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Special Blog: Bunker and Thorpe’s (1982) Curriculum Model

2/5/2026

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By Ellen-Alyssa Gambles

Lecturer in PE Initial Teacher Training
School of Education, University of Sunderland, UK

Staff Profile: https://www.sunderland.ac.uk/about/staff/teacher-training-and-education/ellengambles/ 
LinkedIn: https://www.linkedin.com/in/ellen-gambles-550508a9/  
Forming part of the celebrations for the 40th anniversary of the Teaching Games for Understanding (TGfU) model, monthly ‘spotlights’ were published on some of the key models/approaches within the field of Game-Based Approaches (GBAs). I am continuing this initiative by presenting Bunker and Thorpe’s (1982) Curriculum Model, more commonly referred to as the TGfU model. Examples of the practical application of TGfU are provided below. Also included are videos of a key academic in the development of TGfU, Len Almond, in discussions with Alan Ovens at the 30th Anniversary Conference, and what is believed to be Len’s keynote speech from the 1st International TGfU Conference in New Hampshire, 2001.
Introduction
The ‘skills-as-drills’ mastery approach has dominated PE teaching in England, yet despite having a long history, practitioners had been aware of its shortcomings since the 1960s (Kirk, 2010; Thorpe and Bunker, 1986). Because of concerns that pupils were not progressing, some practitioners rejected this approach based on the behaviourist model and were influenced by a range of philosophers and learner-centred teachings from such as Bruner, Piaget, Suits, Stenhouse and Vygotsky (Casey, 2014).

Challenging the teaching of individual sports using the mastery approach, Mauldon and Redfern (1969) published their four-stage approach for teaching in primary schools that presented pupils with a progressive thematic curriculum based on game classifications (Gambles and Griffin, 2023; Thorpe and Bunker, 1986).

During the 1960s lecturers at Loughborough University were advocating for the use of modified equipment/playing areas and modified games in PE lessons. A novel undergraduate course on the concepts of games expanded their interests to include exploring the problem-posing elements of games and to understanding them more deeply (Thorpe and Bunker, 1986). A major turning point came in 1978 when Len Almond unexpectedly observed Rod Thorpe teaching a class of post-graduate students and saw how he broke down the game of badminton into smaller games. Using the action research approach, the Loughborough team trained teachers on their ideas on games, so they would trial them with their pupils and reflect on their practice.

TGfU is a game-based approach (GBA) to teaching PE that utilises developmentally appropriate modified games which are learner-centred with the aim of creating intelligent performers (Almond, 2015). Introduced in 1982 (Bunker and Thorpe, 1982), TGfU formed the basis for a Special Edition of the Bulletin of PE. As editor, Len Almond gathered together a series of short articles that presented the ideas of the Loughborough team as a new perspective on games and invited the community to enter into a dialogue of the strengths, weaknesses and possibilities they perceived from the approach. After the success of the 1982 journal a follow-up edition was published in Spring 1983 where the TGfU model was reprinted alongside examples of practical applications across a range of sports. Key articles were later reproduced in ‘Rethinking Games Teaching’ (Thorpe et al., 1986) to provide a more complete explanation of the understanding approach with accounts from practitioners who had applied them in their teaching contexts.  
Curriculum Model
The TGfU Curriculum Model (Bunker and Thorpe, 1982: Figure 1) comprises a sequential six-step cycle centred around the learner where the aim is for the teacher to help the pupil improve their skilful performance.
 
  1. Game: This modified game forms of a more complex game which are developmentally appropriate for the players.
  2. Game Appreciation: Players need to understand the rules that shape the game as these set the scene for tactical awareness (i.e. step 3)
  3. Tactical Awareness: Players need to be aware of the tactics which are appropriate for the game
  4. Making appropriate decision- What to do, How to do it: Player awareness of the choices they need to make as events take place during the game.
  5. Skill Execution: the actual production of the required movement as envisaged by the teachers and seen in the context of the learner and recognising the learners’ limitations.
  6. Performance: The observed outcome as a measure of appropriateness of response as well as efficiency of technique.
Once a cycle is completed successfully the game may be modified and the process repeated
Picture
Figure 1: The Curriculum Model (Bunker and Thorpe, 1982)
The Model employs constructivist principles with emphasis on problem-solving and teaching tactics prior to full skill acquisition to challenge the traditional behaviourist approach of teaching decontextualised skills in isolation from the game (Bunker and Thorpe, 1982). The Model also includes opportunity for a skills-based intervention on an individual basis if required after the student has first experienced the game.

Such a curriculum would provide a suitable array of game types from game categories to allow pupils to develop an overarching appreciation of their similarities and differences and create situational understanding which may be demonstrated by appropriate practical responses (Thorpe and Bunker, 2012).
 
Importantly, later Almond emphasised that ‘the Model was not the model’, he stated that it had been developed as a thinking process, and he highlighted the importance of the pedagogical principles to TGfU.

Pedagogical Principles
Introduced at the 1984 Olympic Scientific Congress, the Curriculum Model was expanded upon with four pedagogical principles; (i) game sampling, (ii) modification- Representation, (iii) modification-exaggeration and (iv) tactical complexity (Thorpe et al., 1986).

Contrary to the traditional approach of teaching one specific sport in a discrete unit, TGfU advocates for providing opportunities for learners to explore a range of different games (game sampling) (Thorpe et al., 1986), with the intention that they will begin to recognise the fundamental similarities and differences of games and gain an understanding of how to resolve the problems they pose (Thorpe et al., 1986).

Modification- Representation describes modifying the adult game into a simplified game form which is developmentally appropriate for the players yet retains its underlying tactical framework (Thorpe et al., 1986).

The pedagogical principle, modification-exaggeration, involves changing the secondary rules of the game to create specific tactical problems (Thorpe et al., 1986). Games within the same games category differ based on their secondary rules these include aspects such as; the number of players, the size/positioning of the goal, the dimensions/zones of the playing area, the size/types of play equipment, etc.

The fourth pedagogical principle, tactical complexity, refers to increasing the complexity of the game as pupils develop an understanding of the tactical problems and solutions, whilst ensuring that the game forms are appropriate for the players (Thorpe et al., 1986).

The four pedagogical principles are not mutually exclusive, for example, a PE curriculum that is developmentally appropriate for the child may be devised through the modification of equipment and sampling a wide variety of games with similar tactical demands (Thorpe et al., 1986).

Game Classification
A system for classifying games was required to facilitate the game sampling and representation processes. The development of a games classification system for TGfU (Almond, 1986a) was influenced by definitions for games from Mauldon and Redfern (1969) and Brackenridge (1979 cited in Almond, 1986b) along with game classification systems proposed by Mauldon and Redfern (1969) for primary school pupils and by Ellis (1984, presented at the 1983 AIESEP Conference in Rome cited in Almond, 1986a). In TGfU, games are assigned to categories on the basis of commonalities in the tactical problems they present (primary rules); invasion, target, net/wall and striking/fielding. Importantly, whilst similarities in technique within different sports are limited, tactical learning is transferable between games in the same class (Hopper, 1998). 

Academics have since recognised that this four game form system excluded certain sports and activities whilst privileging others and have offered their revised categories. With the intention of encompassing a diverse range of sports Shane Pill proposed an additional category at the 2017 International Game Sense Conference, termed ‘competing’ for such as swimming, sailing, cycling, rowing and athletics (Pill, 2021; Figure 2).

Picture
Figure 2: Pill (2021) Game Classification
A 5th category, ‘performance games’, had also been suggested by Siedentop et al. (2011: Figure 3) which highlighted the balance between techniques and tactics across the game categories and sports. (My thanks to Prof. Shane Pill for kindly drawing this to my attention)
Picture
Figure 3: Balance between techniques and tactics across games (Siedentop et al., 2011)
In contrast to a traditional UK PE curriculum of competitive games, current participation trends indicate the popularity of physical activities that incorporate affective, performative and social aspects such as dance, cycle sports, athletics, and those that require gymnastic skills or tricks. In recognition of this, O’Connor et al. (2024) have tentatively presented five classes to expand beyond the boundaries of the TGfU games categories; ‘lap or circuit sports, route or journey sports, rush or action sports, stunts or tricking sports and rhythmic or aesthetic sports.’.
Examples of TGfU in application
Rod Thorpe and David Bunker wrote several articles in the 1983 Spring Bulletin of PE and their 1986 co-authored book with Len Almond ‘Rethinking Games Teaching’. Within these articles they demonstrate how to apply the TGfU model to tennis, cricket, badminton, and basketball.
 
