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Teaching Games for Understanding in the States

1/4/2021

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By Neil Wallner
PE Teacher at Howard B. Thomas Grade School in Burlington, IL

Email:  [email protected] 
Twitter:  @NeilWallner
My name is Neil Wallner and I teach grades Kindergarten through fifth grade (ages 5-10).  I have been teaching physical education for 28 years at Howard B. Thomas Grade School in Burlington, IL.  I’m always looking to improve upon my teaching, looking for best practices/methods in the physical education field.

I first came across Teaching Games for Understanding at a Physical Education workshop in St. Charles, Illinois, USA.  I was intrigued by the speaker as he introduced a territorial/Invasion game involving offensive and defensive strategies.  Upon further gameplay at the workshop and then researching the Teaching Games for Understanding website, I was able to incorporate the 6 basic pillars of TGfU.  They include:  Game form, game appreciation, tactical awareness, decision making, skill execution and performance.

TGfU Lesson Sequence ​

The lesson sequence for a typical tactical (TGfU) lesson is “(1) the initial game where students are exposed to a game that is based on specific objectives; (2) a student-centred Question and Answer (Q&A) session centred around the goal of the Game; (3) practice based on the Q&A and (4) the application of the skill in a game context” (Gubacs-Collins, 2007).
 
Below is a typical lesson sequence I present in a game involving offensive and defensive strategies.  This game I named, INVASION (see video below):

  1. After viewing INVASION video, I will have a brief talk with class going over as little rules as possible.  This allows students (Ss) to jump right into TGfU gameplay and learn within the game itself.  Ss are told we will meet at ‘Halftime’ to discuss the game further in detail and answer any questions.
  2. Ss will now be instructed to go to an assigned court with their team OR choose an Ability level Court - Beginning, Developing or Secure.
  3. After Ss put colored jerseys on, they now match up with a player on the other team.  These 2 players from opposite teams will guard or ‘shadow’ each other.
  4. INVASION gameplay begins after both teams have matched up.
  5. I allow about 5 minutes of gameplay as I observe and take notes.  When I call out ‘Halftime,’ all Ss sit together and we discuss what I observed and how to improve your quality of game.   Some of my observations:  What pass is more successful, a long pass or a short pass?, I noticed several Ss standing around and not moving (statues) on offense, what can you say to those teammates?,  I noticed several Ss not shadowing their person, I saw Ss knocking the ball out of another player’s hands, is that allowed?, I noticed Ss shadowing other players, is that allowed?.  I like to add the Turn And Talk method during these discussions as it engages & empowers the learner.  Ss will talk to each other about various observations as stated above.  I add a few more rules that were not covered in the beginning.  Students may ask questions during this time.
  6. Once the game resumes I notice a big improvement in the games.  Ss are engaged, working together and improving their own independent gameplay.  Now these strategies can be applied to other PE units as Ss understand INVASION terms.

Ability grouping

As an alternative to regular team gameplay, I allow several days within each PE unit for Ability grouping.  We allow the students (Ss) to decide which ability level they want to participate in, Beginner, Developing, Secure.  These ability levels look familiar to Ss as they are associated with their report card grades.  The three terms imply as much about the attitude of play as well as ability.  During PE class we discuss the following:
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I ask the students to try to have almost equal numbers in each game. The vast majority of the students end up in the proper group based on ability and attitude without me having to intervene. This self-selection process allows them to play at the level they feel most comfortable for that particular game that day. It definitely helps to get the students “more touches” and higher time-on-task.

Pedagogical Principles of TGfU

Principles of play are particularly useful in shaping the progressive development of modified games within each game category (Hopper, 1998). Thorpe and Bunker (1989) introduced four pedagogical principles associated with TGfU that helped further define the model for teachers namely; Sampling, Representation, Exaggeration and Tactical Complexity (Thorpe & Bunker, 1989; Griffin & Patton, 2005).
 
I will touch on some Pedagogical Principles that I incorporate into my PE curriculum below:
 
Exaggeration - Involves changing the rules of the official game to emphasize a particular tactical objective.  In our game INVASION, we introduce a defensive strategy called, Shadowing.  This involves one player from each team of similar ability level to guard or play defence on each other.  These two players can only shadow/guard each other.  They cannot shadow/guard any other player.
 
Representation – Since modified games are derived from the official full sided game and tactics can be transferred between games within the same category, similar tactics can be taught once for entire game categories than teaching them in each game.  This allows for quick progression within units with references made to previous units of the same category.  In our game INVASION, I will introduce Ss to these basic offensive/defensive strategies in the beginning of the year so that these strategies can be applied to future units such as basketball, football, soccer, Ultimate Frisbee, etc….Ss for example, will understand the importance of moving to open space when their team has the ball and trying to score points for their team.  Ss will also understand the basic concepts of playing defence and guarding your person, making it difficult for the other team to score.  As the teacher, I can reference several key terms when presenting multiple Physical Education units involving offensive and defensive strategies.  Some terms include:  Guarding/Shadowing your person, Wall Up (putting your arms up on defence to make it difficult for the offensive player to pass the ball), Moving without the ball on offense, pass to open player, etc….
​
In closing, Teaching Games for Understanding can be beneficial to students of all ages.  If students are given time to learn through lesson sequence, discuss observations and allowed time to play then student ability levels will increase, boosting student confidence as game enjoyment will skyrocket.

Spotify Podcast The 301, S2:E3 October 16, 2019, 
Start at 16:34 Click here
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Looking at TGfU in Equity, Inclusion, and Social Justice Perspectives

2/3/2021

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By Kanae Haneishi, Ed.D.

