyzed the shared elements of games and developed a common setting up appropriate and challenging problems, and sometimes it resulted in poor presentation of lessons. Bunker, a colleague EBSCO Research Starters® • Copyright © EBSCO Information Services, Inc • All Rights Reserved Page 1 of Thorpe, also got dissatisfied with the skill-based approach and usage, shaping was an extension of the basic principles of TGfU. collaborated with Thorpe. The duo’s approach was a paradigm He put more emphasis on meeting the needs of different students, shift—earlier practitioners were focused on ‘how to do things?’ learning opportunities, and changing games. but Bunker and Thorpe argued for ‘what is to be done, and when?’ Another theoretical development alongside TGfU and Play during the teaching of games. Practice came from Australia where the focus was to develop a The problem with Wade’s approach was that it focused too much “game sense” for learners and instructors. Game sense puts the on motor skills rather than accounting for the contextual nature game in a central position and helps develop strategic and tactical of games. Bunker and Thorpe argued that tactical considerations thinking. In this, the tutor becomes a facilitator and creator of in a game were of paramount importance—self-awareness would situations. teach students to make correct decisions contextually. They TGfU, however, did not address certain important considerations, would start using specific techniques required in a particular such as understanding how the opposition plays; the positions game. While teaching badminton in New Zealand in 1976, for of opponent players and teammates; the choices available during example, Thorpe started incorporating the principles of play into play; the flow and shape of the games; positional sense; the games teaching. roles of the players during defense, offense, and neutrality; and At the same time, Len Almond and Williamson also started changeovers and team links. interrogating the common conventional practices employed in teaching games. And these four education practitioners began Further Insights propagating their ideas in games courses, workshops, and summer schools with local education administration and teachers TGfU brought a paradigm shift in teaching games, moving the throughout England. focus from “how to do it” to ”what to do & when.” Post- TGfU models and practices also contributed to the approaches in Initially, many coaches did not recognize TGfU as a new teaching games, such as the Tactical-Decision Learning model, concept and wanted to remain faithful to the skill-based approach. by Gréhaigne, Wallian, & Godbout (2005); Light’s Game Sense Skeptical educators and coaches asked how learners could be (2004); Launder’s Play Practice (2001); and Griffin, Mitchell and trained without teaching them proper techniques. Bunker and Oslin’s Tactical Games Model (2006). Thorpe argued that technique was important but not the central aim of the lesson, which was to teach game players to develop These approaches adopted certain principles of TGfU and problem-solving as a game strategy. modified some to offer learners ways of learning both technical and tactical skills in different games. All of them focus Another criticism of TGfU was that it adopted small-sided on teaching and developing an understanding of the tactical games. Bunker and Thorpe countered that though lessons of dimensions before moving to the technical skills of the TGfU are for mini games, they can be employed in each game game. Further, these approaches advocated tactical problem- form (1983). In 1984, during the Olympic Congress in Oregon, solving, game-simulated practice, and contextual and real world the pedagogical principles focusing on the teaching of games environment for technical and tactical skills. were introduced into the games curriculum. The principles were: tactical complexity, sampling, modification-representation, and Modifications. For many years it has been game structures exaggeration. Bunker, Almond, and Thorpe also emphasized that and equipment have been modified for elementary physical adult games needed to be modified and simplified for children. education. This approach has also been adopted and accepted by coaches and trainers at the undergraduate and secondary levels. To meet the demands faced by young learners, the modification ”Matching” is of key importance in modifications—matching to principle suggests changes in playing areas, rules, and time meet the requirements of learners are central in each game. For frames. It also includes major changes in the technical demands, improving the quality of physical education this approach has such as reducing the size of balls and rackets. Bruner’s theory been making a significant contribution for many decades. of instruction and spiral curriculum were employed along with exaggerations in highlighting the tactical problems and the Teaching for Understanding. For developing teaching for primary rules of the games. understanding, the TGfU model laid emphasis on tactical skills rather than on technical ones. Thorpe and Bunker questioned Since the aim of TGfU was to stimulate young participants and the practice of adding on games to the end of lessons while help them develop an interest in games, Bunker and Thorpe leaving out the tactical elements. They argued that if we neglect emphasized practice, which eventually would lead to improved the meaning of game structure and the skills that players need game techniques and help learners increase their involvement, for games then children cannot become skillful players. Physical activity, and enjoyment. education practitioners should allow learners to learn and practice TGfU also addressed the various requirements of children tactics along with modifications in games