• Home
  • About
    • Game-Based Consensus Statement
  • IAB
  • Learning
    • Research
    • Resources
  • Events
    • 40th Anniversary >
      • 40th Anniversary Webinars
      • Special Blogs
      • 40th Anniversary Conference
    • Next Major Event >
      • 8th International Conference
    • Past Events >
      • PHYSEDagogy PE Summit 4.0
      • International TGfU Conferences >
        • 1st International Conference
        • 2nd International Conference
        • 3rd International Conference
        • 4th International Conference
        • 5th International Conference
        • 6th International Conference
        • 7th International Conference
      • AIESEP Conferences >
        • 2023 AIESEP Chile
        • 2021 AIESEP Banff
        • 2018 AIESEP Edinburgh
        • 2014 AIESEP Auckland
        • 2010 AIESEP A Coruna
        • 2006 AIESEP Jyvaskyla
      • Other GBA Conferences
      • Workshops >
        • TGfU & Physical Literacy
        • World Symposium
    • Projects >
      • Applying TGfU
      • 2016 Projects >
        • Name Change
        • New Constitution
        • Projects
      • Current Projects >
        • Leadership Fellow Program
        • Video Project Proposal
      • IAB Projects >
        • Games in times of restricted mobility
        • Professional Development Project
    • Event Awards
  • Social Media
    • Blog
    • Twitter
    • Facebook
  • News
    • Commemoration of Len Almond
    • Commemoration of Alan Launder
    • Commemoration of Joy Butler
    • Newsletter
  • Contact Us
    • Recommend a Resource
TGfU.Info
Contact Us

August Special Blog: The Grammar of Games

8/25/2022

0 Comments

 
By Dr Greg Forrest
Senior Lecturer and Academic Program Director of Health, Physical Education and Sport Studies at University of Wollongong.
​
Email: gforrest@uow.edu.au
Facebook: https://www.facebook.com/grammarofgames/
LinkedIn: https://www.linkedin.com/in/greg-forrest-53a497b/

Originally posted in our Guest Blogs- January 2020
Greg has been a Physical Educator for 35 years, in schools, sporting environments and for the last 13 years lecturing and researching in games and sports, PE and Sport at UOW. The Grammar of Games emerged from his doctoral study into how undergraduate PE teachers from a variety of movement backgrounds understood and used GBA. It is the basis of movement courses in for PE and Sport Studies at UOW, where undergraduates are drawn from the wide range of sports and movement experiences available in the community. Greg has worked for a number of years with community-based sports and with beginners in sporting teams. 
​

​The playing, teaching and coaching of games and sports has been integral to engagement in movement in adult life. For many of us, especially those reading this blog, the most meaningful way to develop the skills to engage is through the use of Game Based Approaches (GBA). However, despite logical and persuasive arguments as to the value of the GBA in games and sports, uptake has been inconsistent and there has been consistent resistance from participants and practitioners to adopt the pedagogies. Simply put, transfer of learning has been uncertain or has not occurred in GBA. Therefore, this article will use the transfer lens to examine games and sports and suggest a new approach they may enhance ToL in games and sports.

Transfer of Learning (ToL) is typically seen as the use of understandings from one learning experience in another. It is a foundational expectation of PE, where the very purpose of our discipline requires transfer of understanding into lifelong engagement in movement. While many reasons have been given for GBA development, from a ToL perspective, developing movement skills simply did not transfer to game play understanding, especially for those who were not experienced in the game or sport selected. On the other hand, it was posited that GBA engaged learners in authentic, progressive, game play and, with supporting divergent questioning, students could improve game play understanding. To put this simply, advocates argued that by using a GBA there would be enhanced ToL for more students.

