Two finals

Wilson1982
tatical.zip

Tact 2- Tactical Games Approach (1).pdf

14 FutureFocus Spring/Summer 2011

Coaching Decision- Making Skills: Using

a Tactical Games Approach in Coaching

By Michael P . Sheridan

In your practices, have you ever found yourself express-ing these words out of frustration with your athletes? Many of us have learned to coach in the same ways that we were coached: drill the fundamental skills followed by trying to apply these fundamentals in a scrimmage and hoping that these essentials transfer to game situations. Then, when our athletes do not transfer the skills to the game that we drilled into them in practice, we often get frustrated, discouraged, and angry with them for not dem- onstrating the things on which they were trained! When athletes do not retain information that we think that they learned in our practice, coaches often refer to this phe- nomenon as “game slippage.” “Game slippage” can be a source of much frustration for both athletes and coaches! However, as coaches, if we have not put our athletes in situ- ations in practice which closely simulate game conditions, then why would we expect the athletes to retain that knowl- edge in games? For example, in games, basketball coaches often have difficulty with their players not showing early

What is this column all about? This column is the sixth in a series of articles in Future Focus which will be written for coaches by a coach. The goal of this column is to provide information about recent coaching research to coaches in a user-friendly format. With this in mind, the author will briefly review a recent coaching article from a professional journal, critique it, and offer practical applications for coaches to use in their everyday coaching. It is the column’s intent to encour- age a realistic bridging of coaching science to coaching practice through discussions of real world applications of research. This column will be written with coaches as the intended audience with the following assumptions:

1. Some coaches are interested in applying recent research from coaching science to their coaching.

2. Most coaches have limited access to professional journals that provide scholarly research on coaching science, nor have many coaches time to read, understand, and digest articles in these publications.

3. Implementation of research results into coaching practice can be challenging. Many of the scientific articles are written in a language that is appropriate for scholarly (academic) publications, but many of the writings make it difficult to understand how to apply the results to coaching practice.

“Bridging the Gap between Coaching Research and Practice” is intended to offer coaches access to recent research in an easy-to-use set-up so that coaches may apply this knowledge to their coaching. If coaches also learn how to dissect and analyze research from reading this column, then this would be beneficial. Questions, comments or suggestions about current and/or future articles and topics are welcomed at msheridan@tvschools.org.

Updating Your Coaching Toolbox:

Bridging

the Gap

Between

Coaching Research

and Practice

“We just worked on that in practice yesterday—don’t

you remember?”

“We drill and drill but they still don’t understand

what I want!”

“Our kids are lazy, unmotivated in practice

and they don’t pay attention.”

Spring/Summer 2011 FutureFocus 15

player to play against a pressure defense if we had not yet taught him how to square up in triple-threat position and be strong with the ball (a basic basketball fundamental)? It makes sense that coaches would doubt the player‘s ability to learn to square up and be strong with the ball in a “live” situation against pressure defense without first drilling this skill into the athlete in “skeleton” (no defense) drills? Yet, when we drill these basic skills into a player with- out using live defense, athletes rare- ly find the drills enjoyable and often find them boring and de-motivating. And, as important, an athlete rarely understands how practicing triple- threat position (without a defender to pressure him) will transfer to an actual game situation when there is a real defender pressuring him! So, without using “live” situations to teach players fundamentals, game slippage occurs and athletes often do not transfer what they learned in ”skeleton” drills to “live” game play. The common result is frustration for both the athlete and the coach and can lead to decreased levels of ath- letes’ (and coaches’) enjoyment and motivation. The following research article discusses practical applica- tions for physical education teachers for teaching the games approach. However, the review will attempt to draw connections between the article and sport by providing prac- tical applications for how coaches can use the games approach to improve athletes’ decision-making skills and develop technical skills at the same time.