TGfU International Advisory Board (America)
Associate Professor of Kinesiology and Human Performance
Valley City State University, North Dakota (U.S.A)

Website: https://www.vcsu.edu/directory/kanae-haneishi/
Email: [email protected]
Twitter: @Kanaehaneishi
Facebook: https://www.facebook.com/kanae.haneishi​
LinkedIn: https://www.linkedin.com/in/kanae-haneishi-4998158
Researchgate: https://www.researchgate.net/profile/Kanae-Haneishi
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We have all witnessed numerous incidences related to inequity and discrimination in our society and as educators there needs to be a sense of urgency for as equity, inclusion, and social justice throughout teaching and learning spaces. In physical education and sport, Clup (2021) has been an advocate for fighting dehumanization by creating need for applying a Thirdspace lens for social justice in Kinesiology (Culp, 2020). In this article, my intend is to reflect on how game-based approaches could be a venue for promoting equity, inclusion and social justice in teaching and learning in physical education and sport.
 
Dehumanization is defined as “a violation of two qualities (identity and community) that we accord to an individual that we accord to an individual (Kelman, 1973).” Dehumanization in physical education and sport occur when physical educators and coaches deem students and players as one of the objects in the space and ignore their identities and sense of belonging. When the notion of Thirdspace is applied related to equity and inclusion, it means to create a whole new space that is separate from majorities and minorities’ spaces. Thirdspace is where we constantly “process of re-negotiating and contesting the definitions of territory and cultural identity to promote justice (Clup, 2020, p. 10).” Culp (2020) suggested “applying a Thirdspace lens to kinesiology in an intentional fashion may serve positively influence a public that has become dangerously shaped by protectionism, isolationism, xenophobia, and anti-elite discourse (p. 10).”    
 
Considering equity, inclusion, and social justice as humanizing and creating Thirdspace, game-based approaches offer a venue for physical educators and sport coaches. Our beloved Dr. Joy Butler from the TGfU community strongly advocated for this same notion in her book “Playing Fair” (Butler, 2016). In the process of inventing game and playing games, students are offered “seriously playful opportunities to learn democracy in action, because students learn by doing as they negotiate, debate, overcome conflict (p. 2).”  Students and players in TGfU create a space where they discuss, problem solve, and support each other while teachers and coaches deliberately facilitate the learning space. In my previous presentations including the one at AIESEP 2019 “Game-Centered Approach (TGfU) for Promoting Sports for Girls and Women in the Community” as well as the recent TGfU blog by Dania and Stasinos (2020), TGfU shows  great potential to motivate and empower girls in sport. Their concepts can also apply to the boarder issues on equity and inclusion as well as social justice. TGfU lessons afford many opportunities where safe space is naturally developed. The safe space is where humanizing can happen and the Thirdspace can be created. For example, games are often dynamic and consistent where students and players feel limited isolation and experience less singling out. Mistakes that occur during the games are not clearly visible to their peers. When students or players are solving problems as a group, there is a creation of space where everyone has an opportunity to speak, listen, and feel sense of belonging. When planned and delivered carefully by teachers and coaches, the space can promote social justice where differences such as race, age, gender, sexual orientation, disability, religion, and socioeconomic status are no longer important and working toward solving problem together becomes a main focus.
 
Joy knew that TGfU had power not only teaching sport concepts and skills in a more effective way while at the same time expanding the intension of teaching games to educate students andplayers to be global citizens. With many uncertainties and inequity that we currently face in society, teaching our students and players true inclusion, equity, and social justice is more   critical than ever. TGfU and other game-based approach offers the space where teachers and coaches can deliberately promote inclusion and equity and educate students/players for social justice.  

References:
 
Butler, J.I. (2016): Playing Fair: Using student-invented games to prevent bullying, teach democracy, and promote social justice, Human Kinetics, Champaign, IL. 
 
Culp, B. (2020): Thirdspace Investigations: Geography, Dehumanization,
and Seeking Spatial Justice in Kinesiology, Quest, DOI: 10.1080/00336297.2020.1729824
 
Culp, B. (February 18, 2021): Fighting Dehumanization in Physical Education, SHAPE America Blog, https://blog.shapeamerica.org/2021/02/fighting-dehumanization-in-physical-education/
 
Dania, A., D &  Stasinos, P. (October 1, 2020): The use of game-based teaching as a route to address gender issues in physical education, TGfU Blog, http://www.tgfu.info/blog/the-use-of-game-based-teaching-as-a-route-to-address-gender-issues-in-physical-education
 
Kelman, H., C. (1973): Violence without moral restraint: Reflections on the dehumanization of victims and victimizers, Journal of Social Issue, 29 (4). 25-61.

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Is coaching an art or a science?

2/1/2021

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By Neil Plimmer
PGA Golf Professional for over 20 years. Working in all areas of the business. The majority of his time has been focussed on coaching and during the last 10 specialising in coaching children


Blog https://jolf.golf/the-jolf-man
Twitter & LinkedIn @neilplimmer 

More information on JOLF at the end of this blog
This quote from Seth Godin’s daily email caught my attention, and has kept it for a while https://seths.blog/2020/11/one-difference-between-science-and-art/ 
 
One difference between science and art
If you can’t replicate the work and get the same outcome, then it’s not science.
If you can replicate the work and get the same outcome, it’s not art.
 
Is coaching an art or is it science? Can it be one or the other?
After thinking about this for a while I came to the conclusion that it is both.
In fact I decided that coaching is many different shades of grey. 

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The one thing that joins the art and science together in my world of introducing golf to children and families is PLAY.

At times I feel am a SCIENTIST, gathering and using research, to make hypothesises and testing them to gain and share understanding and knowledge. Our values and principles are underpinned by this research, real world experiences and critical review that helps me understand how we all play and learn to develop a lifelong love for golf.

More of the time I would see myself as an ARTIST, creating, inventing and designing environments and experiences that are ever changing and never the same for each child that shares time with us.