While much attention has been devoted to exploring the use of GBA and the development of the various aspects of the pedagogies, as evidenced by the wide variety of excellent posts in the TGfU blog, there has been limited exploration of GBA from a ToL perspective. To do so is a worthwhile process, especially considering the explicit lack of evidence of ToL in games and sports, PE and Sport. Areas of concerns with ToL identified in other education disciplines provide an interesting viewpoint, especially as some concerns can be directly connected to GBA use or lack of use. These inhibitors of ToL can be summarised as follows:
  • There is an inadequate amount of time in lessons, units, sessions to develop mastery in key concepts required to facilitate the transfer of these concepts into different contexts;
  • Activities assumed to be authentic and relevant by educators are not viewed in the same way by the learner;
  • There is a lack of clarity about what is to be transferred, leading to an over optimistic expectation of ToL, noted by Perkins and Salomon (1992) as the Bo Peep or ‘leave it alone’ teaching strategy and
  • There is an assumption by educators that learners will be motivated to engage with the transfer process, which requires them to be active agents who are willing to challenge old beliefs and adopt new ones.

When GBA are viewed from this perspective, a strong case can be made that GBA may provide compelling arguments but may be no more successful at ensuring ToL than the traditional approach, despite compelling arguments and best intentions. The points above may also provide reasons for inconsistent uptake and resistance in the PE community.
​
So, if a strong case can be made for potentially poor ToL, what is the starting point to addressing ToL issues? It may not actually begin with addressing pedagogy, which has been the focus of research and professional learning in PE. For me, it is interesting that advocates of GBA provided the initial way forward by arguing that strategy and tactics and decision making are key concepts in game play understanding. The grouping of sports into game categories also began to address recognised issues with the limitations with time, connecting sports together based on common concepts. However, the focus then shifted to pedagogical solutions which, from a ToL perspective, did not address the ‘elephant in the room’, that is the traditional perspective that Games and Sports operates as one of five /six, separate movement disciplines and is separate to the other areas. While understandable because the perspective was understanding games and sports, it immediately lost the ToL potential. After all, are all three concepts not important in these other PE disciplines?

Since we have come this far, what is the next step? This may be considered a heretical question BUT what if the traditional divisions of PE actually inhibit ToL, make it difficult, if not impossible for ToL to occur. Our learners come from all different movement backgrounds, but the disciplines create disconnected contexts that need to be learnt and understood, the very thing game categories tried to address.

So, what if we group all of these together under ‘Games and Movement Experiences’, treat them all as contexts where concepts interact organically with each other? How would this look for games and sports? It would mean that the concepts are not the sports of the disciplines but the underlying factors or concepts that underpin all of the game and movement contexts. What would such an approach look like?

Welcome to the Grammar of Games.

The ‘Grammar of Games’ identifies these interacting concepts and builds on developing a deep understanding of their relationship with each other in all games / movement contexts.  It is an alternative approach to teaching and learning that originated in the games and sports field. The approach aims to improve understanding of all games and sports by attempting to address issues with ToL. Just as grammar provides the tools to understand the signs and symbols of language, the Grammar of Games aims to give meaning to movement experiences through deep understanding of the four ‘grammatical’ concepts that underpin and give meaning to all games or movement contexts.
​
The Grammar of Games does not necessarily draw upon new knowledge but builds upon the progress made in PE, especially in the GBA field but it perceives it in a different way. The Traditional Approach argued Movement Skill was the foundational concept that was transferable, GBA argued Strategy and Tactics, Decision Making were equally important for the ToL to occur. Based on my own extensive experiences, I have taken the liberty of adding Communication and Concentration as the fourth concept, as I believe it is the most neglected area of game / movement context understanding, especially for beginners. It also draws upon more thematic approaches in GBA that, of all GBA, have demonstrated some evidence of ToL (see Mitchell and Oslin, 1999). And the work of Gréhaigne, Richard and Griffin (2005), who have provided in depth content knowledge in the concepts of strategy and tactics and decision making but only applied this in FTI games and sports.
Picture
​Figure 1: The Grammar of Games (Forrest, 2015)
So how does it work? Well, a game, sport or movement experience can be placed in the centre of the model (and if we want to connect with all students, any experience is valid). Every experience is founded in principles, action and primary rules, configurations and spaces. Play action can be a product of the plans we make beforehand (strategy) or during play (tactics), is based on decisions at a team or individual level, which in turn determined by movement skills, which then influence what we communicate about and concentrate on. However, each concept interacts with the others organically as play evolves and has an influence on the other three. For example, any tactical change will necessitate an alteration in what we concentrate on and what decisions we make and what movement skill adaptations we make. As we are dealing constantly with interaction, learning experiences are generally based in game play and the approach can be used at a more generic game level or in a specific sport context. However, the game play aspect positions the Grammar of Games firmly in the GBA family with the concepts providing both the basis of observation and questions and the frame in which to make game progressions. Thus, if the educator wishes to focus on Tactical Changes to strategy, he/she can progress the game by changing a parameter (primary rule) that directly impacts on tactics in play, all the while knowing that there may be potential changes to the other three concepts.