Article Review Pagnano-Richardson, K., &

Henninger, M. L. (2008). A model for developing and assessing tactical decision-making competency in games play. The Journal of Physical Education, Recreation & Dance, 79(3), 24–29.

that practicing and learning skills in the context of game play is more likely to result in long-term retention of skills in actual competition and reduced game slippage. While some coaches may be aware of the tactics used in the games approach, few use this strategy to teach skills, arguing that skills need to first be developed before athletes can be placed in game situations.

defensive “help” to a teammate who has allowed the person being guarded to drive around her/him. Yet, in prac- tices, it is not uncommon for athletes to provide early “help defense” to a teammate and often even provide “over-help.” Similarly, in matches, golf coaches frequently get frustrated when their golfers choose to hit their driver off the tee when the hole (and perhaps the situation) requires a safer club (e.g., an iron) to be hit. Yet, in practice, the golfer always seems to make better decisions about his club selection on the tee. This article will review research which has studied how using the “games approach” in practices can help reduce game slip- page, improve decision making skills and offer practical applications for coaches based upon the results of this research.

The games approach has been around for almost 35 years in phys- ical education (Wade, 1967). This approach was mostly grounded in the belief that small sided games (2 v 2, 3 v 3), small grids, and conditional games (modified rules and equip- ment) would help young physical education students learn game skills better. These tactics allow students who possessed less skill to work on their weaknesses and allow for the teacher to devote more individual attention to the student to help him or her progress at his or her own rate. Many papers have been written on this subject and there has been considerable debate about the effec- tiveness of this strategy because the tactical approach emphasizes teach- ing games before skills are developed. The philosophy of the games approach is predicated on the idea that techni- cal skills can be learned within the context of a game instead of teaching fundamentals outside of the context of competition in the more traditional “drills and skills” format. The implied advantage of the games approach is

Anecdotal evidence from casu- al observations of many practices reveals that coaches still rely a lot on the “drills and skills” approach to teaching technical skills (fundamen- tals). It seems logical for coaches to assume that fundamentals need to be mastered before allowing athletes a chance to practice them in competi- tive play. For example, why would we allow an offensive basketball

• If we have not

put our athletes in situations in practice which closely simulate game conditions, then why would we expect the

athletes to retain that knowledge

in games?

16 FutureFocus Spring/Summer 2011

using exit cards with similar ques- tions. As athletes leave practice, the cards would be distributed to the team. The athletes would reflect on what level they were operating and write how they could move to the next level of competency. All of these techniques help coaches and athletes learn more about their own level of competency and self-awareness, keys to improvement and growth!

Applying Research Findings to Coaching

The techniques suggested by the authors might be uncomfortable for many coaches, because this approach suggests that the coach take on an “athlete-centered approach” rather than a more traditional “coach-cen- tered approach” in his or her coach- ing (de Souza & Oslin, 2008). That is, by using more questioning and obser- vation as opposed to the more classic lecture and drill methods, the coach places herself/himself at the outside of the instruction rather than at the cen- ter of the learning environment. And while this position allows the coach to observe and offer practical assistance, many coaches are used to being at the center of the learning environ- ment. Therefore, teaching through the tactical games approach will likely feel very different to a coach who is trying this new strategy. However, using more athlete-centered coaching behaviors like this can help athletes develop a better understanding about where they are in their own develop- ment. Furthermore, many coaches believe that we must coach every pos- session and critique and fix every mis- take (Wandzilak, Ansorge, & Potter, 1988). This micro-managing style to leadership can be very tiring (for both athletes and coaches) and result in resentment and delayed (if any) athlete cognitive development and growth. In fact, athletes are more

The authors of this article provide examples of how to incorporate teach- ing tactical decision-making skills in the sport of volleyball. However, the nature of the article allows practi- tioners to apply the suggestions to other sports. For example, Pagnano and Henninger suggest that there are four different levels of awareness that athletes develop and pass through on their way to competence in decision making (Table 1).

The authors suggest four tactics for teachers to use to assess where students (and athletes) fall in this rubric of competency:

1. Simply ask; 2. Posters; 3. Journal prompts and; 4. Exit cards.

The review here will focus on “Simply Ask” and “Exit Cards.”

