Teaching Games for Understanding (TGfU) As a Curriculum Model

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Teaching Games for Understanding (TGfU) As a Curriculum Model Butler & McCahan (2005)

Purpose Examine how the inherent assumptions and values of TGfU can help teachers develop a games curriculum Compare the TGfU model with the technique model Examine the TGfU classification system Show how to create a spiral curriculum Provide planning considerations using a sample TGfU games program Describe the learning steps involved in the TGfU model Offer guidelines for implementation

Inherent Assumptions and Values Effective curriculum Models : Potential to: Align educational priorities (what is taught) Educational philosophy (why things are taught) Educational methods (how things are taught) Curriculum Model Adopted: What is the role of the learner? What is the role of the teacher? What is the social and structural context of the learning environment? How will learning be assessed and evaluated?

Inherent Assumptions and Values TGfU Model Based On constructivism Advocates Comprehension and meaning be built gradually using experiences and contexts that help students become willing and able to learn Uses Problem solving, tasks, groups, and sharing activities to provide learning that can be structures around basic concepts A challenge for PE teachers is to break away from the esxclusive use of direct instruction (developed in the 1940s Most physical educators came through their early school years with a technique approach and went on to use it to help students master techniques Table 3.1

Inherent Assumption and Values Technical Model (Direct Instruction) Ralph Tyler 1949 Emphases On performance Allows little room for creativity or learner empowerment Step – by – step process of curriculum development Provide blueprint for teaching Uses Objectives in planning programs and instructional episodes Selection of subject matter and teaching strategies based on intended learning outcomes expressed as behavioral objectives Assessment of the behavioral outcomes of instruction involving measurement and quantification Table 3.1

Curriculum (What Is Taught): Comparing the Technical Model With the TGfU Model Areas of Consideration Why it is taught Based on assumptions about society, humanity, and education What is taught Represents the operational mode of theories How it is taught Purpose: Acquisition of Knowledge vs. Construction of Meaning Curriculum Derived from a set of values and beliefs Underlying Question: Why do we teach Games? Technical Model vs. TGFU Model Technical: Focus in on psychomotor learning with cognitive learning as a second priority TGfU: Encourages students to construct meaning from the situations (apply games skills) Curriculum theories based on philosophical and historical perspectives The curriculum model based on the why and conceptual framework Pedagogical perspectives including action and reflection If the purpose is to train students to replicate behaviors or skills: use technical approach… Content is broken down into small steps, modeled, then students practice. If the purpose is developing deeper understanding, syntheis, decision making, and the ability to use information in a variety of situations People using the TGfU approach are less likely to ask questions: why are we doing this? When can we play a game?

Objective: Defining What We Know vs Objective: Defining What We Know vs. Discovering What We Don’t Know and Applying What We Know Technical Model: Teacher’s Objective Teach the student the information effectively and efficiently Transmission Assumptions that all students start with the same knowledge, learn at the same rate, and will learn using this style TGfU Model: Teacher’s Objective: Offer all students, regardless of ability or skill level, the opportunity to actively experience, enjoy, and understand games. “Curriculum work as craft” Student assumptions are challenged and their decisions are negotiated Students behaviors are much less predictable when the TGfU approach is used ….Students are encouraged to listen, explore, discuss, and create ideas.

Outcome: Performance vs. Thinking and Decision Making Technical Model: Students will become skillful performers Expected to be orderly, compliant, and respectful TGfU Model: Shift focus from how to why or what if Encourages students to reflect and to ask questions Develop: Skills in negotiating, compromising, and listening through group-work Required: Make creative decisions, to question, and to challenge themselves and others

Game Frameworks: Seasonal Activities vs. Classifications Technical Model: Organizes curriculum in imitation of the seasonal cycles of professional sport TGfU Model: Classification system for its framework and bases the inclusion of games on a systematic selection process Games with simialr intent are linked together. Table 3.2

TGfU Classification of Games Games Classification: Invasion Net/wall Striking/fielding Target sports Territorial and team passing sports Game Components: Intent, concepts and skills, players’ roles, playing area, and offensive and defensive strategies Progression Highlighting relationships increases tactical complexity and greater decision making The concept and skills embedded in target and striking games form the foundation for the more conceptually sophisticated and complex net and territorial games Conceptual framework

Sample TGfU Games Program Games Education Program Attempt to offer a TGfU program for grades 3 – 12 Consider Time Required to develop a game Focus Few games at each grade level Sampling Need to experience a number of games to understand similarities and differences Readiness of learners Games based on development level of students Intertask transfer Maximize transfer of learning that occurs from one game to another within the classification Intratask tansfer Curriculum arranged so that skills and concepts learned in each game transfer to the next level of difficulty Spiral curriculum Categories should be revisited ever year. Spirals to more advanced levels of instruction and material Standards NASPE Table 3.4 Many classes usually disproportionate 60-90% of the PE programs to games education

TGFU Model

TGfU Model Steps Game Game appreciation Tactical awareness Every child to participate Modify rules, equipment, play area, and group size Game appreciation Understand and respect rules because students create, implement, and refine them Tactical awareness Understand and know the game through solving problems Decision making Paying attention to relevant actions, anticipating responses by opponents, and choosing appropriate skills Skill Execution Learned in context and practices after the game is played Performance Increases as cycle continues

Implementing the TGfU Model Guidelines Clarify your own education philosophy Compare the ideas that make up your philosophy Decide what learning outcomes are being sought and what tye of learning environment Start with one cooperative class Start with an activity with strong content Combine efforts with other physical educators Seek administrative support for implementation Involve school district curriculum planners

Conclusion TGfU Process of changes Emphasis on the values of learner centered teaching and outcome based planning Promotes the holistic and transformational education of children Process of changes Helps educators step into learners shoes and teach in accordance with values Those who espoused more progressive beliefs taught more progressively