and equipment because in different environments. “Shaping games” were a basic deep and well-connected knowledge yields better results. modification. Launder in Play Practice (2001)used this term in Progression. This theme shows the progressive aspect of TGfU. the sense of enhancing, shaping, and focusing play. In Launder’s The learners master the skills in progression: first comes the learning of basic skills, which is followed by acquiring tactical EBSCO Research Starters® • Copyright © EBSCO Information Services, Inc • All Rights Reserved Page 2 game skills and game play. In basic skills, learners master the Understanding the Role of Games. Games are social activities, elementary movement patterns necessary for game play, for and wherever physical games are played the participants try to example how to hold the badminton racquet during service. Next, give local expression to the play, for example, by modifying students learn tactical game skills, such as how to play backhand rules, including and excluding the number of participants, and forehand or make an ace. At an advanced level, students learn and developing local vocabulary for games. These local and to use the basic skills with tactical ones. community adaptations occur during the process of play, and the overall effects of adaptation are cumulative for society, the Meaning and Relevance. Oslin and Mitchell believe that the group, and individual players. For example, those principles progressive steps in TGfU, from learning basic skills to game of learning, competition, and cooperation learned in childhood play coordination, is relevant for students as it makes the content remain with the participants throughout their lives, and the knowledge meaningful and enhances their performance (2006). principles learned for games later on become behaviors and The progression also motivates a large number of students who beliefs for the participants. are less confident about game skills, techniques of games, and tactical decisions. The progression also helps in developing Sports and games function as an institution of socialization into their cognitive and social abilities, and the students also start the dominant cultural ideology. What make games and sports understanding the perspectives of their opponents. It is essential important, however, are not their historical and cultural meanings to understand multiple perspectives. but their unpredictability—the players, officials, teachers, and coaches involved in games are not sure about the outcomes Game Appreciation. Game appreciation includes knowledge and results of the games. This uncertainty associated with about game rules, boundaries, results for breaking rules, scoring games also makes them non-linear and continual. Their potential points, and number of players. Thorpe points out the significance for socialization also remains open to many interpretations of game appreciation and shows his concern over this neglected depending upon the nature and contexts of the participants. In a theme. learner-centered approach, how people play a game determines what values are replicated through it. How game play is Issues interpreted corresponds to ideologies and beliefs prevalent in the society and culture. Pedagogy of TGfU. TGfU is the best example of learner- centered, humanistic teaching which has been used among Each game also associates an inherent value with it, which is athletic communities at all levels. The context of game play also known as the objective property of the game. For example, is central to enhance performance through learning tactics and one such inherent value is the uncertain nature of the outcome, skills. This approach not only focuses on physical and social and for that reason, players (teammates and opponents) get domains but also helps learners obtain cognitive and emotional collective enjoyment while playing the game. Another value is skills, using games as a tool for development and growth. competition and cooperation; Siedentop argues for an ecological However, considering the present-day requirements of physical perspective that is to be associated with TGfU and states games, the TGfU model must include life skills, team culture, and that without cooperation between opponents, no competition tactical awareness along with aspects, such as affective concepts can exist. He criticizes the popular notion—“your win is our and personalized learning in order to heighten the sense of self. defeat”—associated with games as the mechanistic display of an industrial mindset. In fact, winning the game should be secondary Twenty-first century research on the TGfU model highlights that to the act of agreeing to and setting up the challenges of the game. skill-acquisition specialists (Turner, 2005) and the constructive Thus, associating ecological perspective with TGfU becomes approach as a learning theory (Griffin & Butler, 2005) provide important in that games are sites of adaptation and communal insight to the cognitive learning effects of TGfU. Though the learning for the players. early theoretical framework of TGfU advocated teaching for meaningful experiences and delight in participation, yet the Some researchers attempt to associate the principles of justification for learning within a context of games falls into complexity learning with the TGfU model. Since complexity constructivist learning. Athletic-centered coaching motivates the learning occurs in a system that is adaptive, self-maintaining, learners to get hold of the intrinsic desire and enables them and self-organizing, the TGfU practitioners do not need to to construct sport experiences so that they may improve their deviate from its core principles but instead can modify some movement capabilities. of them according to the requirements. In complexity thinking, learning