Using the Grammar of Games allows us to change our perspective (as educators and learners) in how we understand games and sport as movement experiences. By developing a deep understanding of the grammatical concepts and their relationship in play, players, students, coaches and teachers can have a greater opportunity to connect with each other through the activities used, regardless of their background. This means that it does not matter whether we teach, assess or program water polo, football, rock climbing, snowboard cross, hammer throw, diving, swimming, surfing, lacrosse, lawn bowls, cycling, show jumping or have students who engage in chess, cards or video games*. Each is simply a context where these four concepts interact.  

There are also a range of advantages to such an approach in relation to ToL. They include;
  • An explicit connection with all movement experiences via the concepts provides the potential for authenticity with all students in our classes, irrespective of their movement background and clearly;
  • Content knowledge is based on four concepts, addressing the time factor in developing depth of understanding, allowing for more in depth of understanding and connection as activities to move from the simple (generic games) to more complex representations (game categories, disciplines, specific sports);
  • Assessment is based on the for concepts and how they interrelate in game play, regardless of the context, rather than a sport or category or discipline. Thus, students can demonstrate their knowledge and understanding of the concept across a range of discipline contexts and teachers can compare different contexts more effectively. The approach also removes the bias of assessing those who have learnt sports in different environments by requiring them to be flexible with the knowledge understanding and application of concepts, demonstrating true game play understanding;
  • The potential to improve teacher capacity to use educationally sound approaches such as GBA more meaningfully. An understanding of the four concepts provides an entry level into all movement experiences, removing the barrier of what we know based on the category or discipline and examining games and movement experiences based on how the concepts interact in the game in front of us. The concepts are also directly derived from GBA so by deepening our knowledge in these concepts from a general perspective, we have a greater capacity to meet the important markers that make GBA such a valuable pedagogy, such as game progression and questioning.

​Using the Grammar of Games as the foundation of understanding in movement experiences and educational programs gives educators the capacity to potentially address the issues of ToL. By changing perspective on what are key concepts and contexts in relation to what we wish all students to learn and understand in games and movement experiences, we can have the potential to improve. While it cannot necessarily motivate people to change habits or willingly embrace the process required to enhance ToL, it gives us a unique opportunity to connect our learners and educators in a meaningful fashion and provide potential for GBA to meet some of the ToL challenges. 


References
Forrest, G. (2015). New approach for games and sports teaching. Research and Innovation: Issue One. University of Wollongong.

Gréhaigne. J R, Richard, J.F. and Griffin. (2005) Teaching & Learning Team Sports and Games. Routledge Falmer, New York.

Mitchell, S. A. and Oslin, J. L. (1999) ‘An Investigation of Tactical Transfer in Net Games’, European Journal of Physical Education 4: 162–72.

Perkins, D. N., & Salomon, G. (1992). Transfer of learning. International Encyclopedia of Education, 2, 6452-6457. 


0 Comments

August Special Blog: Moving Game Approach for the Teaching of Games

8/17/2022

0 Comments

 
By Shane Pill
 Associate Professor in Physical Education and Sport at Flinders University, Australia

Website: https://www.flinders.edu.au/people/shane.pill
Twitter: @pilly66
Linkedin: https://www.linkedin.com/in/shane-pill-phd-med-bed-lmachper-fachper-53a3b528/
Orcid: https://orcid.org/0000-0003-3970-6724
Blog: http://learningthroughsport.blogspot.com.au/
Introduction
To celebrate the 40th anniversary of the Teaching Games for Understanding (TGfU) model, there will be a monthly ‘spotlight’ focus on key models/approaches with the field of Games-Based Approaches (GBAs). To start I would like to provide an outline of Moving Game Approach for the Teaching of Games by Leslie A. House, Edith Cowan University, (1995).

