Game-sense and Representative Learning Design: Aiming for Transfer.

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Presentation transcript:

Game-sense and Representative Learning Design: Aiming for Transfer. Wellington Hockey Association Dennis Slade Massey University

How do we develop intelligent game players? Some ideas: Design practice in the form of a Representative Learning Design Employ Game-sense to achieve that outcome From an early age ensure practice develops players wide external vision Move from Fundamental Movements to Fundamental Game Skills.

What is a representative learning design? It is a practise where there is a close coupling between the perceptual elements and action the players experience in the performance context replicated in practice. 2. How do you do that? You study the game and then develop versions of the actions, often in small sided games that mirror that action. With younger players it might be a representation of the game. It might also exaggerate a tactic or aspect you want to develop.

What else is required? The game needs to employ the movements the players would experience in the game e.g., the type of passing or movement – running or dodging etc. The game should ask a tactical question? Players need to try and solve the game day problem and this should be ‘forced’ on them by the game structure. The coach needs to ask questions about what is or is not going well? Avoid giving the answers but reinforce responses or rephrase the question. It might be movement, technique or decision making. Use video – i-pad lapse to show what is happening. It is much more than just having a game! BUT it should be to quote Miranda’s Mum: ‘Such Fun!’

What is a wide external vision and how does it help with developing intelligent players? Internal and external perception: Internal associated with feelings – kinaesthetic awareness   External perception usually associated with sight – either narrow – what is just in front of you or wide more the peripheral or long. We often associate intelligent play with those players who see passes and frequently they are longer passes. Most see the narrow external.

What are Fundamental Movements (FM) and Fundamental Game Skills (FGS)? FM’s are not innate but they are thought to underlie basic movement competency in many applied settings. Typically we think of them in generic terms: run, catch, throw, dodge, kick, strike. FGS are those same FM but how they are employed within the context of the game or sport The argument is that these are different. An over-hand throw in a closed skill context is quite different to a over-hand throw to the Home Base when you trying to run out the base runner. Both Fundamentals have their place in learning movements but FGS are the interpretation of the FM that you need to rehearse to develop mastery of the technique. How do we develop RLD or FGS?

Manipulate the constraints.   Newell’s constraints

Developing passing : A standard type of FM technique development practice. These passes represent a narrow external vision. The option is always in front of you. After the first pass you do not have to adjust any variables on force, elevation or direction. This is practice for very young children who need to be told – ready and catch! Unfortunately, this is a standard practice for passing in many games. It is not a FGS X X X

  Still passing much moved towards a FGS. In addition there is now the added requirement for a wide external vision, scanning and different variables of force, elevation and direction with each pass. This could be a hockey, netball or football practice. In this version, we can keep the interest in ‘passing’ by an element of competition. A rather more interesting variation to ‘How many passes in 30 seconds.’ You keep that with the 3 second penalty, but add, ‘How many intercepts in 30 seconds?’

Game Sense and TGfU – is it all about playing Not in my opinion. I am a great advocate of a GCL approach to developing interest and transfer of learning to games. 2. I am also very much an advocate of transforming play. So always starting with the concept of play and discovery and FUN! 3. I also believe mastery is the key to enjoyment in games and so along with these ideas, FM’s are important but in applying them to games I would like to see mastery developed more with FGS. However, one always need to be aware of the needs of the learner and ensuring what you provide for them is appropriate.

Game-sense and Representative Learning Design: Aiming for Transfer Game-sense and Representative Learning Design: Aiming for Transfer. What else is required? The game needs to employ the movements the players would experience in the game e.g., the type of passing or movement – running or dodging etc. 2. It needs to have components that require players to ‘look up’ or ‘look long’ to develop a wide external vision and contribute to intelligent play 3. The game should ask a tactical question? Players need to try and solve the game day problem and this should be ‘forced’ on them by the game structure. 4. The coach needs to ask questions about what is or is not going well? Avoid giving the answers but reinforce responses or rephrase the question. It might be movement, technique or decision making. Use video – i-pad lapse to show what is happening. 5. It is much more than just having a game!