Bunker, D. (1983) Taking an understanding approach to the teaching of cricket- an example of a fielding game. Bulletin of Physical Education, 18(1), pp. 20-26.

Bunker, D. and Thorpe, R. (1986) From theory to practice. In Thorpe, R., Bunker, D. and Almond, L. (eds.) Rethinking games teaching. Loughborough: Loughborough University of Technology, pp. 11-16.

Thorpe, R. (1983) An ‘understanding approach’ to the teaching of tennis. Bulletin of Physical Education, 18(1), pp. 12-19.

Thorpe, R. (1986) A Demonstration of a Different Focus. In Thorpe, R., Bunker, D. and Almond, L. (eds.) Rethinking games teaching. Loughborough: Loughborough University of Technology, pp. 17-24
 
More recently:
Pill, S., Gambles, E-A.F. and Griffin, L. (2023) Teaching Games and Sport for Understanding. Routledge, New York, USA. ISBN 9781032287294


Gambles, E-A.F. and Anderson, S. (2025) Netball: Adapted Teaching Games for Understanding (England). In Farias, C., Pill, S. and Griffin, L. (eds.) Game-based Approaches in Physical Education: International Applications. Routledge, pp.33-47. ISBN 9781032723303.

Harvey, S. and Turner, A. (2025) Field Hockey: Teaching Games for Understanding (The USA). 
In Farias, C., Pill, S. and Griffin, L. (eds.) Game-based Approaches in Physical Education: International Applications. Routledge, pp.134-154. ISBN 9781032723303.

Gutierrez, D. and Segovia, Y. (2025) Pickleball: Application of Teaching Games for Understanding in Secondary Education (Spain). In Farias, C., Pill, S. and Griffin, L. (eds.) Game-based Approaches in Physical Education: International Applications. Routledge, pp.198-217. ISBN 9781032723303.

Varela, N. (2025) Softball: Teaching Games for Understanding (Argentina). In Farias, C., Pill, S. and Griffin, L. (eds.) Game-based Approaches in Physical Education: International Applications. Routledge, pp.219-237. ISBN 9781032723303. 


Our TGfU SIG website also provides links to videos on how to apply TGfU in practice- click here
Growth of TGfU and Iterations
Since the initial publications of the 1980s, researchers have applied theories from the fields of learning and psychology to TGfU and GBAs that have served to legitimise and deepen our understanding (Gambles and Griffin, 2023; Ovens et al., 2021). The fundamental principles of TGfU have been used in the creation of pedagogical/curriculum models and subsequent hybridised models used around the world and underpin such as (but not limited to) the Tactical Games Model (Mitchell et al., 2021), Play with Purpose (Pill, 2007), Game Sense (Thorpe, 1996) and Inventing Games (Butler, 2016).
 
Consensus Statement
With the development of second generation GBAs it was recognised that there were confusing terminology issues as published journal articles used a range of generic terms to describe these types of pedagogy and that a consensus was required (Gambles and Gutierrez, 2023)

After long deliberation and debate the term, ‘game-based approach’ was chosen ‘to refer to the learner-centered teaching and coaching practice in which the modified games set the base and framework for developing thoughtful, creative, intelligent, and skilful players.’

(Click here for link to the Game-Based Consensus Statement)
 

Final Thoughts
The introduction of the TGfU model has been viewed as a key historic moment in the development of the field of GBAs (Ovens et al., 2021). It emphasises that children of all abilities and ages can learn through a modified game when introduced at a developmentally appropriate level. The role of the teacher is to facilitate the learning environment, encouraging decision-making and problem-solving. Through teaching within the game, learners can develop both tactical awareness and their movement skills.

“While children may be pre-occupied with any one component of the model at any one time this will always be in the context of an appropriate game with the result that many of them will experience some of the satisfaction of the skilful player.” (Bunker and Thorpe, 1982, p.8). 


 




​
 
At our 30th anniversary conference held at Loughborough University, Alan Ovens sat down with one of the TGfU founders, Len Almond, to discuss the history of the TGfU model. Please check out this video to hear Len’s recollection of the events surrounding the formation of the approach. 
Also of interest is Len Almond’s keynote speech at the first international TGfU conference (Plymouth State University, Waterville Valley, New Hampshire, USA in 2001) where he highlighted the influences from academia on the development of TGfU. 
Thank you to the individual who recorded the keynote. The quality of the audio is poor in places as such I have created a transcript to the best of my ability. If anyone is able to add more please contact me.
len_almond_keynote_2001_transcript.pdf
File Size: 289 kb
File Type: pdf
Download File

References
Almond, L. (1986a) Reflecting on themes: A games classification. In Thorpe, R., Bunker, D. and Almond, L. (eds.) Rethinking games teaching. Loughborough: Loughborough University of Technology, pp. 71-72.

Almond, L. (1986b) Primary and Secondary Rules in games. In Thorpe, R., Bunker, D. and Almond, L. (eds.) Rethinking games teaching. Loughborough: Loughborough University of Technology, pp. 73- 74.

Almond, L. (2015) Rethinking Teaching Games for Understanding. Agora for PE and Sport, 17(1), pp. 15-25. 

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

Butler J.I., (2016) Inventing Games Champaign, IL: Human Kinetics.

Casey, A. (2014) Teaching games for understanding - A response to the PEPRN blog by Len Almond. PEPRN. Available at: https://www.peprn.com/teaching-games-for-understanding---a-response-to-the-peprn-blog-by-len-almond.aspx (Accessed 29 March 2026)

Gambles, E-A.F. and Griffin, L.L. (2023) A history of teaching games and sport for understanding from Mauldon & Redfern to Bunker & Thorpe, until now. In Pill, S., Gambles, E-A.F. and Griffin, L.L. (eds.) Teaching Games and Sport for Understanding. Abington, Oxon: Routledge, pp. 1-10.

Gambles, E-A.F. and Gutierrez, D. (2023) An International Consensus on Terminology: Game-Based vs Game-Centred. Physical Education Matters, 18(2), pp. 59-61.

Hopper, T. (1998) Teaching games centred games using progressive principles of play. Cahperd, 64(3), pp. 4-7.

Kirk, D. (2010) Physical Education Futures. Abingdon, Oxon: Routledge.

Mauldon, E. and Redfern, H. (1969) Games Teaching: A New Approach for the Primary School. London, UK: MacDonald and Evans.

Mitchell, S.A., Oslin, J.L., and Griffin, L.L. (2021) Teaching Sport Concepts and Skills: A Tactical Games Approach 4th edn. Champaign, IL: Human Kinetics.

O’Connor, J., Alfrey, L., and Penney, D. (2024). Rethinking the classification of games and sports in physical education: a response to changes in sport and participation. Physical Education and Sport Pedagogy, 29(3), pp. 315–328.

Ovens, A., Gutierrez, D. and Butler, J. (2021) Teaching Games for Understanding: From conception to Special Interest Group. In Mitchell, S. and Griffin, L. (eds) Lifetime Contributions in Physical Education: Celebrating the lives & work of Len Almond (1938-2017) & Joy Butler (1957-2019). Radstock: Scholary, pp. 104-119.

Pill, S. (2007) Play with Purpose: A resource to support teachers in the implementation of the game centred approach to physical education. Australian Council For Health, Physical Education and Recreation.

Pill, S. (2021) Models Based Practice: Games Education. Learning Through Sport. Available at: https://learningthroughsport.blogspot.com/2021/03/models-based-practice-games-education.html (Accessed 28 March 2026)

Siedentop, D.L., Hastie, P.A. and Van der Mars, H. (2011) Complete guide to sport education. Chicago, IL: Human Kinetics.