All of the time I would consider myself a HUMANIST, I care about how children and their families feel when they play golf and care about what effect their experiences have on their all round well being and development. I want children and their families to enjoy the experiences they share so much they want to come back and do it again and again, and they search out further opportunities on their own to continue playing.
​
The subtle mix of SCIENCE (our research, knowledge we acquire and learning) and ART (our creative and inventive approach as well as our critical review and reflection of our experiences) and our HUMANIST approach to coaching children all go into the mix of creating PLAY environments and experiences that allow children and their families to enjoy playing golf with us. 

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PLAY = Science + Art + Humanism
 
As a coach we need to be a subtle and ever changing mix of scientist, artist and humanist. This is seen every time I give a golf club to a child for the first time. It would be very easy when handing them the club to explain everything about how it works and all of the techniques required to strike the ball. But instead I prefer to make sure they understand and appreciate how to play safely and the task, then observe what they do and how they do it. In observing them play I am mentally taking note of what they do, how they do it and considering why they might do it that way. How might I then engage with them to improve and enhance their experience? It will depend, and it depends on lots of different things and this is the grey area between science and art. Often this is by doing and saying nothing but I am always planning ahead to their next experience. “What now and what next?” is a question I ask myself, both for the children and families that play with us and also for me and JOLF. What can and should we do now to maintain enjoyment and engagement and what next for their future experiences.    
 
 
The more I thought about the quote in relation to my work in golf with children the more I thought about this from Pablo Picasso
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It would seem that this quote has created more questions than answers for me. I see the quote being something I will revisit on a regular basis to assist my review and reflection of what we do, how we do it and why.
 
Is coaching an ART? Is it a SCIENCE?
Am I biased to a certain approach?
In relation to coaching are they on a continuum?
Are they polar opposites?
Do we live and work in the grey?
Is ART what you can see and the SCIENCE what cannot be seen?
Do we want to replicate sessions with children?
Do we want the same outcome?
Is the magic of PLAY when the ART and SCIENCE of what we do perfectly matched to the children, their experience and the environment?

JOLF

JOLF was born in 2011. We provide children and their family’s accessible opportunities to play golf.  We do this by delivering enjoyable, engaging and appropriate experiences in schools, the community and at golf clubs.
Our approach to playing and learning golf is driven by JOLFology, our guiding principles developed through our ongoing experiences, research and critical review.

Read more about what we do at www.JOLF.golf
​Follow and connect with us on Twitter, Facebook, Instagram and YouTube 

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SCIENTIST (ˈsaɪəntɪst) https://www.dictionary.com/browse/scientist?s=t
noun
a person who studies or practices any of the sciences or who uses scientific methods
 
ARTIST (ˈɑːtɪst) https://www.dictionary.com/browse/artist?s=t
noun
a person who practices or is skilled in an art, esp painting, drawing, or sculpture
a person who displays in his work qualities required in art, such as sensibility and imagination
a person whose profession requires artistic expertise, esp a design era commercial artist
a person skilled in some task or occupation an artist at bricklaying
obsolete an artisan
slang a person devoted to or proficient in something a booze artist; a con artist
 
HUMANIST [ hyoo-muh-nist or, often, yoo- ] https://www.dictionary.com/browse/humanist?s=t
noun
a person having a strong interest in or concern for human welfare, values, and dignity.
a person devoted to or versed in the humanities.
a student of human nature or affairs.
a classical scholar.
(sometimes initial capital letter) any one of the scholars of the Renaissance who pursued and disseminated the study and understanding of the cultures of ancient Rome and Greece, and emphasized secular, individualistic, and critical thought.
(sometimes initial capital letter) a person who follows a form of philosophical or scientific humanism
adjective Also hu·man·is·tic  [hyoo-muh-nis-tik, or, often, yoo‐]
of or relating to human affairs, nature, welfare, or values :our humanist principles; a humanist approach to social reform.
(sometimes initial capital letter) of or relating to the humanities or classical scholarship, especially that of the Renaissance humanists :humanist studies; the Humanist ideology of Petrarch.
of or relating to philosophical or scientific humanism :a humanist philosophy that clashed with his parents’ religious beliefs.

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On the Implementation of TGfU Principles in Physical Education in German Secondary Schools–a Snapshot in Time

2/12/2020

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​By Stefan König
University of Education, Weingarten (Germany)


​Email: [email protected]
ORCID: http://ORCID.org/0000-0002-7851-1973
Researchgate: https://www.researchgate.net/profile/Stefan_Koenig6
Google Scholar profile: https://scholar.google.com/citations?user=IQ44XRMAAAAJ&hl=de
​Although the original concept of TGfU was published in 1982 by Bunker and Thorpe, the concept is still far from being well-known among physical education teachers in Germany. As a consequence, TGfU’s pedagogical principles and didactic approaches are scarcely implemented in the respective PE lessons. In the following four pivotal issues are described and discussed. 
​1) What do we know about the effects and the acceptance of teaching team sports on the bases of TGfU in German Secondary Schools?
In general, we know that the state of the art shows various results on the effectiveness on TGfU vs. skill oriented teaching. However, a rather contemporary study by Allgäuer et al. (2016) which was conducted in a variety of secondary school classes in Germany, rather clearly presents that TGfU programs were more effective than skill and game oriented approaches in physical education. In this examination skill oriented teaching means that the students exclusively have to deal with drills on specific skills, whereas game oriented approaches refer to programs, which confront students mainly with small-sided but specific games of different complexity. Thus TGfU is to be regarded as a kind of combination of the two. Figure 1 shows the different effects in a quasi-experiment conducted with handball, volleyball, and soccer programs: Classes being taught on the basis of TGfU principles reached better learning results in all games. 