Simply Ask

In order to learn the level at which the athlete is operating regarding their understanding of tactical skills, a coach need only ask (without using a sarcastic/angry tone of voice) the ath- lete: “What were you thinking in that situation?” Then the most important skill and next step for the coach is to LISTEN! Listening can be a chal- lenging task for a coach, because as coaches, we are used to telling, not

listening! By listening, coaches can learn the level of thinking at which the athlete is operating in her/his under- standing and can then prompt him/ her with a question which challenges the athlete to consider the next level of tactical decision making. For exam- ple, if a coach were to ask an athlete, “What were you thinking in that situ- ation,” and the athlete were to offer a reply which only discussed informa- tion about her/him and her/his team- mates, the coach would deduce that the athlete was at operating at Level 2 of competence in her/his decision making skills. When the coach realizes that the athlete was at Level 2, the coach would then prompt athlete with a question which would challenge her/ him to think at a higher level (Level 3). In Level 3, the athlete should be considering not only herself/himself and her/his teammates but also her/his opponent’s strengths, weaknesses or strategic formation. For example, the coach might pose this question: “I like how you were aware of where you and your teammates where positioned; where were the opponents positioned and how might their positioning have changed your decision?”

Exit Cards

To review and help with retain- ing information that is discussed dur- ing practice, the authors also suggest

Competency rubric for teaching tactical skills

TA B L E • 1

Level of typical reactions by competency athletes’ focus athletes in this level

Level 1 Only on self and skill execution “I need to bend my knees more”

Level 2 Mostly on self but starts to consider “I should have set it to our better teammates strengths and weaknesses “hitter in that situation”

Level 3 Begin to acknowledge strengths “I need to think about where the and weakness of opponents “opponents are when I am hitting”

Level 4 Attention include self, teammates, “It was game point, so I tried to opponents, and the game situation “serve it to their weakest passer “to win the game”

Spring/Summer 2011 FutureFocus 17

Michael P. Sheridan, Ph.D., has more than 20 years of experience in edu- cation as a college and high school coach and teacher. Dr. Sheridan is an adjunct faculty member in several uni- versity graduate coaching education programs and is the Vice-Chair for the Sports Science division of OAHPERD for Coaching Science. Sheridan is the author of several published articles on coaching science and youth sports par- ticipation and is a member of the edito- rial board for the Journal of Coaching Education, a peer-reviewed journal for coaching education professionals. Dr. Sheridan is also a coaching educa- tion trainer, certified to instruct coach- ing courses produced by the National Federation of High Schools (NFHS) and an Associate Trainer for the Positive Coaching Alliance (PCA). Sheridan is an elementary physical education teach- er in the Tri-Valley School District.

and c) a reduction in game slip- page. Moreover, coaches will find that the technical skills upon which they want athletes to improve can also be taught and learned within the context of a game! Consider how you might adopt using the games approach to teach better decision making skills in your practices.

References de Souza, A., & Oslin, J. (2008). A

player-centered approach to coaching. The Journal of Physical Education, Recreation & Dance, 79(6), 24–30.

Kidman, L. (2005). Athlete-centered coaching: Developing inspired and inspiring people. Christchurch, New Zealand: Innovative.

Wade, A. (1967). The F.A. (Football Association) guide to training and coaching. Chicago: Trafalgar Square Publishing

Wandzilak, T., Ansorge, C. J., & Potter, G. (1988). Comparison between selected practice and game behaviors of youth sport soccer coaches. Journal of Sport and Exercise Psychology, 18, 332–346.

likely to ignore a coach who tries to coach every possession and who is constantly providing feedback about the last play that was made! More effective coaches know that focusing on the last possession leads to anger and frustration, yet the tendency for many coaches is to tell the players what they did wrong without offering effective feedback about how to fix the error.