Thorpe, R. (1996) Physical Education: Beyond the Curriculum. In N. Armstrong (ed.) New directions in physical education: Change and innovation. Cassell, pp. 144-156.

Thorpe, R. and Bunker, D. (1986) Landmarks on our way to ‘Teaching for Understanding’. In Thorpe, R., Bunker, D. and Almond, L. (eds.) Rethinking Games Teaching. Loughborough: Loughborough University of Technology, pp. 5-6.

Thorpe, R. and Bunker, D (2012) A changing focus in games teaching. In L. Almond (ed.) Physical Education in Schools (2nd edition). Abingdon, Oxon: Routledge, pp.52-80.

Thorpe, R., Bunker, D. and Almond, L (1986). A change in focus for the teaching of games. In M. Piéron and G. Graham (Eds.) Sport pedagogy: The 1984 Olympic Scientific Congress proceedings (Vol. 6). Champaign, IL: Human Kinetics, pp. 163-169.

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Special Blog: 'Playing Fair' (2016)

1/4/2026

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By Ellen-Alyssa Gambles

Lecturer in PE Initial Teacher Training
School of Education, University of Sunderland, UK

Staff Profile: https://www.sunderland.ac.uk/about/academic-staff/ellen-gambles​
LinkedIn: https://www.linkedin.com/in/ellen-gambles-550508a9/  
Introduction
As part of the 40th anniversary of the Teaching Games for Understanding (TGfU) model, there were monthly ‘spotlights’ on key models/approaches within the field of Games-Based Approaches (GBAs). I am continuing this initiative to focus on additional models and approaches. This month I would like to discuss the Inventing Games approach.
In devising a PE curriculum, the PE teacher asks themselves a number of questions:
What is PE for?  What do I want my pupils to learn?
How should I teach these things? How can I measure pupil learning?
These are perennial questions for PE educators, with teachers each having their own opinions on appropriate answers for their context. For decades institutionalised team games have formed a significant part of the UK PE curriculum (Lockwood, 2000), based on the mastery of clearly defined skills taught using out-of-game drills (Thorpe, Bunker and Almond, 1986). However, it has long since been recognised that the majority of children will never be able to play institutionalised games, and game-based approaches (GBAs) such as Teaching Games for Understanding (TGfU) have offered ways to modify games so they can be played by all pupils (e.g., Bunker and Thorpe, 1982, Gambles and Griffin, 2023).

This raises further questions of what is a game, and what makes a good game?

It could be said that good team games have rules that create problem-posing situations which are fun to solve by working together to overcome your opponents. As a PE educator, Joy Butler, was inspired by learning about the idea of inventing games (IG); where pupils develop original games of their own making in ways to that are challenging and fun to play.  In her book ‘Playing Fair’ (Butler, 2016), Joy credits Terry Williams and Len Almond (Almond, 1983) with introducing her to the idea of inventing games, an approach that she developed to help address the issues of anti-social behaviours in schools.

The growing societal problems of bullying, intolerance or violence towards individuals from particular groups such as immigrants, females, LGBTQ+ and people of colour, are reflected in patterns of behaviour in our schools. As a microcosm of power and privilege schools can serve to enable and reinforce social inequalities, or alternatively teachers can use active learning to challenge attitudes and beliefs within their classrooms.

Joy uses IG as a vehicle for pupils to experientially learn about and put into practice the principles of social justice and democracy within the context of game play. The IG process creates opportunities for pupils to build skills in becoming more articulate communicators and active listeners.

Through the game development process, pupils learn how to work together, come to decisions and effectively resolve conflicts with team mates by applying the democratic concepts of negotiation and debate where everyone has a right to be heard and treated fairly.

Chapters 1 to 5 introduce the theoretical background for inventing games, teaching social justice, curriculum design and pedagogical principles. At its foundations, the IG process uses the TGfU framework of the games classification system (Almond, 1986a; Bunker and Thorpe, 1982), with an adapted version of the cyclical learner-centred TGfU Curriculum Model to shape a games curriculum. It is emphasised that the 10-stage process (listed below) can be modified to be appropriate for the developmental level and experiences of the learners. Deconstructing the intent/primary rules (Almond, 1986b) of the game into strategy, tactics, skills, and the different roles/positions that players take on in the game (bowler, goalkeeper etc.), make transparent those aspects that are common, and promotes teacher-directed transferability of learning to sports within the game category. The democracy in action principles of group process (GP), free inquiry (FI), social justice (SJ) and personal and social responsibility (PSR) are part of this cyclical process.
 
  • Stage 1: (A) Set learning conditions (B) Games category and its constructs
In this stage the group make decisions about group rules
  • Stage 2: Invent the game (democratically)
(PSR) Individuals have responsibilities to the group
  • Stage 3: Game appreciation (Play game)
(PSR) The group has responsibilities to the individual
  • Stage 4: Refine the game (Play game)
(SJ) Performed in a climate of social justice that promotes inclusion and empathy
  • Stage 5: Adaptation (scoring for everyone)
(GP) Conflicts are resolved through debate with respect and patience for everyone
  • Stage 6: Refine the game (Identify a coach and referee)
(GP) Conflicts are resolved through debate with respect and patience for everyone
(FI) Leadership styles are explored
  • Stage 7: Show case games
(FI) Constructive feedback
  • Stage 8: Identifying and refining Offense (strategies, tactics, skills, defense to offense transitions)
(FI) active listening, (GP) building of a consensus, (PSR) trust
  • Stage 9: Identifying and refining Defense (strategies, tactics, skills, offense to defense transitions)
(FI) active listening, (GP) building of a consensus, (PSR) trust
  • Stage 10: Transition (transfer of learning from invented games to national sports within category)
(SJ) Modifications and adaptions for equal access
 

Critically, the IG model establishes the learning environment around democratic principles and social justice where group processes enact decision-making, responsibilities to the group and individual, giving and taking of constructive feedback, consensus building, and inclusivity with mutual respect that foster the development of trust and empathetic relationships.
 
Four pedagogical principles for the IG model are presented and discussed; (i) teaching as facilitating, (ii) understanding tactical complexity, (iii) game modification through representation, exaggeration and adaptation, and (iv) assessment of learning outcomes.

1) Teaching as facilitating: The focus for teaching is pupil-centred where the teacher facilitates active learning within an emotionally safe environment.

2) Understanding tactical complexity: Games are categorised based on their shared characteristics (e.g. the intent of all invasion games is to simultaneously invade your opponents’ defences and propel the object of play into their goal whilst defending your own goal from attack by your opponents). Pupils learn that this creates similar problematic circumstances which may be resolved in similar ways for games across the same category.

3) Game modification through representation, exaggeration and adaptation: The modified game being played retains critical elements that are representative of the full game. Aspects of the game are modified in an exaggerated fashion (e.g. relative dimension of playing area) to encourage a particular response or tactical requirement

4) Assessment of learning outcomes: Pupils undergo a process of ongoing reciprocal assessment of learning outcomes
 
A lack of understanding is an oft-cited barrier for implementing GBAs, with practitioners needing detailed information about how to implement models in their lessons (e.g. Harvey, Cushion and Sammon, 2015). To overcome this barrier, in the latter half of the book renowned experts present practical examples of applying the IG approach to an institutionalised game from each of the TGfU game categories. Similarly, each chapter includes vignettes that effectively describes a recognisable classroom scenario with anti-social behaviour or a potential dilemma for the teacher to deal with where the author provides their thoughts for approaching the situation in a way that incorporate equity and ethical standards. 
Abridged Vignette (taken from Butler, 2016 p16 to 19)
​
A scene is described where a group of children are questioned by the teacher on the game they are playing as he has seen they are throwing the ball at each other. The teacher’s first instinct is to halt the game as dodgeball is not allowed in many North American schools, but he chooses not to mention it yet. A taller and more vocal pupil, (Sophie), describes the modified dodgeball game but it transpires she had been taught the game at a summer camp. The teacher asks if they had all agreed on this game but feels there is a sense of compliance with Sophie than of a consensus being reached. The pupils are asked what the name of the module is (inventing games), the types of game (invasion game), and the primary rule (to send the ball into the opponents’ goal at the other end of the pitch). The discussion continues below:

