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Teaching PE – Other Curricular Models
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Also some older editions available in regular circulation I have one extra text
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PART A – OBJECTIVE QUESTIONS (50-55) Definitions Matching Fill in blanks PART B – SITUATIONAL QUESTIONS (15-20) PART C – SHORT ANSWER (45-50)
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Sport Education Health-related PE Teaching Games for understanding (TGfU)
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Designed to promote “authentic” sport experiences Involves direct instruction, cooperative, and peer teaching SIX key features....
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1. Seasons – longer “unit” 2. Affiliation – members of teams 3. Formal Competition – practice & game schedule 4. Culminating Event - championship 5. Record Keeping – feedback 6. Festivity – celebrates improvement, fair play
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Ongoing participation – each team member has a role each day Developmentally appropriate games matched to skill level of students with a goal to improve individual & team performance Diverse roles – team player, coach, referee, scorekeeper, statistician, publicity officer
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Managerial routines Home spaces Timed competitions Scorekeeper submits sheets to statistician Duty Teams E.g. 3 teams – 2 compete, 1 referees/keeps score Peer Teaching - COACH Cooperative planning (e.g. Balancing teams) Conflict-resolution mechanisms (e.g. Fair play points, red/yellow cards, RPS, board of review)
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Students reached similar or higher levels of skill All students had positive experiences Most believed their skills improved Most had fun! Teacher had more freedom to interact with students (less instruction) Sport Education requires a lot of planning on the part of the teacher
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SPARK (Sports, Play, and Active Recreation for Kids) Designed to reduce health risks in children by Increasing activity during PE class Facilitating regular engagement in PA outside of school Focus is healthy lifestyles, motor skills and movement knowledge, and social & personal skills
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Early Childhood (ages 3-5) Primary School (K-2, 3-6) Middle School (grades 6-8) High School (grades 9-12) After School (ages 5-14) Recommended sequence for CONTENT
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“Each program is a complete package of curricula, staff development, extensive follow-up consultation, and equipment (via our corporate sponsor, Sportime)” Well supported in the research literature
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TYPE I – Health-related fitness Group fitness, jump rope, walking, jogging, running, fitness circuits, parachute play, aerobic games, dance & rhythms, cooperative games TYPE II – Skill-related fitness Soccer, basketball, ultimate, track & field, field games, volleyball, softball, hockey, gymnastics, handball
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Introduction & Warm-up Type I activity (15 minutes) Type II Activity (15 minutes)
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Personal Best Day Individual Day Partner Day Group Day
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Listen and follow directions Keep all body parts to yourself Respect others Be a good sport
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Warm-up – 1 song (free jumping) Flat Rope jump Double side swing Single side swing Double side swing jump Single side swing jump Double bounce forward Single bounce forward Hot peppers Challenges
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Partner throw and catch (review) One-hand catch (fingers up) One-hand catch (fingers down) Give and Go Largely direct instruction & practice styles
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Traditional Model: Teacher-centred approach Skills Drills Game The HOW is taught first, then the WHY TGfU model: Game Tactical Awareness Decision-making Skills Performance The WHY is taught before the HOW
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More emphasis on guided discovery and student-centred approaches Teachers introduce a modified or simplified version of the formal game Using guided discovery questions that allow students to experience and understand strategies, tactics, and skills (problem solve) Students then realize the need for skills
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#1. Game #2. Game Appreciation #3. Tactical Awareness #4. Making Appropriate Decisions #5. Skill Execution #6. Performance LEARNER
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Game CategoryKey ComponentsExamples INVASIONInvade the opponent’s territory with the aim of scoring more points within a time period Basketball, ultimate, touch football, team handball, soccer NET & WALLThe aim is to send an object into the opponent’s court so that it cannot be returned Volleyball, tennis, pickleball, squash, badminton STRIKING/FIELDINGFielding and batting teams with the aim of scoring more runs than the opponent Softball, cricket TARGETPlace an object on or near a target to have the best possible score Golf, darts, archery, bocce, disc golf
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Rules & Significance How the game is played
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Game-like scenarios develop understanding of offensive and defensive tactics that assist in gaining an advantage over opponents Components: SPACE TIME FORCE RELATIONSHIPS
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SPACE Where an object should be placed in the play area Where a player should go in the play area TIME When to execute a skill within a game When to create time to play a shot FORCE How much and where to apply force on an object for height, directional control, and distance RELATIONSHIPS Self - gaining an advantage over opponent in relation to other tactical components Other – gaining a tactical advantage in relation to what the other player is doing
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Participants begin to make appropriate decisions within the game context They begin to understand the importance of skill and proper skill execution
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The game play provides a context for developing and refining skills Students are more dedicated to skill development because they now understand why they need the skill
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Apply the previous steps through performance The teacher plays a major role in providing feedback to the learner regarding skill execution
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Similarity of tactics between games within each game category transfer to another game
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Tactical Problem: creating space Lesson Focus: half court singles Objective: keep shuttle in play Game – keep rally going as long as possible
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Questions: How do you score a point in badminton? How can you stop your opponent from scoring? Is it easier to do this with overhead or underhand shots? Practice Task – half court singles Keep a rally going as long as possible using only overhead shots Game – half court singles
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Loose Ends Course Review Answer questions Possible hints???
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Please complete before you go! Bubble sheet & comment sheet
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