An even more effective teaching technique than telling for coaches to consider is to use effective ques- tioning (Kidman, 2005). However, this is a skill that must be practiced and prepared, especially if the coach is used to being a coach-centered coach. This author suggests that coaches prepare a 3 × 5 index card with 3–4 questions that they plan to ask athlete to assess the athletes’ level of competence related to deci- sion making. Moreover, these cards should include follow-up questions that will assist the coach in challeng- ing the athlete to think outside of his comfort zone to a higher level (such as the ones mentioned above). Then, when several athletes have reached the highest level (Level 4), the coach can prompt the higher level athletes to use questioning with their peers to help them advance to new stages of development. This is another exam- ple of a coach using an athlete-cen- tered approach to coaching: involving the athletes in teaching their peers! Table 2 suggests some less effective drill and skill tactics compared with some more effective tactical games techniques to teach decision-making (and technical) skills.

Using the games approach to teach decision-making skills in practices will result in: a) athletes transferring to competition more of the things that they learn in prac- tice; b) increased athletes’ enjoy- ment and motivation to practice;

Coaching tactical vs. technical skills

TA B L E • 2

Coaching More effective tactical skills

(Decision making skills)

Use effective questioning “What were you thinking in that situation?”

Use follow-up questions to promote higher level thinking

“ I like how you think about yourself and your teammates positioning; where were your opponents positioned and what could you have done differently to be successful?”

Exit cards At the end of practice ask the athletes to

write their responses to the same questions that you asked during practice and turn them into you: “Next time how could you move from Level 3 to Level 4 of competence?”

Coaching Less effective technical skills (Drills and skills)

Telling athletes what to do “ You have to look at the defense before

you serve”

Focus on a drill from the past “ We just did that drill 5 minutes ago;

why don’t you know what to do?”

Expect better decision- making skills without changing how to teach them within the context of a game

Kick the team out of practice and bring them back the next day to run them for not listening.

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Tact 5-Elite Rugby Coach use of Game Sense.pdf

The impact of Game Sense pedagogy on Australian rugby coaches’ practice: a question of pedagogy

Richard Lawrence Lighta� and John Evans Robertb

aCarnegie Research Institute, Leeds Metropolitan University, Leeds, UK; bFaculty of Education and Social Work, University of Sydney, NSW, Sydney, Australia

(Received 11 December 2007; final version received 23 December 2008)

Background: Recent developments in games and sport teaching such as that of Teaching Games for Understanding, Play Practice and Game Sense suggest that they can make a significant contribution toward the development of tactical understanding, ability to read the game, decision-making and a general ‘sense of the game’, yet empirical research conducted on their application in sport coaching lags behind research on their application in physical education. This article redresses this oversight by drawing on a study that inquired into the impact that Game Sense has had on elite-level rugby coaches in Australia. Aims: The purpose of the study was to inquire into the ways in which elite-level rugby coaches interpret and used the Game Sense approach to coaching and to explore the reasons for this. Method: This study comprises four case studies on Australian rugby coaches who were working, or had worked at, provincial and/or national levels. Data were generated through noted observations and a series of extended, semi-structured interviews conducted over a four-month period. A constant-comparative approach used in grounded theory was employed to analyse the data from the interviews. The analysis involved identification of themes and ideas and the development of substantive theory that was tested in subsequent interviews and connected to formal theory later in the analytic process. Results: The coaches in this study value games-based training using them to: (1) test skills in game-like situations; (2) develop decision-making and aspects of a ‘sense of the game’ through implicit learning that cannot be directly taught to players; and (3) develop match- specific fitness. However, Games Sense pedagogy has had a relatively limited influence on their coaching, with none of them familiar with either Game Sense pedagogy or the concept of pedagogy in general. Conclusion: This study suggests that while elite-level rugby coaches in Australia value games as part of their training, the distinctive, player-centred, Game Sense pedagogy has had little impact upon rugby coaching. This suggests that implementing significant change in coaches’ pedagogical practice, such as that required for implementing a Game Sense approach, is not an easy task. A lack of attention to pedagogy in Australian rugby coach education programmes seems to have limited the impact of Game Sense on rugby coaching in Australia and is an area in need of attention in both coach education and the coaching literature.