“Games teaching to secondary students needs a strategy that reflects a game context learning environment, high learner involvement levels and participants gaining an understanding of the concepts of game(s). The moving game/game context model for teaching games to secondary students provides such a strategy” (House, 1995, session notes handout)

In 1995, I was teaching at an independent school in Perth and went to a professional development session offered by Les House to explain the Moving game Approach model that he was using with his students at Edith Cowan University (ECU), so we would know what to expect in terms of ECU students understanding of games teaching when they came to us on placement. The Moving Game Approach was explained by Les as a move away from ‘traditional’ development of skill by preference for drill development.

The Lesson Model
The lesson model was game-practice-game. There are a lot of similarities in this lesson flow to the Tactical Approach out of the USA that was beginning to appear in PE literature (e.g., Mitchell et al., 1994).
Picture
Small-sided Games
Small-sided games were central to the approach. The ‘challenge to pedagogical knowledge of the PE teacher was in knowing how to progress the complexity of the games over time by changing game rules and conditions.

Picture
​House (1995) session notes handout
Use of Grids
A grid layout was suggested for the organisation of games. Grid formations were a popular structure for games teaching in the 1980’s, and something that I remember being emphasised in mt PETE training at Teachers College in the mid-1980s.

Competence
Emphasis of the model was on the development of strategic understanding rather than isolated skill development. Drawing on Bunker & Thorpe (1983), Les explained teaching for understanding as three dimensions of learning: When, What and How.

The Curriculum Model

Les suggested the Moving Game Approach be implemented as a curriculum following Rink and Werner (1985) four stages of game skill development:
                Stage 1. Object control emphasised
                Stage 2. Skill combinations emphasised
                Stage 3. Strategic understanding emphasised
                Stage 4. Specialised roles emphasised
The Moving Game Approach was never published, unlike other Australian game-based approaches which appear in scholarly and empirical literature: Game Sense (Australian Sports Commission, 1996), Designer Games (Charlesworth, 1994) Play Practice (Launder, 1999: University of South Australia), Play with Purpose (Pill, 2007: Flinders University), Grammar of Games (Forrest, 2019: University of Wollongong), MASTER (Eather et al., 2020: University of Newcastle).





We would like to encourage you to continue supporting the 40th Anniversary of TGfU celebrations; including our next instalment in the special blogs where we will be discussing more limited visibility and/or country-specific models/approaches. Please visit http://www.tgfu.info/40th-anniversary.html for our other events. ​
References
Australian Sports Commission. (1996). Game sense: perceptions and actions research report. Canberra: ASC. 

Bunker, D, Thorpe, R (1982) A model for the teaching of games in secondary schools. Bulletin of Physical Education 18(1), 5–8.

Charlesworth, R. (1994). Designer games. Sports Coach, 17(4), 30-33.

Eather, N., Miller, A., Jones, B., & Morgan, P. J. (2021). Evaluating the impact of a coach development intervention for improving coaching practices and player outcomes in netball: The MASTER coaching randomized control trial. International Journal of Sports Science & Coaching, 16(3), 439–455.
 
Forrest, G. (2019). What we do may not be possible/ Transfer of learning and the Grammar of Games. Presentation at the ACHPER International Conference, University of Canberra.
https://www.achper.org.au/documents/item/751

Launder, A. (1999). Play practice: the games approach to t5eaching and coaching sports. Human Kinetics. 

Mitchell, S. A., Griffin, L. L., & Oslin, J. L. (1994). Tactical awareness as a developmentally appropriate focus for the teaching of games in elementary and secondary physical education.  The Physical Educator, 51(1), 21-28. 

Pill, S. (2007). Play with Purpose. ACHPER Publications. 