is understood as a living, social system, which happens Coaches adhering to the principles of TGfU allow learners to as a result of experiences—personal and well as collective. interpret, analyze, conjecture, and solve the motor or tactical Looking at games as an emergent process—a continuous problem on their own through trial and error. Working as interaction between collective knowledge and personal knowing facilitators, coaches provide minimum instructions but help situate learning in context. In other words, they restate the problem, reinforce, probe, prompt, and provide additional knowledge, but they do not engage themselves in problem- solving activity. Through this, the athletes become independent and self-reliant. EBSCO Research Starters® • Copyright © EBSCO Information Services, Inc • All Rights Reserved Page 3 —helps develop critical understanding beyond game play. Gréhaigne, J.-F., Richard, J.-F.., & Griffin, L. (2005). The constraints associated with each game can be dealt with Teaching and learning team sports and games. New effectively through personal actions and collective perceptions. York, NY: Routledge Falmer. Griffin, L., & Patton, K. (2005). Two decades of TGfU: Terms & Concepts Looking at the past, present, and future. In L. Complex Learning: Concept dealing with variables involved Griffin and J. Butler (Eds.), Teaching games for in acquisition skills and knowledge, such as motivation, understanding: Theory, research, and practice. self-knowledge, and cognitive ability, use of techniques and Champaign, IL: Human Kinetics. strategies, and learning environment. Light, R. (2005). Making sense of games sense: Australian Constructive Approach: An approach dealing with the active coaches talk about game sense. In L. Griffin & J. involvement of learners during the learning process. Learners Butler (Eds.), Teaching games for understanding: are supposed to be the creators of knowledge and meaning. Theory, research and practice. Champain, IL: Human In constructivist teaching, learners are active and interactive Kinetics. participants, and they learn in a democratic environment. Stolz, S. A., & Pill, S. (2016). A narrative approach Game Sense: The Game Sense approach, a derivative of TGfU, to exploring TGfU-GS. Sport, Education & developed in the 1990s against the conventional game-as- Society, 21(2), 239-261. Retrieved October 23, techniques approach. In 1993, Charlesworth first introduced this 2016, from EBSCO Online Database Education term describing designer games. Source. http://search.ebscohost.com/login.aspx? Learner-centered Teaching: Also known as ”humanistic direct=true&db=sxi&AN=112190751&site=ehost-live teaching,” pedagogy based on the works of Rogers and Maslow in which the focus is on learners’ choice and control over learning. Suggested Reading Personalized Learning: Works on three core principles, the Butler, J. I. (2006). Curriculum constructions of bond between learner-instructor is deeper; students take more ability: enhancing learning through Teaching ownership in learning and teachers are facilitators; learning takes Games for Understanding (TGfU) as a curriculum place anywhere, anytime. model. Sport, Education & Society, 11(3), Play Practice: Alan Launder’s approach for all sports, which 243–258. Retrieved October 23, 2016, from guides education practitioners through teaching games in ways EBSCO Online Database Education Source. that go beyond the core principles of TGfU. Launder uses terms, http://search.ebscohost.com/login.aspx? such as shaping play, focusing play, and enhancing play, which direct=true&db=sxi&AN=21806673&site=ehost-live provides another dimension to TGfU. Butler, J. I., Storey, B., & Robson, C. (2014). Emergent Problem-solving: A cognitive process of learning in psychology, learning focused teachers and their ecological which deals with the orderly path to solve a task or goal. complexity worldview. Sport, Education & Skill-acquisition Specialists: Sport scientists who deal with Society, 19(4), 451–471. Retrieved October 23, perception and motor learning. 2016, from EBSCO Online Database Education Source. http://search.ebscohost.com/login.aspx? direct=true&db=sxi&AN=95786739&site=ehost-live Bibliography Sardone, N. B., & Devlin-Scherer, R. (2014). Game-based Brumitt, J. (2015). Physical Therapy Case Files, Sports. teaching and learning to promote understanding McGraw-Hill Medical Publishing Division. of current issues and tolerance. Social Education / Bruner, J. S. (2006). In search of pedagogy: The selected Socialinis Ugdymas, 38(2), 93–102. Retrieved October works of Jerome Bruner, 1957–1978. New York, NY: 23, 2016, from EBSCO Online Database Education Routledge. Source. http://search.ebscohost.com/login.aspx? direct=true&db=sxi&AN=100017381&site=ehost-live Byl, J., & Kloet, B. V. G. (2014). Physical education for homeschool, classroom, and recreation settings: 102 Wang, L., & Ha, A. S. (2012). Factors influencing games with variations. pre-service teachers’ perception of teaching games for understanding: a constructivist Ennis, C. D. (2016). Routledge Handbook of Physical perspective. Sport, Education & Society, 17(2), Education Pedagogies. Georgetown: Taylor and 261–280. Retrieved October 23, 2016, from Francis. EBSCO Research Starters® • Copyright © EBSCO Information Services, Inc • All Rights Reserved Page 4 EBSCO Online Database Education Source. http://search.ebscohost.com/login.aspx? direct=true&db=sxi&AN=73324879&site=ehost-live Essay by Amitabh Vikram EBSCO Research Starters® • Copyright © EBSCO Information Services, Inc • All Rights Reserved Page 5 Copyright of Teaching Games for Understanding (TGfU) -- Research Starters Education is the property of Salem Press and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. 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