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​Figure 1. A comparison of teaching methods and their effects (adopted from Allgäuer et al., 2016). [CI = confidence interval]
Additionally, we got similar results for primary schools in Germany (Memmert & König, 2007): TGfU concepts lead to the highest effects when teaching basic tactical competencies, even with complete beginners (1st and 2nd graders).
Various studies analysing TGfU lessons and the question in how far students like or dislike such programs, brought to light that the majority of German students actually appreciate their teachers working the TGfU approach. In particular, this could be shown for 1 to 4 graders (7 to 11 years of age) who reported that TGfU lessons were interesting for them, that they felt like playing or taking part in the games all the time, and that they would prefer playing like that more often.
 

2) What is the situation in PE teacher education in Germany?
Due to a change in pedagogical conceptions and ideas, curricula in Germany have moved from the idea of prescribing traditional sport disciplines for PE to a paradigm which is more open because it only mentions movement fields, e.g. like playing. As a consequence, teacher education has also been modified; this means that lectures and seminars at university increasingly have to handle this challenge–a process which lead to more unspecific courses (e.g. racket sports) or to combination courses (e.g. basketball & volleyball). As a consequence, it might be assumed that future teachers will lack specific knowledge, a highly relevant goal for teaching TGfU lessons.
 


3) What are the most important problems for PE teachers in Germany?
Discussing strategies for teaching games in Physical Education a majority of teachers mention the following problems as focal:
  • First, teaching in various pitches simultaneously, it is difficult, especially for beginners, to control the teaching process of all students. This leads to uneasiness.
  • Second, recognizing typical and adequate game situations for reflecting tactical problems and questions (step 2 of TGfU process) seems to be an enormous challenge which requires teaching experience. Thus, it becomes a nearly unsolvable problem for novices.
  • Third, conducting talks with students on the basis of a constructivist approach overcharges a great deal of teachers because they have not learned to do this, and because they aim at controlling the situation thus drawing the attention to themselves.
Summarizing these experiences, we can say that it is difficult for teachers to conduct TGfU lessons due to several problems. However, these problems have to be future contents in the education of teachers.
 


4) What could be done to improve the situation?
​
In general, our binational project (http://www.tgfu.info/whats-happening-in-germany.html) revealed three major consequences for teacher education (Baumberger et al., accepted): PE teachers need …
  • .... specific TGfU teaching experiences which emphasize the typical combination playing and exercising,
  • .... adequate teaching programs for different team sports and different age groups, and
  • .... a framework for planning their game teaching on the long run.
            
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Bibliography
​

Allgäuer, D., Brielmayer, D., Lutz, M., & König, S. (2016). Spielvermittlung in der Sekundarstufe I – eine Frage der Methode? [Teaching games in secondary schools–an issue of the method?]. sportunterricht, 65(10), 295–300.

Baumberger, J., König, S., & Bislin, S. (accepted). Sportspielvermittlung: Gelingens- und Mißlingensfaktoren [Teaching Games–Factors for Success and Failure]. SportPraxis.

Bunker, D., & Thorpe, R. A. (1982). Model for the teaching of games in secondary schools. Bulletin of Physical Education, 37, 5–8.

Memmert, D., & König, S. (2007). Teaching Games in Elementary Schools. International Journal of Physical Education, 44(2), 54–66.


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Applying Games-Based Approaches to High Performance Coaching in Ireland: An interview with Paul Kinnerk

1/11/2020

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By Phil Kearney
University of Limerick

​Email: [email protected]
Twitter: @kearney_phil
ORCID: http://orcid.org/0000-0003-3425-663X
Researchgate: https://www.researchgate.net/profile/Phil_Kearney
Google Scholar profile: https://scholar.google.co.uk/citations?user=ZFggoBgAAAAJ&hl=en
Initially qualified as a Physical Education teacher, Paul Kinnerk completed his doctoral studies at the University of Limerick in 2020 on coaching pedagogy in the sport of Gaelic football (one of two traditional Irish games under the remit of the Gaelic Athletic Association, or GAA). In addition to his recent publications on game-based approaches, Paul has promoted a games-based approach at National Coach Development conferences, and has a reputation as one of the most effective coaches in the game of hurling. In high performance settings, Paul has held the role of lead coach for the Limerick (2017-present) and Clare (2012-2014) senior hurling All-Ireland winning teams. In this interview, Paul discusses his introduction to games-based approaches, and his current research and promotion of games-based approaches within Ireland’s native games. 
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©Diarmuid Greene/SPORTSFILE
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©Diarmuid Greene/SPORTSFILE
Where did your interest in game based approaches come from?
​

So they would have originated from my experience as an undergraduate student in Physical Education in the University of Limerick. I was lucky at the time to receive excellent teaching on game-based approaches such as Teaching Games for Understanding from my lecturers within the University and the whole aspect of coaching through games and the story that the lecturers generated really appealed to me. So the approach of identifying an area to be addressed that was tactically focused, and then the creation of sophisticated games to address that tactical problem and how they were reduced in difficulty or increased in difficulty, the use of conditions to be exaggerated; for me that was a style of coaching that I hadn't been privy to before that and I really thought it was the way forward in coaching.


You mentioned there that this was new to you; you hadn't really experienced this kind of approach through your playing career and coach development up to that point. How common do you think this game based approach was within Gaelic games in Ireland at that time?

So at that time I believe Gaelic games was very traditional in how skills were taught and there was very much a focus on developing skills in isolation and then applying these skills in a game context at the end of sessions. Now, there were exceptions to that, and I had some coaches that actually coincided with my experience as an undergraduate student, such as Cian O'Neill and Donie Buckley, whose coaching approach would have been strongly aligned with game-based approaches. That happened coincidentally and simultaneously with my experiences as an undergraduate. I was receiving my Physical Education teacher training in in game-based approaches and then also experiencing that teaching on the training pitch as a player as well, so I really got a great appreciation for it. I was very fortunate from that point of view. But going back to your original question, those coaches would have been the exception rather than the norm at that time. 