Rink, J., & Werner, P. H. (1985). Teaching physical education for learning. St. Louis: Times Mirror/Mosby College Pub. 
0 Comments

August Special Blog: Designer Games- Rick Charlesworth

8/11/2022

0 Comments

 
By Shane Pill
 Associate Professor in Physical Education and Sport at Flinders University, Australia

Website: https://www.flinders.edu.au/people/shane.pill
Twitter: @pilly66
Linkedin: https://www.linkedin.com/in/shane-pill-phd-med-bed-lmachper-fachper-53a3b528/
Orcid: https://orcid.org/0000-0003-3970-6724
Blog: http://learningthroughsport.blogspot.com.au/
Introduction
To celebrate the 40th anniversary of the Teaching Games for Understanding (TGfU) model, there will be a monthly ‘spotlight’ focus on key models/approaches with the field of Games-Based Approaches (GBAs). To start I would like to provide an outline of Designer Games by Rick Charlesworth. 


Possibly Australia's most successful international team sport coach, Rick Charlesworth https://en.wikipedia.org/wiki/Ric_Charlesworth , promoted the use of modified and small sided ‘designer games’ for a coach to achieve fitness objectives at the same time as pursuing technical and tactical training objectives through the employment of game play, rather than fragmenting training sessions into separate technical, tactical and fitness training segments (1993, 1994).
Picture
A designer game “is a contest between teams in which a result (win/lose) is sought. The teams must strive to win while the game and design allows particular emphasis on aspects of hockey-craft in that particular environment” (Charlesworth, 1993). A designer game is constructed by manipulating “game parameters” (Charlesworth, 1993) such as: number of players; shape and size of pitch, scoring rules, size and number of goals, special rules (e.g., ‘no go zones’).
Specific emphasis in designer games included Transition and Playreading.
On transition: “In my view, perhaps the most critical aspect of real game situations is best catered for in competitive designer games as play doesn't stop until a goal is scored. In too many artificial training drills there is "a relaxation phase" not found in the competitive game. The metamorphosis from defender to attacker and back again is continuous and unrelenting and can not be given enough emphasis”
 
On playreading: “It is interesting to stop the game and ask teams what is going on. Often I will instruct one team to play a particular way and wait to see how long their opponents take to work out what is happening. Such questioning stimulates players to be more analytical during the game”
(Charlesworth, 1994, p. 32).
 
A designer game is meant to “provide a competitive, strategic, distracted, “decision-laden” environment” (Charlesworth, 1993, p. 33) to players.






We would like to encourage you to continue supporting the 40th Anniversary of TGfU celebrations; including our next instalment in the special blogs where we will be discussing more limited visibility and/or country-specific models/approaches. Please visit http://www.tgfu.info/40th-anniversary.html for our other events. 
References
 
Charlesworth, R. (1993). Hockey Australia Level 3 NCAS Course: Discussion topic – Designer Games. Canberra, December.
​
Charlesworth, R. (1994). Designer games. Sports Coach, 17(4), 30-33
.
0 Comments

August Special Blog: PlaySmart - “Thinking through Physical Education.”

8/5/2022

0 Comments

 
By Shane Pill
Associate Professor in Physical Education and Sport at Flinders University, Australia

Website: https://www.flinders.edu.au/people/shane.pill
Twitter: @pilly66
Linkedin: https://www.linkedin.com/in/shane-pill-phd-med-bed-lmachper-fachper-53a3b528/
Orcid: https://orcid.org/0000-0003-3970-6724
Blog: http://learningthroughsport.blogspot.com.au/
To celebrate the 40th anniversary of the Teaching Games for Understanding (TGfU) model, there will be a monthly ‘spotlight’ focus on key models/approaches with the field of Games-Based Approaches (GBAs). This month, we are showcasing limited visibility and/or country-specific models/approaches. To start I would like to provide an outline of Tom Bell’s Play Smart model.
 
I first read Tom Bell’s description of The PlaySmart method (Bell, 2003) when I started researching for my PhD thesis (Pill, 2012). In 2011, we were able to align times and set up, using Skype, a games lesson team teaching situation where Flinders University PETE students were engaged with Tom Bell from Manchester Metropolitan University (UK) using his PlaySMART ideas, while he taught his class ‘on the other side of the world’, creating a UK v Aus PlaySMART competition. I have continued to draw on Tom’s ideas since that occasion.
 