Keywords: Game Sense; rugby; coaches; Australia

ISSN 1740-8989 print/ISSN 1742-5786 online

# 2010 Association for Physical Education DOI: 10.1080/17408980902729388

http://www.informaworld.com

�Corresponding author. Email: r.light@leedsmet.ac.uk

Physical Education and Sport Pedagogy Vol. 15, No. 2, April 2010, 103–115

Introduction

The past 6–7 years have seen the emergence of writing that challenges a view of coaching as a simple process of knowledge transmission from coach to players (Cassidy, Jones, and Potrac 2004; Jones 2006; Kidman 2005; Light 2004). This developing perspective on coaching draws on developments in pedagogy and learning theory in education and physical education to argue for a view of coaching as a complex, situated social process (Cassidy, Jones, and Potrac 2004; Jones 2006). As part of this emergent perspective on coaching, researchers have suggested the application of student-centred approaches. Approaches such as Teaching Games for Understanding (TGfU), Play Practice and Game Sense can make a significant contribution toward the development of specific areas of play such as tactical understanding, reading the game, decision-making, player independence and a general ‘sense of the game’ (see, for example, Launder and Piltz (2006) and Light (2004)). This development offers an ‘extremely powerful point of connec- tion between teaching and coaching and, physical education and sport’ (Penney 2006, 34). The research that has been conducted on athlete/player-centred approaches to coaching suggests that it provides a range of opportunities for coaching, yet, as is the case with research on physical education teachers, there are a number of problems involved with its implementation (Kidman 2001; Light 2004). A number of studies conducted over the past decade in physical education have focused on teachers’ and pre-service teachers’ responses to TGfU and its variations, and their experiences of implementing them across a range of cultural settings (Butler 1996; Light 2002; Liu 2004; Tan et al. 2002), yet little empirical research has been conducted on the application of these approaches to sport coaching in either youth sport or elite sport settings.

To redress this oversight in the literature this paper draws on a close-focus study con- ducted on the impact of Game Sense on the practices of four Australian rugby coaches. The study inquired into the extent to which Game Sense had impacted upon practice in elite-level rugby coaching by focusing on four rugby coaches working at elite levels in the provinces of New South Wales (NSW) and the Australian Capital Territory (ACT), Australia over a four-month period from July to October 2005.

New perspectives on coaching

Traditional views of coaching as being focused on the development of athlete competence and skill reflect an overly simple conception of learning as the transmission of objectified knowledge from coach to player/athlete that places limits on athlete and coach interaction (Cassidy, Jones, and Potrac 2004; Culver and Trudel 2008). This promotes the idea of a monologue from coach to players instead of the interaction and dialogue that athlete- centred approaches such as Game Sense advocate (Light and Wallian 2008). Indeed, inter- action between players and between players and the coach is central to Game Sense and other similar approaches that have been explained from a constructivist perspective on learning (Light and Fawns 2003; Wright and Forrest 2007). Athlete-centred approaches to coaching such as Game Sense are based on the assumption that rather than being a passive sponge soaking up knowledge, the athlete is a thinking, feeling and physical being that interprets and makes sense of learning experiences shaped by the knowledge and inclinations that he/she brings to the learning experience.

Drawing on Mosston and Ashworth’s (1986) idea of a spectrum of teaching styles, Cassidy, Jones, and Potrac (2004) draw overdue attention to pedagogy in coaching by suggesting that the five teaching styles of Command, Task, Reciprocal, Guided Discovery

104 R.L. Light and J.E. Robert

and Problem Solving can be applied to coaching. They suggest that coaching should seek to do more than just transmit knowledge, arguing that it should seek to develop athletes as independent problem solvers, making them less reliant upon the coach. The stress on problem solving in Game Sense would certainly place its ‘teaching style’ at the student- centred end of Mosston and Ashworth’s spectrum. The Game Sense coach designs the learning environment within which the players will learn through interaction and experience within activities designed to provide opportunities for specific learning. Whether the focus is on skill development, tactical learning, reading the games or decision-making the coach focuses on designing the environment and facilitating players’ learning through player- centred, problem-solving pedagogy.