Mr. Uppal: Right! So where are the goals in this game?
Sophie: Mmm. We don’t have any….
Mr. Uppal: Well, you kind of do…..  (There is a little pause.)
Sophie: Oh right. We use each other as the goals!
Mr. Uppal chooses not to address this, but notes it for later discussion
Mr. Uppal: OK. So can you quickly regroup and redesign your game to include goals, one at each end?
About 15 minutes later, the group is fully engaged in the newly adapted game complete with two goals (mini soccer nets). Throwing at human targets is still part of the game, and most of the students are flushed and beaming with joy.
Mr. Uppal: I see you’ve included the goals at each end. So how have you included these in your game?
Sophie: We used-
Mr. Uppal: Thanks Sophie, but let’s have someone else explain this time.
Tamson: I can explain! If we manage to get the ball past all the opponents and it lands in the goal we score 5 points. If we hit one of the opponents we get 1 point. They still have to sit down and they can still be rescued.
Mr. Uppal: That sounds pretty good! Thank you, Tamson. The next step now is for you all to ask yourselves 6 questions. These are all listed in your games sheet. I’m going to invite the whole class to do the same task.

…the issue of human targets has not been addressed. Rather than tackling this head on Mr. Uppal poses 6 questions to help all the students in his class (not just the most vocal) engage in dialogue about the educational value of the games they have designed.

Mr Uppal: Is this game fair? Is it safe? Is everyone involved? Is it challenging? Does it flow? Is it fun?

The pupils continue to play the game and make decisions on rules.

John: I think Mr Uppal wants us to take out the human targets rule
Sophie: But that would change the whole game
Tamson: Yeah I like it
Amy: I don’t I always get hit.
Sophie: Well move out of the way.
Amy: You think I don’t try! You think I’m useless.
Mr. Uppal: What have you decided? Any rule changes?
Sophie: We can’t agree.
Mr. Uppal: Who can summarise the discussion so far?
Sophie: Well some of us still want to keep the human target rule in and some want it out. They say you don’t like it.
Mr. Uppal: Well it’s true, I don’t. But if all 6 of you decide to keep it then it’s your decision. No one forced you to play this.
Tamson: Why don’t you like it?
Mr. Uppal: Well it’s complicated but there is no game I know of where players deliberately aim to hit a player. I think the reason for that it encourages people to throw balls at someone else and it can hurt them not necessarily physically either. I’ve seen kids use this game as an excuse to bully others and that’s pretty unpleasant.

Mr. Uppal leaves the pupils to continue the decision and decide the rules.  Mr. Uppal refrains from telling the pupils what is morally right earlier in the process, preferring the pupils to work it out for themselves and take ownership, reinforcing democratic decision-making.
​An initial chapter with an IG approach for each game category precedes a chapter on the sport from the same category.
i.e. Chapter 6: Inventing Unopposed Target Games
Chapter 7: Innovative Approaches to Opposed Target Games
Chapter 8: Inventing Striking Games: Danish Longball
Chapter 9: Striking Games: Cricket
Chapter 10: Inventing Net and Wall Games
Chapter 11: net and Wall Games: Pickleball
Chapter 12: Inventing Invasion Games
Chapter 13: Invasion Games: Soccer
Chapter 14: Invasion Games Touch Football
 
For each game category, the progressive stages for IG are given alongside a democracy-in-action focus and in each chapter the strategic concepts and tactical decisions of the game category are described along with the required skills.  
 
Key takeaways
With a high proportion of practical illustrations, this book presents IG in a way that teachers will find accessible.
Using IG in the PE curriculum has the potential to give all pupils the chance to be heard and reduce inequalities of privilege and power. 
Game construction is experientially learned during the process of decision-making for their invented game.
The skills that pupils develop in building relationships, problem-solving and critical thinking whilst using the IG model are transferable across all parts of their lives.
This book demonstrates that rather than jumping to fix situations, dilemmas are opportunities for teachable moments for their pupils.
The need for social justice and democracy is never more so critical than in today’s society. In this work, the author advocates strongly for educating our pupils to develop their social and cognitive skills to become responsible world citizens.
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​A word about the book's author
Joy Butler was a powerhouse who was well-liked and highly respected by friends and academic colleagues. She was passionate about overcoming social injustices and using her beloved physical education to address key issues and support all children especially marginalised groups.
She set up the TGfU International Taskforce and championed it through affiliation to AIESEP to become a Special Interest Group which she chaired for 8 years. She instigated the SIG International Advisory Board (IAB) to democratically distribute governance for the aims and activities of the SIG. Joy has left an enduring legacy in her wake and this book is a testament to the principles that she lived her life by. 
References:
Almond, L. (1983). Games making. Bulletin of Physical Education, 19 (1), 32-35

Almond, L. (1986a) Reflecting on themes: A games classification. In Thorpe, R., Bunker, D. and Almond, L. (eds.) Rethinking games teaching. Loughborough: Loughborough University of Technology, pp. 71-72.

Almond, L. (1986b) Primary and Secondary Rules in games. In Thorpe, R., Bunker, D. and Almond, L. (eds.) Rethinking games teaching. Loughborough: Loughborough University of Technology, pp. 73- 74.

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

Butler, J.I. (2016). Playing Fair. Human Kinetics.

Gambles, E-A. and Griffin, L. (2023) Introduction: A History of Teaching Games and Sport for Understanding from Mauldon and Redfern to Bunker and Thorpe, Until Now. In: S.Pill, E-A.Gambles and L. Griffin (eds.) Teaching Games and Sport for Understanding (pp. 1-11). New York, USA: Routledge. ISBN 9781032287294

Harvey, S., Cushion, C. and Sammon, P. (2015) Dilemmas faced by pre-service teachers when learning about and implementing a game-centred approach. European Physical Education Review, 21(2), pp. 238-256.
 
Lockwood, A. (2000) Breadth and balance in the physical education curriculum. In S. Capel and S. Piotrowski (eds.) Issues in Physical Education (pp. 117-130) London: Routledge.

​Thorpe, R. Bunker, D. and Almond, L. (eds.) (1986) Rethinking games teaching. Loughborough: Loughborough University of Technology.
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September Special Blog: Play with Purpose

14/9/2022

1 Comment

 
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/
The path to the idea
I started to ‘play with’ game-based coaching in the early 1990’s after coming across Rick Charlesworth’s idea of a Designer Game. I had only one training session early in the week to prepare the first XVIII Football Team before the mid-week Associated and Catholic Colleges and Quit Cup competition matches. I felt the use of game form coaching using designer games that placed technical, tactical and fitness training into the one activity made sense in the context of the challenge that I had of bringing together the school players, who had played club football on the weekend at several different clubs, into a common game plan and understanding of how each other played.

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It was not long after this, that the idea of Game Sense coaching emerged in Australia. In 1995, the school I was working at signed up to be a trial school of the new curriculum standards and profiles. The curriculum had a constructivist student-centred ‘outcomes based’ description and inquiry teaching orientation. The Game Sense approach seem well suited to student learning expectations in games and sport teaching of this curriculum, so I began to develop units of work using game forms as the focus of the lesson, through which to teach technical and tactical aspects of the game as coupled knowledge. The Game Sense approach was described as game-based with the game as the focus, possibly even the starting activity, of a session. I still used closed and open practice activities (see here for an explanation of closed and open practice activities https://learningthroughsport.blogspot.com/2019/01/closed-and-open-practice.html ).
 
From 1995-1999, the Game Sense coaching approach was frequently featured in articles in Sport Coach, the national coaching magazine provided to coaches accredited with the Australian Coaching Council. In 1999, the Australian Sports Commission released a resource of ‘game sense games’.