Beyond taking these ideas and implementing a game based approaches into your coaching, you went a step further than most people do, and you went and did a PhD on game based approaches. Please talk us through the reason for doing further study

So my reasons for undertaking the PhD were multifaceted. Firstly, I had a desire to educate myself further on this area. I was coaching at a high level prior to undertaking the PhD and I was applying what I would have felt were a lot of the key strategies within game based approaches but perhaps not having the theoretical underpinning of those strategies and maybe being limited in simply applying games, but maybe not the sophisticated potential that game based approaches might have offered. And I felt that by undertaking a PhD within that sphere I was putting myself in an excellent position to advance my own understanding and expertise within the area, ultimately leading to challenging my coaching approach and extending it further. Equally, I was at that time engaging as a mentor for many coaches and as an advisor within several coaching settings and the speaker at many coach education workshops and conferences. And I found that my expertise in delivering discussions on game based approaches was limited to identifying games that coaches should use, and maybe how to change games, and I think that represented a narrow appreciation for the potential of game-based approaches. And it's something that I was hugely passionate about in terms of coach education, so I felt that a PhD would allow me to progress in that sphere, but also to be a better mentor and to challenge the coaches that I encounter with more information in this area. Ultimately, serving the coaching community, really, would summarize that. And then there was a great desire for me to engage in academic research that I've always had a passion for, going back to the time that I did my undergraduate dissertation. There was always an urge to go back into research and this was an excellent opportunity.


What were some of the key lessons from your research?

My research was made up of two phases. The first phase investigated what is currently taking place in terms of game-based approaches within GAA settings. We found that while some coaches displayed an understanding of some of the key aspects of game-based approaches (GBAs) and demonstrated within their practice some aspects of GBAs, for the majority of coaches, their coaching approach was not strongly aligned with what is advocated in the GBA literature. In phase two we wanted to investigate what would be the benefits of coaches committing to an authentic GBA as advocated within the coaching literature. We found that a season-long GBA intervention improved players’ decision making, and that the players reported favourably on receiving the new coaching approach. Equally coaches, while experiencing difficulties initially and reporting significant commitments and support needed, they did highlight significant benefits to and improvements in their coaching approach as a result of implementing the GBA. So they would have been some of the key findings.


There's something you said that I want to pick up on; you were using game based approaches yourself, but wanted to learn more about the theoretical underpinnings to enhance the sophistication with which you were using games. So, you were aware that there was a theory behind this approach and that there was a more sophisticated way to use games. You talked about many of the coaches you encountered, how they were using aspects of a game-based approach, but they weren't really using it to its full potential. Was there any realization of that previous lack of sophistication from the coaches as a result of your intervention?

Yes, so to quote one of the coaches, they felt that they were using a game-based approach prior to the intervention, or using many of the key elements of a game based approach. But what they soon discovered was that they were “only touching the tip of the iceberg” in terms of the potential of this approach. They soon understood that there was untapped potential in terms of elements that they were using, and elements that they didn't know they could actually use. For example, such as the sequencing of session content. None of the coaches had ever engaged in that element of planning prior to the intervention and how content could be scaffolded to enhance player learning. So, through complex learning theory, which the coaches would have been introduced to, and how learning is active, social and interpretive, the coaches became aware of and used the theory almost as a benchmark within their session planning and within their session implementation to enhance the players’ learning experiences. And that explicit engagement would not have been a process coaches would have engaged in prior to the intervention.


What are your hopes for game-based approaches within Gaelic games in the coming years?

My big hope is that it enters the wider coaching population; that we are able to create a community within coach education so that mentors feel confident and knowledgeable in the key learnings of game-based approaches and that subsequently allows them to educate coaches on the ground. And that we see players receiving that type of coaching as being the norm rather than the exception. There are positive steps being made by the GAA’s coach education in terms of the models being used (e.g., Turas), by the 2017 conference focused on game-based approaches, and so I'm hopeful that that will continue and that we will then see GBAs becoming the norm. 

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The use of game-based teaching as a route to address gender issues in physical education

1/10/2020

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​By Dr Aspasia Dania and Panagiotis Stasinos
(Assistant Professor in Physical Education Teaching) and ​(PE teacher in public Greek Physical Education)
​In many countries worldwide, there are inequalities in the opportunities given to girls compared to boys for participation in Physical Education (PE). Scientific data show that while girls' biological diversity is not an obstacle to their participation in any sporting activity, social diversity undoubtedly affects it negatively. School plays a very important role in the reproduction of gender inequalities and by the time girls reach adolescence, they already behave as individuals with a socially defined gender identity. School PE in particular, is an important and dynamic space for the construction of gender identity and numerous studies have shown that female participation in PE games and/or activities becomes lower as girls move on to graduation. The existence of body, strength and ability stereotypes within PE classes result in a lack of encouragement for girls, who perceive they are not so able so as to look up to their teachers’ expectations, and thus choose to be “competent by-standers”.

The issue of youth participation in PE and sport is definitely an issue that needs to be redefined, especially in regard to equity principles and PE teachers’ role is pivotal to this direction. In many countries, in service PE teachers’ professional development on gender issues lacks theoretical understandings and practical resources, limiting thus their abilities and skills to design and implement gender-neutral classes and/or activities. The fact that within many Physical Education Teacher Education departments practical courses are taught in purely male or female groups, constraints undergraduates’ experiences and ways of understanding. Further, the establishment of mixed gender PE classes at school not only fails to reverse the above situation, but in many cases may contribute to the reproduction of stereotypes, both by novice and experts in the field.