Game sense

The Game Sense approach was developed in Australia during the 1990s through collabor- ation between Rod Thorpe, the Australian Sports Commission (ASC) and Australian coaches (Light 2004). In Game Sense coaching learners are seen as beings with previous knowledge and experiences that shape how and what they learn. Viewing Game Sense from a social constructivist perspective emphasises the central role of social interaction in learning to highlight it as a social process (Gréhaigne, Richard, and Griffin 2005; Light and Fawns 2003; Wallian and Chang 2007; Wright and Forrest 2007). This means that coaches, like teachers, need to understand, or at least consider, the experiences of the player/athlete, the knowledge he/she brings to training, and the physical and social environment to accommodate meaningful change (learning). As Dewey (1916/1997) suggests, rather than direct instruction the teacher’s job is to facilitate learning by designing the learning environment, using questioning and providing opportunities for interaction. Most of the work on coaching as a social process has been done by researchers who have drawn on recent developments in education and physical education pedagogy that apply contemporary learning theory to teaching. This work suggests that learning to play sport involves far more than the refinement of de-contextualised technique and the intern- alisation of objective knowledge. It suggests that learning to play sport (and learning to coach) is essentially a social activity and a far more complex process than traditional direc- tive approaches seem to assume. Dominant approaches to coaching and teaching are based upon a belief in learning as a linear process in which players learn by adding on knowledge or skills (Light 2008). Such assumptions about learning are not necessarily articulated, but instead operate at a powerful non-conscious level where they are rarely questioned, yet structure coaches’ and teachers’ actions (Davis and Sumara 2003). Contemporary learning theory sees learning as a transformative process that actively engages the learner as an active participant in the process. While not always stated as such, this conception of learning is evident in some of the more recent coaching literature that has picked up on player-centred coaching (for example, see Kidman 2001, 2005; Light 2004).

Coaching and pedagogy

There has been considerable interest shown in TGfU and variations such as Game Sense and Play Practice from practitioners in the sport-coaching field (Light 2004). The New Zealand national rugby team, the All Blacks, successfully adopted a game-based approach informed by Game Sense (Kidman 2001). Many sports organisations in Australia also lay claim to the use of Game Sense, yet a cursory examination of websites suggests that what is labelled as Game Sense typically varies significantly from the systematic approach

Physical Education and Sport Pedagogy 105

developed by Rod Thorpe and the ASC during the mid-1990s (den Duyn 1997). For example, clicking on the heading ‘Game Sense’ on the website of the NSW rugby team, the Waratahs, reveals only descriptions of a range of games with no indication of how they might be used and no mention of pedagogy. Light (2006a) argues that while the use of games for training is nothing new for many coaches, Game Sense pedagogy, although innovative, receives little attention from coaches or coach educators. Indeed, with the exception of some recent attention (Jones 2006; Cassidy, Jones, and Potrac 2004), this lack of interest in pedagogy is evident across the coaching field where the process of learn- ing is typically seen as being linear and non-problematic.

As Woodman (1993) suggests, sport coaching tends to concentrate on athletic achieve- ment at the expense of pedagogy in coach education programmes where the process of learning seems to be seen as a simple process of knowledge transmission. Recent research and writing on coaching from a socio-cultural perspective has, however, begun to challenge a dominant view of learning as a simple linear process and of coaching as scientific process (for example, see Cassidy, Jones, and Potrac 2004). Very recently, writing in the physical education field has begun to draw on contemporary thinking about learning to highlight the complex nature of learning and the need for pedagogical approaches to recognise and account for this (see, for example, Light 2008) and this is equally relevant for sport coaching as for physical education. By pedagogy we refer to more than the limiting ideas of a science or art of teaching to adopt a more inclusive notion of pedagogy as being: ‘any conscious activity by one person designed to enhance learning in another’ (Watkins and Mortimer 1999, 3). While in this paper we are concerned with this intended learning, we recognise the range of unintended, implicit learning that occurs as part of day-to-day social life as identified in the learning theory of Lave and Wenger (1991) and the social theory of Bourdieu (1986).