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Game Sense or Designer Games, developing thinking players by placing the players in game situations and letting those situations ‘play-out’, and making player learning visible, player learning focussed and shaped using questioning in preference to ‘tell’ and ‘direct’ developed as features of my coaching and PE teaching. What was missing for me, was how to layer and level this learning into a continuum of achievement. Sometime in the late 1990’s, I came across Griffin, Mitchell and Oslin’s (1997) Teaching Sport Skills and Concepts: A Tactical Games Approach in a book display at the school. It provided the ‘macro’ view for a continuum of achievement that I had been looking for, by clearly setting out a progression through levels of tactical complexity.
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The Tactical Games Model was described as a simplification of Teaching Games for Understanding (TGfU) 6-steps into 3-steps. I had no idea really, what TGfU was until then, so I looked it up.
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A conundrum
Through the ideas of a Designer Game and Game Sense approach, I had viewed a game-based approach as more ‘organic’ than a 6-step or 3-step process. An advantage I had seen with a game-based approach was the ability to differentiate learner experience within a session based on learner readiness. I had not interpreted game-based as ‘game-only’ but in the early 2000’s what I was reading on the Game Sense approach and some other models of practice seem to encourage ‘the game is the teacher’ and game-based as ‘game-only’. For example, the Game Sense approach was narrowed in some explanations and descriptions to game sense games. I now describe that idea of an ‘organic’ game-based approach as non-linear pedagogy.

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Play with Purpose
When I started at Flinders University in 2006, my colleague Russell Brown remarked that what I was doing was not “Game Sense”, it was something else and I needed another name for it. That same year, Jeff Emmel the National Executive Director from the Australian Council for Health, Physical Education and Recreation spoke to me after a workshop I presented. He was looking to publish a new resource. It is thanks to Jeff’s encouragement and support that Play with Purpose was published in 2007. Initially, my intention was to clarify the Game Sense approach as play with purpose, but then I was asked to model my thinking which resulted in the Play with Purpose ‘model’ below.

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To understand the potential of games for player learning, I adopt the position that game-based learning (and therefore, game-based teaching or sport coaching) is a type of play with defined learning intentions and a corollary of this, defined player learning outcomes. For sport teaching in physical education, Play with Purpose provides both a curriculum development template from Reception/Kindergarten to Year 10, and a lesson design addressing teacher decision-making concerning what, why, and how to teach.  
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Consistent with teaching for effective learning principles, in physical education I recommend the first game form be purposefully used to review previous expectations of learning attainment, and identification of which players need what, if any, practice interventions, which players having had their cognition shaped and focussed by the inquiry episode are best served by returning to the initial game form play, and which players are ready for an elevated game challenge for further learning progression. The use “of questioning to stimulate thinking about the game” (Pill, 2013, p. 9) is central to developing thinking players by play with purpose. In this context, “guided discovery” is a purposeful environment, deliberately constructed and shaped by the pedagogical actions of the teacher/coach (Pill, 2017). 
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August Special Blog: The Grammar of Games

25/8/2022

2 Comments

 
By Dr Greg Forrest
Senior Lecturer and Academic Program Director of Health, Physical Education and Sport Studies at University of Wollongong.
​
Email: [email protected]
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.
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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.
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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.
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​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. 


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

17/8/2022

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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).
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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.

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​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. 
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August Special Blog: Designer Games- Rick Charlesworth

11/8/2022

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

5/8/2022

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
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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.

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April Special Blog: Launder (2001) Play Practice

19/4/2022

2 Comments

 
By Ellen-Alyssa Gambles
Academic Tutor in Exercise, Sport and Rehabilitation Therapies at the University of Sunderland, UK

Twitter: @13Efg
Linkedin: https://www.linkedin.com/in/ellen-gambles-pgcert-ba-fios-550508a9/
Orcid: https://orcid.org/0000-0002-5931-136X 
Introduction
To celebrate the 40th anniversary of the Teaching Games for Understanding (TGfU) model, there will be a monthly ‘spotlight’ focused on key models/approaches within the field of Games-Based Approaches (GBAs). To start I would like to provide an outline of Alan Launder’s Play Practice. 

Launder describes himself as an “ill-prepared, and lonely young teacher” (Launder and Piltz, 2013, p.5) working in a Norfolk secondary school in 1957, who found the traditional methods of teaching PE to be ineffective for his pupils. A lack of equipment, poor facilities and large classes of adolescent boys - some described as “maladjusted youths” and “intellectually limited”- numbered as some of the issues he faced. Throughout his career in teaching and coaching in England, the USA and Australia, Launder adopted a process of trial, error, reflection and improvement to engage his pupils which gave rise to the rudiments of what was later formalised as Play Practice and was published in full in his 2001 book “Play Practice: The Games Approach to Teaching and Coaching Sports”. His methods were initially applied to cross-country running and then track and field sports, although he states they can equally apply to all types of games and sports as diverse as skiing, table tennis, rugby and surfing.  

Launder credits a number of influences for the development of the Play Practice approach. The notion of legitimised failure from pickup games provides players with the opportunity to experiment, freed from potential criticism by authority figures (Launder, 2001, p. 14). He also refers to the small-sided modified games devised for tactical play when teaching football as described by Allen Wade, director of coaching for the Football Association (FA), in his 1967 publication (see our February Special Blog for more details).

The philosophy is firmly centred on the importance of enjoyment and success in driving engagement in sport, using structured situations for learning, understanding and competence. Launder uses the anecdote of a child playing baseball, who makes a potential base hit but runs directly to third base instead of first base, to emphasise the equal importance of the players understanding the rules of the games as well as being technically competent (Launder, 2001, p. 15). 

The initial process for beginners is to assure success of playing a game by implementing appropriate simplified activities and/or modified equipment. The teacher uses their knowledge of the game to analyse and determine the most appropriate learning aspects for a group of players. An element of play is identified to emphasise and shape the practice for learning by modifying some of the variables of the game (e.g. rules, number of players, scoring etc.).

The many benefits of Play Practice are stated briefly as (Launder and Piltz, 2013, pp. 9-12):
  1. Gives teachers ongoing opportunities to interact positively with their students.
  2. Can make the learning environment more enjoyable for teachers and coaches.
  3. Focuses on the learners and develops critically reflective practitioners.
  4. Gives youngsters opportunities to cooperate with each other.
  5. Provides a detailed analysis of skilled performance in sports.
  6. Redefines the term “game sense” [i] and positions it as a critical element of skilled performance.
  7. Introduces the strategies of simplifying, shaping, focusing and enhancing.
  8. Emphasises the importance of time on task, maximum individual participation, and alignment.
  9. Is supported by a clearly defined action plan for the instructional process.
  10. Introduces the notion of working and advanced models of technique.
  11. Introduces the notion of working tactical models.
  12. Can be used to introduce a variety of sports - skiing, track and field, swimming, table tennis etc.
  13. Can be employed by elite coaches.
  14. Lends itself to innovation of all kinds and is continually evolving.
  15. Its potential has yet to be fully explored
  16. Can be taken up and applied piecemeal.
  17. Has sound theoretical underpinnings (retrospective).
 
[i] ‘Games sense’, in this context refers to players needing an understanding of the rules, tactics, strategy and their strengths/weaknesses (and team-mates’) to solve problems. Launder and Piltz (2013) suggest defining it in this way broadens the understanding of the nature of skills in sport. Previous uses of this term were included in Thorpe and West (1969) work on badminton and also as the tactical model and title for Rod Thorpe’s workshops in Australia during the 1990s.



Difference between Play Practice and TGfU
The developers of both TGfU (Bunker and Thorpe, 1982) and Play Practice (Launder, 2001) shared similar origins of practical involvement in the English PE and coaching traditions and recognised their limitations. Play Practice arose from influences in the late 1950s with the publication of Modern School Athletics (McNab, 1970) and in 1973 the Journal of Health, PE and Recreation published an article by Launder where he outlined his “modern approach” to teaching soccer in schools. This article states ‘practising the techniques of kicking, controlling, heading and dribbling in drills outside the context of the game is also of limited value for there is little transfer to the real game’ (Launder, 1973, p.25).  