Empowering girls and young women through PE and sport is a major educational issue that has to be resolved by starting from small-scale changes in curriculum content and instructional methods. The use of game-based instructional models could address gender access and participation imbalances within, ensuring their holistic learning and providing specific tailored support when needed. Game-based models place the student at the center of the learning process, by providing equal opportunities for participation, improvement and progress, within specifically designed game contexts that positively challenge their thinking, feeling and acting behaviors and/or habits. A positive aspect of game based model teaching concerns the way that group formation and teamwork issues are resolved (i.e. developmentally appropriate activities, small-sided games, questioning and challenges at a group level), something that can positively affect girls' participation rates and minimize feelings of helplessness or failure in a co-educational classrooms. Compared to traditional “one-size-fits all” PE classrooms, modified games can ensure fair play and multiple opportunities for participation, challenging stereotypes about which sports or activities are considered male or female.
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Depending on our role as PE teachers and teacher educators, we advocate for the promotion of equality and social justice within our classes, so that student wellbeing is empowered regardless of their gender and abilities. Game-based instructional models could be a relevant framework for redesigning a gender-neutral PE curriculum, especially due to their emphasis on developing students’ knowledge, skills, character, and meta-learning abilities. The latter are considered as important dimensions for educating versatile 21st century learners who will effectively cope with the societal, economic and personal level challenges of the modern world with poise and resilience.
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Forthcoming Edited Book

1/9/2020

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By Professor Linda Griffin
 College of Education at the University of Massachusetts Amherst

Steve Mitchell and I wanted to let the TGfU Community know that there will be a forthcoming edited book entitled “Lifetime Contributions in Physical Education: Celebrating the lives and work of Len Almond (1938-2017) and Joy Butler (1957-2019)” The edited book is being published by Scholary. In anticipation of the book coming out, we want to share our reflections on Len and Joy contributions. Enjoy! 

Final Reflections

Linda L. Griffin & Steve Mitchell

Here we offer our final reflections as a tribute to Len and Joy. Our tribute is a sign of respect and admiration for their accomplishments. After careful and thoughtful review of their scholarly work and knowing Len and Joy personally, we offer three themes that connected them.

First, they both found their passion and became champions who advocated for a cause(s). Early in a scholar’s career, we are encouraged to pursue an area of interest that gives you passion. Len’s passion early in his career was reflected in his work with Rod Thorpe and David Bunker related to Teaching Games for Understanding (TGfU), which brought to the forefront an alternative games pedagogy. Len was also involved in the primary physical education movement and championed its usefulness in supporting the value of physical literacy. Joy’s passion was centered on inclusiveness and fair play in games education through TGfU and games inventing. Through this passion she even took on the oppressiveness of the game of dodgeball.  

Second, Len and Joy championed their passions through grass roots efforts. They used their collective action to affect change at the local, regional, national, and international levels. They believed that praxis mattered. Through TGfU, Len was involved with teachers’ action research projects in the original TGfU workshops. He promoted the healthy school initiative, managed the Health Education Authority project at Loughborough, and was influential in the Jump Rope for Heart Fund development. Joy’s grass roots efforts started with the formation of a TGfU Club at her first academic position at Plymouth State University in New Hampshire. Her undergraduate student members started spreading the TGfU word all over the New England in the local public schools. She worked tirelessly to spread the TGfU word through teacher workshops and practical presentations locally and beyond. Joy’s inventing games work was developed with teachers and for teachers through grant support. These grass roots efforts remind us that they never forgot where they came from.

Third, Len and Joy engaged with the scholarly community through research, scholarly publications and presentations. They both produced a range of publications articulating their passion, sharing their ideas, and challenging the scholarly community through the debate of ideas. As you read the chapters in this edited book, you can hear them being the champion of their ideas and making the case for us to listen. Both were consummate and collaborative professionals, as evidenced by their many co-authored works, and both engaged with a wide range of professionals around the world.         
Finally, Len and Joy left their marks as leaders. They were not afraid to stand up for their beliefs and neither was willing to just go along to get along. Through their actions, both saw leadership to the profession as a highly valued part of their work. Len and Joy were stewards. Len’s work with Physical Literacy and the Early Years lead to him becoming an initial member that helped establish the AIESEP Early Years Special Interest Group (SIG). Joy had a vision and enacted it on an international level. The organization and development of the AIESEP TGfU SIG was hers and began at the Conference Town Hall Meeting at the first International TGfU Conference. Although Joy had her vision and goals for that meeting, she listened and was inclusive in a process that helped create this TGfU community.     
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One final word: The AIESEP International Teaching Games for Understanding Special Interest Group (TGfU SIG) Executive Committee, both past and present officers, want to recognize Len for his leadership and service to the SIG and the TGfU movement ,and Joy for her distinguished service, leadership and determination to make the SIG an influential international community. We truly hope this international community will continue to thrive and we can learn from the past, live in the present, and build for the future.  

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Games Based Coaching

1/8/2020

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By Barry Mullane
Director and founder of Active Sports Coaching and part time PE lecturer at Mary Immaculate College, Limerick

Twitter: @barrymullane1
Email: [email protected]
“Your coaching philosophy describes how you will approach your role as a coach and how you will ensure that you are staying true to your purpose and core values – (Wade Gilbert, 2017)
I can sum up my own philosophy in these points:
  • “Every pass must have a thought” – Dennis Bergkamp
  • Use and receive the ball under pressure
  • Repetition without repetition

Before you sit down and design your games, or your coaching session, it’s important to note that a games based approach (GBA) does not just mean 2 goalposts, 2 teams and play a match. A GBA means, using multiple goals, zones, gates, keeping possession, game based scenarios, small sided games (SSG), wide sided games (WSG), long sided games (LSG) and overload games.