Research methodology

This paper draws on four case studies on Australian rugby coaches conducted in 2005. The participants in the study were purposefully sampled and all were employed as professional rugby coaches who were working, or had worked at, provincial or national levels. The study inquired into the extent to which Game Sense had impacted upon practice in elite-level rugby coaching. It focused on four rugby coaches working at elite levels in the provinces of NSW and the ACT, Australia. The four case studies used a series of interviews conducted over a four-month period from July to October 2005 by the second author. An interpretive method- ology was adopted to provide insight and make sense of coaching as a social process and the ways in which the coaches involved interpreted and used Game Sense. In an attempt to situate the findings within the socio-cultural context within which coaches work, it locates their use of Game Sense within the high-pressure environment of elite-level coaching.

Data generation

Data were generated through a series of one on one, semi-structured interviews guided by the following core research question: To what extent has Game Sense influenced the practices of elite-level rugby coaches and how is this shaped by the socio-cultural environ- ment of elite rugby coaching? The interviews were conducted by the second author with initial interviews of 1 hour’s duration followed up with two subsequent interviews of approximately 40 minutes duration each.

106 R.L. Light and J.E. Robert

Analysis

The themes were coded manually from the transcribed interviews. A constant-comparative approach used in grounded theory as outlined by Glaser and Strauss (1967) was employed to analyse the data from the interviews. The analysis involved identification of themes and ideas that emerged from each of the three rounds of interviews and related observations leading to the development of substantive theories that were tested in subsequent rounds of interviews and connected to formal theory in the later stages of the research.

The coaches

Pseudonyms have been used for each of the participants in the study to protect their anon- ymity and each of them is briefly described below.

Barry was 65 at the time of the study and was a previous national, state and first- division rugby coach. He had been a participant in the national coach education programme and was a level-3 coach with the Australian Rugby Union (ARU). He had a background in engineering and had in recent times been responsible for a state rugby academy. He had a passion for the game and was very enthusiastic about participating in the study. In 2005 Barry was a coaching consultant to one of the major rugby provinces in Australia and had coached professionally for over 10 years.

Billy was 42 at the time of the study, had been a school teacher and after retiring from playing rugby five years prior to the study, moved into coaching. He had been a participant in the national coach education programme and was a level-3 coach with the ARU. He had moved into a position with the NSW rugby team after being an academy coach and after a successful career coaching first division rugby. In 2005 he had been coaching professionally for five years.

Jack was 36 and had a career as a tradesman with a successful building business before completing a sports coaching qualification at a tertiary level and moving into coaching. He had been a participant in the national coach education programme and was a level-3 coach with the ARU. He played rugby at state and national levels before moving into coaching. Jack coached a first division team before taking up an appointment with a state-based academy and had coached professionally for five years at the time of the study.

Simon was 30 at the time of the study with a degree in human movement and held a coaching position with the national team. He achieved this after a long playing career at club level and coaching stints overseas in Japan and France. He was a successful Australian Institute of Sport Scholarship coach while still playing rugby and had coached profession- ally for six years.

Results

The following section presents and discusses the ways in which the coaches used games and Game Sense in their coaching and the influence that their coaching environment had on this.

The four coaches tended to use games in three main ways: (a) to test skills and set plays; (b) to develop independence, perception and decision-making ability; and (c) to develop game-specific fitness.