Launder and Piltz (2013) describe the shared similarities of TGfU and Play Practice taking the activity and student into consideration, however they state the original linear TGfU model provided limited guidance for guiding professional practice. The authors also state that the primary differences between the two approaches lie in their fundamental aims. TGfU employs the game as the learning context and is concerned with ‘redressing the balance between tactics and technique’ (Launder and Piltz, 2013, p.13). Whereas the overriding aim of Play Practice was to make sports enjoyable, and to motivate and engage students enabling them to become competent enough to continue with it later (Launder and Piltz, 2013). Whilst TGfU was devised for games teaching, Play Practice also has been applied to more diverse sports such as skiing and surfing.

Play Practice firmly defines ball control in games as techniques, not skills, and that skilful players also need a willingness to play fairly, communication, tenacity, resilience and mental strength, agility and fitness. Emphasis is given to the elements of skilful play that a player might display whilst never having ball contact as well as times when on the ball.
 


The Ps of Perfect Pedagogy
The Ps of perfect pedagogy were devised as a clear basis to inform and encourage pre-service teachers undertaking their initial teaching experiences (Launder, 2001; Launder and Piltz, 2013).

  • PLAN- Plan the lesson effectively: consider the nature of the activity, ability and experience of pupils, the desired short and long term outcomes of the lesson and available time. These factors must take into account the required techniques, agility, understanding, and fitness levels of the pupils.
  • PREPARE A PROTECTED LEARNING ENVIRONMENT- A protected learning environment includes not only the removal of physical hazards but also considers psychological issues such as fear of failure. Pupils will perform better if they find the activity engaging and accept that failure is both inevitable and natural on the path to success.
  • PREPARE THE LEARNER- A welcoming attitude from the teacher develops a positive pupil environment. This could be further encouraged by dressing appropriately, using the child’s name, giving positive comments, etc at the beginning of the session so as to provide a major incentive for commitment to the session.
  • PRE-TEST-Starting a session with a challenge to help determine the groups’ entry level competencies in key aspects of performance. The challenges are structured to produce early success and rapid improvement to meet pupils’ knowledge, competence and attitude levels. The pre-test assessment underpins future sessions and the whole unit.
  • PRESENT THE TASK EFFICIENTLY-The teacher provides a clear understanding of the task to the pupils by a practical demonstration of the technical or tactical learning point/s supported with a verbal explanation using key words and phrases.
  • PROVIDE PLENTY OF PRACTICE- In practical terms, ensure a sufficiency of equipment to ensure pupils are provided with opportunities for purposeful relevant practice. Optimise planning, presentation, organisational and management strategies to maximise playing practice time and learning experiences.
  • PERTINENT PRACTICE- Practices need to be purposeful, demonstrating a clear relationship between the activity and the real sport. This must be developmentally appropriate for the pupil’s ability level. 
  • PROVIDE FEEDBACK- Performance feedback is critical to enhance the learning and teaching process. For improvement to occur, the pupil needs an understanding of why a particular result occurs and what is required to prevent the problem – using key words and phrases can be helpful for a consistent message. The teacher provides structured situations that give learners immediate knowledge of the results of their efforts.
  • ENSURE GOOD POSITIONING AND PERCEPTION- The teacher needs to consider their position within the play area to observe and monitor the pupils. This will aid with providing feedback, assessing performance and progress, modifying practices, managing the group and task, progressing the lesson and ensuring good pacing. 
  • PLAYFUL PRACTICE- Pupils will learn best when the lesson is playful and prepares them for real game situations.
  • PRAISE PERFORMANCE- Positive reinforcement from the teacher motivates pupils to engage more in their practice, helping them to recognise their efforts, improvements and successes.
  • PROGRESSIVE PRACTICE- Increase the challenge and complexity of the learning situation as pupils become more proficient. However, revisiting previous levels of performance and reviewing them will reassure pupils and reinforce a positive attitude for new activities.
  • PACED PRACTICE- Practice should be paced to avoid boredom and fatigue for the players.
  • PERSONALISED PRACTICE- Practices should be modified to meet the individual needs of the pupils



Play Practice Approach
The Play Practice approach adopts simplified games with modified equipment to allow students to get beginners playing the game quickly whilst providing the teacher with an insight into which aspects of performance require development. Teachers can apply the Play Practice approach incrementally (Launder, 2001, p.48) to select and implement into their teaching methods.  
Thorpe, Bunker and Almond (1986) had introduced the pedagogical principles of ‘exaggeration’ and  ‘representation’ in game-forms, and which are comparable to the processes that Launder described  as ‘shaping’, ‘focusing’ and ‘enhancing’ play.

SHAPING PLAY: this is the notion of manipulating one or more of the critical variables of the game - the number of players, the size or shape of the playing area, the rules, the scoring system, the equipment, the goal etc- to make the game easier or more challenging as appropriate for the players. For example modifications could include: 
  • Using small-sided mini games to give players more opportunity for increased participation and on-the-ball activity.
  • Altering the defender/attacker ratio to encourage passing options or teach players how to overcome the disadvantages of being outnumbered
  • Varying equipment-using larger/slower balls, hand pads or larger rackets with shorter handles to allow beginners to be more successful in adjusting their position to hit the ball. Alternatively raising the net in racquet games has the effect of slowing the game for beginners.
  • Adjusting the dimensions of the court to a long and narrow rectangle so as to encourage the tactic of hitting shots to the back of the court. 
  • Modifying a secondary rule of the game such as replacing a throw-in with a less demanding kick-in in football, or improving inclusion and practising passing by ruling a minimum of passes before allowing a shot at a goal.
  • “Handicapping” more competent players can help prevent them dominating the game at the expense of weaker players. They may not be allowed to shoot goals, or be imposed with an alternative scoring system, or restricted to certain game positions. 


FOCUSING PLAY: The teacher or coach uses questioning, cues or prompts with the players to help them gain insight into technical and tactical aspects of the game. Launder describes this as ‘teaching in the game’ (Launder, 2001, p. 57). This might take the form of the teacher stressing a particular tactical option, the similarities and differences between the activities and real game, focusing players on aspects of teamwork as required for defence or attacking moves or other components within the game (Launder, 2001). For example, instructing the player on how to hold the stick, asking them what to do when they get the ball, reminding the player to watch out for opposing team members etc (Launder and Piltz, 2013). Teams may also be permitted a small number of short time-outs to allow clarifications on the rules, or discussions of strategy and to make tactical decisions. The players benefit from these time-outs as it provides them with learning opportunities of the game and skilled play (Launder and Piltz, 2013).


ENHANCING PLAY: Players commitment and performance can be encouraged by adopting enhancements to play such as introducing time constraints, handicapping particular players, playing fantasy games and other challenges. One way of enhancing play is to restrict playing time to a few minutes so that motivation and attention is increased and fatigue less likely (Launder and Piltz, 2013). Another suggestion is to allocate leadership roles to the better players and emphasise the ways they can use their position to help their teammates. This both provides opportunity and recognition for their positive role model to offset what they could have got by dominating the game (Launder and Piltz, 2013). Launder (2001) also encourages Freeze Replay to help focus and enhance game play. In this situation all the players freeze in position on a given signal to allow a rewind back to a critical point for replay and consideration of alternatives.  



The culmination of Play Practice is to use action fantasy games to enhance play (Launder, 2001). Children love to act out as their favourite sports player, something many of them do when playing in informal pickup games worldwide. Emulating their sporting idol playing for victory against their rivals in critical scenarios is an engaging concept. Action fantasy games are devised by selecting a scenario based on a particular team, match, score position etc. This might be a cup final with two teams at equal score and a limited amount of play time to win. A game card may be used to describe a scenario based on great players in major tournaments, and the students toss a coin to choose who to play out the match as (Launder, 2001). 

Launder (n.d.) describes a number of stepping stones in the development of action fantasy games, one being the development that came from a table tennis game. As the players were not equally matched, the weaker players were becoming disengaged.  Play was re-energised by ruling that fewer points were required to win so as to prevent the demoralising effect of significant differences in scores. Launder (n.d.) found that the fantasy games approach was effective at class management as its popularity kept pupils engaged and on task. 