Ometto et al., (2018) described a GBA and in particular using SSG as an opportunity to practice performance in a sub scaled version of the whole formal game. These games provide opportunities to experience physical, physiological, cognitive and technical demands of the sport. When designing or adapting the games, always keep in mind the demands of the sport (see Fig 1). Ask yourself the question; what will the players experience during the match? If your sport is soccer, are your players being afforded the opportunities to look up and pass under pressure? In my own coaching, my aim for each session is to ensure the players are able to make a decision with each ball they get and use the ball under pressure.
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(Fig 1) where does your sport fit into Dave Alred’s matrix?
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As mentioned earlier, a GBA can mean many things. Below (Fig 2) is what looks like a linear/prescriptive practice but in this practice players are using and receiving the ball under pressure and making decisions on and off the ball.
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(Fig 2)
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​The above exercise is a classic example or Bernstein’s (1967) concept of ‘repetition without repetition’. Bernstein suggested that ‘practice does not mean to mechanically repeat the same solution to a given task, but, to repeat over and over, the process of solving the task itself. For us as coaches, we must put players into situations where they can develop technically in an environment they will experience in the actual match. The repetition should be making a decision on ball just as it is in a match environment. While prescriptive activities and structure is good for tactical and skill development, chaos is essential for learning and developing players. Chaos brings a challenge to players, allows them solve problems and promotes leadership. If your training is too predictable, the teams’ performance will become predictable as well.
Types of games

Hristovski et al., (2006) discussed the ‘metastable performance region’ when highlighting that the environment you create for your players or athlete is crucial. If you place a boxer too near a punching bag, their jabs will suffer. Place the boxer too far and their uppercuts will suffer due to an over use of the jab! The same applies to coaches who constantly use the same type of game. Using SSG for the majority of a coaching session can lead to overuse injury, bad habits developing and a neglect of other technical skills.

When you are designing your games, think about what you are trying to improve. A coach should isolate the part of the game they wish to improve and then design the session/game around that. As mentioned earlier, one should not mistake a GBA as just playing SSG. A coach needs to be cognisant of lengthening or widening the playing pitch. It worth noting Gabbet, Jenkins and Abernethy’s (2009) belief that realistic improvements in fitness and performance happen when sessions stimulate the physiological and technical demands of competition.

(Fig 3)
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The above games are examples of a long sided game and a wide sided game. The ‘give it long game’ is designed to improve long passing under pressure. The idea is to work on the technical aspects of the game in a match environment. Similarly in the ‘switch’ game. The pitch is made as wide as possible so players have lots of space to work on technical aspects of the game such as off the ball running, passing as well as scoring under pressure.

In my professional capacity as director of Active Sport Coaching, we teach primary school children fundamental movement skills through a GBA. Simple chasing or tag games like stuck in the mud or freeze tag can teach children the fundamentals of movement in team sports. Tag games help children learn about occupying space, evading opponents, making decisions like ‘will I run or stay? Will I help my friend or will I save myself?
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Similarly, fun games like over the river or bench ball (Fig 4) help develop technical skills such as throwing and catching in a fun and challenging environment. Games help develop children technically, physically, cognitively and socially.

(Fig 4)

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The TGfU teacher as a facilitator of student learning

1/6/2020

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By Dr Aspasia Dania
Assistant Professor in Physical Education Teaching
​School of Physical Education and Sport Science, National and Kapodistrian University of Athens, Greece

Email: [email protected]
​Twitter: @AspasiaDania
Researchgate: https://www.researchgate.net/profile/Aspasia_Dania 
​Helping Physical Education (PE) teachers to develop a sound understanding of the TGfU teacher’s role is a major challenge that goes beyond the acquisition of skills and knowledge. Focusing on the real work done at schools, it seems that even though game-based training seminars and workshops are ambiguously designed to improve, maintain and advance PE teachers as knowledgeable professionals, the final changes in students’ learning will rely on each teachers’ ability to represent game content in a meaningful way. Acting as a reflective pedagogue, the TGfU teacher has to create supportive conditions of practice and inquiry within which students will feel cognitively triggered and emotionally safe to develop tactical awareness while learning to play the game. In order to be able to establish such a culture and successfully navigate the “teaching-to-understanding” process, the TGfU teacher needs to adopt a facilitator’s role.

Effective facilitation is a difficult task since it requires teachers to transform the edges of their traditional practice and not only go around immediate lesson concerns and managerial issues.  With a focus on students and their needs, teachers have to be able to frame learning in ways that students recognize what they already know and what they have to know in order to be able to play the game effectively. Summarizing, encouraging, questioning, idea exchange and consensus building are essential facilitation skills for team-based learning. For many PE teachers, the adoption of such an instructional stance is experienced as a complex professional endeavor, one that involves changes at various levels, ranging from the use of materials for planning and delivering instruction, to the alteration of their beliefs. Dilemmas that PE teachers may face during their move to the facilitator’s position include time and resource shortages, trust and confidence in their abilities to move forward, as well as a lack of comfort to balance between the roles of the “lesson’s leader” and the “students’ follower”. Research further shows that for change to be authentic and not experienced at a surface level, the core values of prospective TGfU teachers need to be challenged. As such, substantial time for interaction, idea and resource sharing is needed.

Being part of a community or a working team of like-minded colleagues and sharing experiences of personal successes or struggles proves to be rather beneficial for teachers that want to fill knowledge deficits and pave their way to change. Community based learning provides a capacity building structure that is coherent to teachers’ needs and thus more authentic. Although labor and time intensive, community-based learning is a worthwhile endeavor for promoting teacher success, and providing opportunities for knowledge building rather than knowledge dispersing.

From the position of a committed advocate of the TGfU approach, I would strongly recommend for the establishment of regional collaborative TGfU community networks within which PE teachers could learn how to facilitate game-based instruction through social learning practices. Community based learning could involve continuous cycles of meeting, establishing direction, hands-on-work, sharing and evaluating TGfU strategies. The latter would allow PE teachers to collectively reflect on situations that arise in their practice and decide on teaching practices that are not merely technical but rather authentic and applied.