The PlaySMART project was set up by Physical Education staff at Manchester Metropolitan University in the UK to investigate how students’ performance in physical education could be enhanced. The program aim was to challenge the
“traditional” view of skill development that Read (1993) found dominant in UK Schools - an almost exclusive preoccupation with the promotion of teacher defined and usually de-contextualised techniques (and therefore 11 years after Bunker and Thorpe (1982) had released details of their project challenging the same pre-occupation). In contrast to separation of technical and tactical components of skill associated with a “traditional’ view on skill development, PlaySmart methods reflected an alternative view, whereby both the cognitive and the motor control components were to be developed at the same time (Bell, 1993).
 
The PlaySmart program emphasis was on developing the thinking skills and problem-solving knowledge components of sports performance. Drawing on skill acquisition literature, the assumption was put forward that if students are to be flexible problem solvers they need to understand those problems at a conceptual level (Bell, 2003).
 
The PlaySmart method involved encouraging students to understand game moments through key factors, and how the factors relate to each and how they provide a tactical advantage. In PlaySmart these were called “Moments of Advantage”. (M.O.A.s). The movement sequence that led to the “Moment of Advantage” was termed a “Set Up” pattern. The movement pattern the individual or team makes to exploit this opportunity was called an “Endgame” sequence.
 
Students would be able to demonstrate their understanding of the game moments using “If Then Production” theory. Here, a “production” solved a problem by offering the player an appropriate association between certain problem conditions and an action (solution). The thinking sequence is: if (describe the challenge) then an appropriate response would be to (insert action) because (this consequence is anticipated) (Bell, 2003; Bell & Penney, 2004). Here, I see a tool for making player thinking visible, so you (teacher/coach) know what they (players) know (Ritchhart et al., 2011).
 
The PlaySMART method
  • Experience of the full game – this is a critical first phase that contextualises the activities that follow;
  • A focus on a ‘core task’ that relates to one identified part (phase of play) of that game;
  • Participation in ‘SMART challenges’ that are directly linked to the core task.
(Bell, 2003; Bell & Penney, 2004)

The “SMART” acronym stands for “Situation”, “Methods”, “Adaption”, “Reduction” and “Transfer” as a problem-solving strategy. Bell’s (2003) paper linked below, provides an example using Kabbardi of how the SMART method works.

This is an example of how I have used some of Tom’s ideas to inform inquiry activities in the Volleyball unit I teach at Flinders University
Picture
We would like to encourage you to continue supporting the 40th Anniversary of TGfU celebrations; including our next instalment in the special blogs where we will be discussing more limited visibility and/or country-specific models/approaches. Please visit http://www.tgfu.info/40th-anniversary.html for our other events. 
References
Bell, T. (2003). The PlaySmart Programme. “Thinking through Physical Education.” Paper presented at the AARE/NZARE Conference, Auckland. https://www.aare.edu.au/data/publications/2003/bel03619.pdf

Bell, T., & Penney, D. (2004). PlaySMART: developing thinking and problem-solvers in physical education. In J. Wright, D. MacDonald & L. Burrows (Eds.). Critical inquiry and problem-solving in physical education (pp. 49-61). Routledge.

Bunker, D., & Thorpe, R. (1982). A model for the teaching of games in secondary schools. Bulletin of Physical Education 18(1), 5–8.

Read, B. (1993). Practical knowledge and a games education at Key Stage 3. British Journal of Physical Education, Spring, 10-14.

Pill, S. (2012). Rethinking sport teaching in physical education. Doctoral dissertation, University of Tasmania. https://eprints.utas.edu.au/15016/

Ritchhart, R., Church, M., & Morrison, K. (2011). Making thinking visible: How to promote engagement, understanding, and independence for all learners. John Wiley & Sons.

0 Comments

    40th Anniversary Special Blogs

    Each month we will be showcasing different models/approaches with the games-based approaches field. We will be discussing the models, developments in their field and future directions. We also aim to create some practical resources for you to use. ​

    Archives

    September 2022
    August 2022
    April 2022
    March 2022
    February 2022
    January 2022

    RSS Feed

​© COPYRIGHT 2020 AIESEP TGfU Special Interest Group
Picture
Administration Only:  Executive space 
                                       IAB Space