​
Fantasy Game Card Example
Taken from Launder and Piltz (2013, p.49)

“Figure 4.2 Sample Fantasy Scenarios
 Lakers versus Bulls 
It is the opening game in the final series. Before starting the game, the Lakers warm up with a 2v1 fast break. The Bulls warm up with 3 attackers outside of the key and 2 defenders. It is the last 4 minutes of the game. The Lakers are up by 1 point, 50 to 49. The ball is passed to set up a player with a clear shot. 

Italy versus Argentina 
It is the World Cup. Italy focuses on controlling the ball quickly and playing it off, using just 2 touches. They work in a 3v1 square. Argentina focuses on a 2v1 break to score a goal from 20m (66 feet). It is 5 minutes from half time and the score is 0-0. Two attackers dribble and pass to get past the goalie to score.

Williams versus Stosur

It is the final at the US Open. Both players work on their serve to improve consistency. Williams looks at placing the ball with depth in the serve. Stosur focuses on placing the ball wide in the serving area. It is the final set. Scores are one set all and it is 4-4 in the third.” 


Final Thoughts
Both Launder (2001) and Launder and Piltz (2013) provide detailed examples of the application of Play Practice in action across sports including invasion games, court, striking/fielding, target and individual sports. Ultimately Launder’s work is focused on helping PE teachers and coaches provide enjoyable experiences that encourage their young players to continue with physical activity throughout their lives.

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 Griffin, Mitchell & Oslin (1997) Tactical Games Model. Please visit http://www.tgfu.info/40th-anniversary.html for our other events.
References
Bunker, D., & Thorpe, R. (1982). A model for the teaching of games in secondary schools. Bulletin of Physical Education, 18(1), 5-8.

Launder, A. (1973). School for Schools: A Modern Approach. Journal of Physical Health Education & Recreation, 44(9), 25-27.

Launder, A. (2001). Play Practice: The Games Approach to Teaching and Coaching Sports. Human Kinetics.

Launder, A. (n.d.). Evolution of Play Practice. https://humankinetics.com/AcuCustom/Sitename/DAM/092/Timeline.pdf

Launder, A., & Piltz, W. (2013). Play Practice: Engaging and Developing Skilled Players From Beginner to Elite (2nd ed.). Human Kinetics.

McNab, T. (1970). Modern Schools' Athletics. Hodder & Stoughton.

Thorpe, J. & West, C. (1969). A test of game sense in badminton. Perceptual and Motor Skills, 28, 159-169.

Thorpe, R., Bunker, D., & Almond, L. (1986). A Change in Focus for the Teaching of Games. In M. Pieron, & G. Graham (Eds.), The 1984 Olympic Scientific Congress Proceedings Volume 6: Sport Pedagogy (pp. 163-169). Human Kinetics.
​

Wade, A. (1967). The F.A. Guide to Training and Coaching. Heinemann.
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March Special Blog: Horst Wein: Developing Game Intelligence

19/3/2022

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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, I would like to discuss Horst Wein: Developing Game Intelligence.
 
In 2011, I was working on a paper on play with purpose for football/soccer coaching and a workshop to go with the paper for the 27th ACHPER International Conference proceedings with colleague John Murphy. During our exchange of ideas, John mentioned that the ideas I was sharing were aligned with the ideas Horst Wein shared at a workshop in Adelaide in 2007, when he had been in Adelaide to work with Adelaide City FC. I was coaching junior football/soccer at the time, and keen to grow my understanding of the game, and so undertook a research of Horst Wein’s ideas. I discovered a national player, elite level master coach, innovator of game-based coaching, and globally appreciated coach developer.

Horst Wein was a trained physical education teacher who became a world-renowned hockey coach (Germany and Spain men’s national teams) and football coach (FC Barcelona), and coach developer.  

“The art of teaching lies in knowing for what activity (a technical move, a tactical behavior or a complex competition) the player is prepared for at a particular stage of physical and mental development” (Wein, 2000, p. 11).

His ideas have been implemented across the world of youth hockey and football. His ‘Game Intelligence’ model was applied to hockey (2002) and football (2004a). He was a strong advocate of small-sided games for children and youth game development in both hockey and football/soccer (Wein, 1981, 2000, 2007).

“the secret is: Stimulation through play” (Wein, 2004b, p. 4)

The Horst Wein Model
  • The player is at the centre of coaching
Therefore
  • Each age group has its own game matched to the physical and mental capacities of the young player
  • The training curriculum relates to the five levels of competitions
  1. Games for Basic Abilities (6-7 years)
  2. Games for Mini-Football (7-9)
  3. Games for 5v5 and 7v7 Football (10-12)
  4. Games for 8v8 Football (13)
  5. Games for 11v11 Football (14+)
 
In the model, the coaching focus is on developing thinking players. “The intelligence of the player should be considered the real driving force behind his performance” (Wein, 2014a, p. 3). Systematically developing game intelligence through games was a core feature of Wein’s approach – “a varied and progressive training program with simplified games” (Wein, 2014a, p. 4).

Wein advocated that “The complicated adult game has to be simplified; a logical progression of competitions must e created, designed with increasing demands that adapt perfectly to the mental and physical capabilities of individual children” (2007, p. viii). “In a well structured scheme, young footballers grow at the same rate as their competitions grow in complexity and difficulty” (Wein, 2007, p. 2).

Wein proposed that “a coach’s objective should be to make the others [players] think instead of thinking for them…coaches must master the skill of posing questions…Through systematic questioning by the coach, the players are self-generating the information. Thanks to intelligent questions, many players become aware of problems they have never noticed before. When faced with problems presented by the coach, players have to think, examine, judge and evaluate until they find their own solutions” (Wein, 2007, p. 5).

Horst Wein suggested repetition through games to enable “the player to understand and read these game situations with the aim of making correct decisions and winning more often” (2004, Developing Game Intelligence, back cover).

Explaining why a cogent and coherent plan of progressive development is necessary in coaching to develop children and youth playing potential Wein suggest ed that “planning the development of young players is like preparing for a journey. It’s advisable to have a map (plan or model) to avoid getting lost and wasting time and energy” (2007, p. 10).

Horst Wein’s Game Intelligence model has all the hallmark features that we associated with a games-based approach. Horst Wein published his first book on coaching in 1968 but he is possibly best known for his 2004 book Developing game intelligence in soccer. For more information, you can see his Wikipedia profile here https://de.wikipedia.org/wiki/Horst_Wein.

​
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 Launder (2001) Play Practice. Please visit http://www.tgfu.info/40th-anniversary.html for our other events. 

Horst Coaching Ideas

References
Murphy, J., & Pill, S. (2011). Moving, Learning and Achieving in Football (Soccer). In G. Dodd (Ed.), Edited Proceedings of the 27th ACHPER International Conference (pp. 220-229). ACHPER. https://www.achper.org.au/documents/item/83

Wein, H. (1981/2000). La clave del éxito en el hockey/The key to better hockey. International Educational Management Systems

Wein, H. (2002). The development of game intelligence in hockey with mini hockey games. German Hockey Association

Wein, H. (2004a). Developing game intelligence in soccer. Reedswain.

Wein, H. (2004b). Small sided games to develop soccer intelligence. Institute for Youth Soccer, Germany.
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February Special Blog: Coaching for Understanding- Wade (1967) and Worthington (1974)

21/2/2022

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By Shane Pill [1] and Ellen-Alyssa Gambles [2]
 
[1] Associate Professor in Physical Education and Sport at Flinders University, Australia
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/
 
[2] Academic Tutor in Exercise, Sport and Rehabilitation Therapies at the University of Sunderland, UK
Twitter: @13Efg
Linkedin: https://www.linkedin.com/in/ellen-gambles-pgcert-ba-fios-550508a9/
Orcid: https://orcid.org/0000-0002-5931-136X
 
Please note some of this information was taken from Shane’s Blog: http://learningthroughsport.blogspot.com.au/ Check it out for more amazing resources! 
​Introduction
In 1986, Thorpe, Bunker and Almond in Rethinking Games Teaching wrote briefly about the influence of the original Loughborough games teaching team of Allen Wade, Eric Worthington and Stan Wigmore on the idea of using games as the vehicle for the transmission of skills. There is similarity with the pedagogical thoughts in these books to what some sport and coaching scientists espouse as 'contemporary' practice. In this 40th anniversary special blog, we would like to summarise some of the key ideas from Wade (1967) and Worthington (1974).
 