At an organizing level, the TGfU SIG could provide guidelines and standards in order to assist regional communities to plan, deliver and evaluate the impact of their initiatives. Further, a repository of shared best TGfU practices could provide points of reference for debating and comparing alternatives in usable and appropriate ways. National workshops, seminars and community publications could further raise PE teachers’ awareness on how to facilitate instruction while persevering energy and commitment to improve their TGfU teaching and personally advance within it.
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Though the virus pandemic has put stress on PE teachers’ efforts to maintain continuity of game-based instruction, some unique challenges have arisen concerning TGfU professional development programming. From my point of view, it is a perfect time for collaboration and community networking. The launching of online workshops and initiatives could support PE teachers in a remote “learning by doing” style and provide guidance on facilitation skill development in a timely manner (i.e. sessions focusing on skills such as leadership, questioning, problem solving, management, communication, conflict resolution). Geared towards future TGfU action, such skills are definitely needed for effectively directing student learning and building high performance group instruction and course development.
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The GBA Hat-Trick

1/5/2020

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By Dr Clancy M. Seymour, Ed.D.
Assistant Professor
Director of Physical & Health Education Teacher Education (P/HETE), Sport Studies, & Coaching Programs, Department of Kinesiology, Canisius College
NYS AHPERD President

Email: [email protected] 
Twitter: @DrClancySeymour
Researchgate: https://www.researchgate.net/profile/Clancy_Seymour 


​As a current physical education teacher educator, I strongly support Games-Based Approaches (GBA) for K-12 physical education (PE).  In my pedagogy courses, I inform and train teacher candidates with GBA and provide authentic experiences to utilize these models.  I am also a coach educator in my institution's sport pedagogy program and pleased to see that GBA have gained traction in the coaching ranks thus creating what I call The GBA Hat-Trick.


The first goal of this trifecta occurred by chance when my wife and I registered our four young children (ages 4-5) in many beginner youth sport programs like soccer, baseball, swimming, ice hockey, golf, dance, and lacrosse.  As proud parents, the opportunity to see our children learn about new ways to be active was certainly priceless, but not without our fair share of frustrations for two physical and health educators (yes, my wife is too).  Classic errors in engagement would best describe the practices we witnessed including poor instruction, unclear teaching cues, fragmented session flow, and developmentally inappropriate tasks that could easily be rectified with key pedagogical features of GBA like representational modifications and/or small-sided games.  Indeed, many novice coaches would face similar criticism from parents trained in PE, nevertheless, my ribs are still bruised from my wife's elbow as she lamented: “Can you believe they are doing this?”; “Look at all of them standing around?”; or “These children cannot understand or play the game yet!”


Thankfully, we both survived the experience and have since moved on to a new stage of our children’s sport participation.  As a former ice hockey player/coach myself, I was proud that two of my children chose (probably forced) to play the game so near and dear to my heart.  With this decision however, also came pressure for me to volunteer and help coach.  Kicking and screaming, I agreed and have been coaching both children since. As a result and much like other youth sports in the United States, volunteer coaches in ice hockey are required to register with USA Hockey.  This association performs background checks and mandates all coaches complete a series of training workshops. During this process, I was pleased to see that USA Hockey has adopted what is called the American Developmental Model (ADM).  The ADM “is an athlete-centered, coach-enhanced, administrator-supported framework that aims to help all individuals realize their athletic potential and utilize sport as a path toward an active and healthy lifestyle” (What is the ADM?, n.d.). 


This is exciting and reinforces the work of Drs. Harvey, Light, Pill and others who have taken the original concepts of GBA in PE and applied them to the coaching sphere.  USA Hockey’s ADM is an extension of these efforts and is underpinned by the many guiding principles from GBA.  Skill fundamentals like skating, stick-handling, and shooting are embedded within open learning environments that mirror game-like conditions.  For example, all children nine years old and under are required to play cross-ice instead of the full ice version.  This is a representational modification from TGFU originators Bunker and Thorpe that provide children with more skill repetition and engagement while still preserving many aspects of the game of hockey.  As a result, cross-ice hockey allows both beginners and advanced children to experience successes and failures in a safe learning environment—a feature not only pertinent to GBA—but a fundamental premise of the physical literacy construct itself. 


At the same time, the ADM embraces other representational modifications like small-sided games (2 vs. 2; 3 vs. 3; or 4 vs. 4) that simulate many authentic components of the game of hockey.  Similarly, ADM strategies are not only for younger children, but are applicable to athletes of all ages.  Ice hockey, like many other invasion games, is often contended within smaller areas of the larger ice surface itself.  This is critical for children to learn at any age and lends to another GBA principle—exaggeration.  Constraining young hockey players within a confined space on the ice in a 3 vs. 2 or 4 vs. 3 simulation teaches the importance of movement with and without the puck in creative and innovative ways.  Coaches who also include inquiry and questioning throughout practice and/or small sided tasks (sometimes a challenge in an ice rink) provide another layer of discovery and learning for his or her athletes.


Overall, the opportunity to coach my own children (and others) the game I love while bridging my own professional interests in pedagogy has been very rewarding.  From an intentional context—goal two of the GBA Hat-Trick—resulted not only in this current piece, but also a recent publication (Seymour & Reeds, 2018) that urges coaches to adopt many key pedagogical (TGFU) principles utilized in PE. Lastly, I am excited to complete the GBA Hat-Trick by exploring new research endeavors with these models moving forward in both PE and sport pedagogy.
References
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Seymour, C. M., & Reeds, G. K. (2018). Teaching Methods for Coaches — Coaching Methods for Teachers. Strategies . https://doi.org/10.1080/08924562.2018.1515679
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What is the ADM? (n.d.). ADM Kids. Retrieved April 2, 2020, from https://www.admkids.com/page/show/910488-what-is-the-american-development-model-
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    This blog has been set up in response to the growing interesting in developing a global community for discussions on game-based approaches in Physical Education and Sport. The following pedagogical approaches have been identified with game-based approaches: Teaching Games for Understanding (TGfU), Play Practice, Game Sense, Tactical Games approach, Games Concept approach, Tactical Games Model, Tactical Decision Learning model, Ball Schulle and Invasion Games Competence model.


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