Wade- The F. A. Guide to Training and Coaching (1967)
Allen Wade, the Director of Coaching for the Football Association (FA) authored this book in 1967. The book has over 140 line drawings and over 60 photographs making it an excellent practical resource for players, teachers and coaches. It includes specimen schedules for off-season and in-season, specialised goalkeeper training and activity programmes for amateur players with limited time and facilities. "The main purpose of the book...is to present ideas and principles which require coaches to think. They in turn, must provoke thought and enquiry among their players" (p. vii).

The book is divided into three parts; (1) Principles, Systems and Tactics, (2) Principles of Training and Training Methods and (3) Definition and Acquisition of Skill.

In Part 1 Wade introduces his three principal phases of the game, namely attack, defence and preparation or mid-field play.  Throughout the game players naturally flow between these phases based upon ball possession.
He argues that “the basic problem for players and coaches is one of understanding. We must be capable of presenting the game in such a way as to make its problems coherent at all levels. The principles of the game must be the foundation upon which systems of play and tactical considerations are developed. “(p.5) This aligns with contemporary pedagogical thinking within the games-based approach (GBA).

Wade details the principles of team play with numerous visual representations and providing explanations of player positioning and tactical considerations. The ten principles are given as: 
  • Depth in attack
  • Depth in defence
  • Penetration in attack
  • Delay in defence
  • Concentration in defence
  • Width in attack
  • Mobility in attack
  • Balance in defence
  • Control and restraint in defence
  • Improvisation in attack
 
Chapter 2 discusses systems of play, expanding and debating upon two suggested extreme schools of thought for playing the game, namely man to man, and command of space. Wade provides detailed recognisable patterns of play (e.g W-M formation, deep centre forward, 4-2-2 system, sliding defences etc) with extensive visual representations. Wade opines that early-stage players need to develop all-round competencies and understanding of the game prior to specialisation.
​
In Chapter 3, Wade provides an in-depth discussion of modern (in the mid-1960’s) tactical development, underpinned with supporting figures. A range of tactical plays are introduced:
  • Supporting or zoning on the ball
  • Setting-up play
  • Keep ball
  • Square passing
  • Diagonal running
  • Movement off the ball
  • Blind side play
  • Cross over plays
  • Overlapping runs and runs from behind attacking players
  • Reverse passing
  • Changing the pace of the game
  • Playing accurately to feet
  • Screening
  • The wall pass
  • Dribbling and Committing defenders
  • Tactics in defence
  • Half retreating defence
  • The full retreating defence
Example
The picture below is taken from the book (p.95) and is one of the numerous illustrations which the author uses to explain the key tactical considerations. This diagram focuses on Blind Side Play. 
  
Picture
In Chapter 4, Wade suggests questions that can be used to provide an analysis of the game, identify strengths and weaknesses, so as to understand what is happening and anticipate how it could develop.
 
The second section of the book considers the application of sports physiology in terms of training plans for fitness, endurance and speed, strength and power. Wade suggests that training follows what we would now describe as a games-based approach.
 
  • Match Practice – providing opportunities to develop systems of play and tactical awareness
  • Small-sided games – to develop general principles of play and group tactical possibilities
  • Functional training: phase practice - developing understanding between small groups of players
  • Tactical practice - developing set plays in various phases of the game
 
 
Chapters 9 and 10 forms the third part of the book, with discussions on skill and coaching and teaching. Skill is defined as "the application of techniques in a situation where the player has co-operative possibilities and, at the same time, is opposed by one or more players" (p. 181). The chapter reinforces the games-based approach that players need to experience and understand the reasons for particular aspects of game play, not just how they are achieved.
Wade’s philosophy here is that coaching football skills, such as heading or dribbling, by reducing them to their component parts for repetitive practice has deficiencies.
“Repetition for the sake of repetition may only be of limited value”. (p.184)
As co-operative play is integral to the game of football the need to make decisions will arise, any practice sessions must provide opportunities for a player to improve their skills in making such decisions.

Worthington- Teaching Soccer Skill (1974)
Eric Worthington's Teaching Soccer Skill added to the coaching literature a clear description of how and why to use small-sided games to teach game skills. Chapter 3 is a great read for any coach or teacher of an invasion game. In this chapter, Worthington sets out his coaching approach called Principles of Play. He asserted that, "with a practical understanding of the principles of play it is again a normal feature for such players to be able to fit into any system of play or formation" (p. 54). For this reason, Worthington proposed the use of small-sided games and the Principles of Play approach especially for young players.
 
The following principles of play are contained in the approach:
  • Delay in defence: first defender
  • Depth in defence: second defender
  • Concentration and balance in defence: the third defender
  • Depth and width in attack: the second attacker
  • Penetration in attack: the first attacker
  • Mobility in attack: the third attacker
 
Although some illustrations of practice sessions in the book look somewhat "traditional", progressing from warm-up to skill practice to games, Worthington suggested that "initially, the coach should do no more than organise the players to play" (p. 160). This led into one of the key coaching tenets of the text, Realism - "To effect the best transfer from what is done in training session, practices should be used which are similar to those that players face in the game...the more realistic a practice the better the transfer will be" (p. 161).
 
Another of the pedagogical tenets of the Principles of Play approach is the concept of "Freeze replay". This is where "the players must stop precisely where they are at the time the coach demands that they stop" (p. 172). The coach the uses this real situation as a "living tactical board to show the players what they are doing" (p. 172). The way Worthington described the use of this pedagogy, the coach goes into observation of the game play knowing what game moment they are looking for, as they have decided going into practice what point they wish to develop with the players.
 
In Chapter 7, Worthington sets out a continuum from "artificial" and "part" to "real" and "whole" game skill practice, which we suggest is a useful reference when thinking about the purpose of an activity when coaching.

Picture
In Chapter 7, Worthington set out an explanation for the purpose of what was called "conditioned games", which are different to games where players are allowed to respond "freely" as the coach deliberately restricts the game to change the condition of practice. It is explained that the conditions of games can be purposefully changed in the following ways:
  • Vary the number of players
  • Change the pitch shape or size
  • Change the method of scoring
  • Change the laws of the game
  • Demand the players respond in a set way during play
 
Teaching Soccer Skill adopts a "non-verses" stance to the instructional style of the coach; however, the "art" of coaching is described as organise, observe, then coach.
 
 
Final Thoughts
Throughout this blog, you will have seen similarities between the ideas presented by Wade and Worthington (over 50 years ago) and some of the current sport teaching and coaching literature. It is important to reflect upon early sources of literature to see “what has come before”.  For example, this suggested lesson format from 1954 looks similar to the game-practice-game format of the Tactical Games model.

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Image from 1954: The Teaching Technique- Playground Games for Secondary Boys, p.6
 
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 Horst Wein: Developing Game Intelligence. Please visit http://www.tgfu.info/40th-anniversary.html for our other events. 
References
Pill, S. (2018) Developing Thinking Players- Coaching Sport for Understanding. Learning Through Sport- Play with Purpose [Blog]. Available from: https://learningthroughsport.blogspot.com/2018/03/coaching-sport-for-understanding.html

Thorpe, R., Bunker, D. and Almond, L. (1986) Rethinking Games Teaching. Loughborough: University of Technology, Loughborough

Wade, A. (1967) The F.A. Guide to Training and Coaching. London: Heinemann.

Williams, L.C. and Willee, A.W. (1954) The Teaching Technique: Playground Games for Secondary Boys. Blackie and Son.
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Worthington, E. (1974) Teaching Soccer Skills. Lepus Books. 

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