Testing skills

While the Game Sense approach is underpinned by a conception of skills and understanding developing at the same time the coaches in this study tended to see modified games as a

Physical Education and Sport Pedagogy 107

means of testing skill after it had been practised and refined to an appropriate level. They tended to follow a progression that involved them identifying a technique that needed working on and beginning by having the players work on it in isolation from the game. They would then have players practise technique under increasing pressure in an open environment. This was typically followed by the skill, technique or structured play being tested in a modified game and in conditions that were similar to a match. Simon explained his use of games in training to develop and test skills:

We use games – games are probably the litmus test of their (the players) transition between block skills into whether they can actually apply those block skills (in the real game). I think it means that players have to read cues. So, they start to become programmed to cues that you can’t actually teach inside a block or a blocked drill. (Interview 2, 24 August 2005)

Simon recognised the capacity of games to help players learn to read cues through having them engage with the physical learning environment and sought to place players progress- ively in a more game-like environment, but felt that learning needed to begin with direct instruction outside a game situation. Billy, Jack and Simon all made a clear distinction between the ideas of structured and unstructured play in rugby matches and the need to tailor training accordingly, with training divided into structured and unstructured activities. For these three coaches game-based training was best used for those activities where coaches thought players had already developed their skill level to a point where it could be used in aspects of rugby play that were unstructured, as Jack explained:

It depends on the level of the player. For a player with a poor skill level it (the use of games) would be more structured and a player with an independent skill level which – he’s got good high quality skills you’re looking at more decision based training, in which case you would have less structured training. (Interview 2, 2 September 2005)

While set plays (first phase) such as scrums and lineouts are typically very structured in rugby the second phase of play (referred to by the four coaches as ‘phase play’) is less pre- dictable, more fluid and more dynamic. In this environment it is more important for players to be adaptable and be able to make tactically appropriate decisions. However, even in second-phase play, the coaches in this study sought to provide as much structure as poss- ible, reducing options and the need for player decision-making. Simon recognised the need for player decision-making during phase play, yet suggested the extent to which he felt it needed to be structured:

So, another really good example is phase play options, you know, that’s a very open skill to be able to call a phase play option on the run and then execute that play with the correct running lines, with the correct ball transfer, all those types of things. So, obviously you’ve got to have some structure to that so you actually get the play down pat and you know what’s expected and then you have to apply it in an unstructured situation. (Interview 2, 24 August 2005)

Such responses indicate particular interpretations of Game Sense and the place of games in training shaped by a highly structured view of coaching and a focus on the development of high levels of skill performance. In general, Billy, Jack and Simon sought to reduce the need for players to anticipate, make decisions and be creative by designing and having the players learn structures to be implemented within the less predictable aspects of games.

108 R.L. Light and J.E. Robert

Developing independence, perception and decision-making

Some of the strengths of Game Sense identified in research include the ways in which it can develop player independence on the field, perceptual powers and decision-making ability (Kidman 2001; Light 2004). The coaches in this study recognised the extent to which game-based training can develop these qualities to different degrees, but Barry stressed the need for these qualities more than the others. His approach to coaching aligned better with Game Sense pedagogy. His frequent references to intuition and the need to develop embodied responses to cues in games suggested that he had a view of coaching and learning that was different to the others, who favoured more structure in their coaching and in the game style of the teams they coached. He bemoaned the reduction of opportunities for young players to learn through ‘knock up’, informal games and hinted at the non-conscious learning that takes place through playing games. He felt that players needed to develop a sense of the game by playing games to develop an understanding that bypassed conscious thinking. In terms of the role Game Sense plays in this learning, Barry saw this as a way to improve what he referred to as players’ reactions or instincts:

So, by playing games, especially training games, where the result is not terribly important, people can play with an open mind and I think that’s a really important thing. I think that – I don’t know if everyone understands the same thing I’m thinking of when I say open mind, but you have to play with your mind vacant. You have to play with your conscious mind vacant to enable information to rocket through it quickly and transfer to action. (Interview 1, 28 July 2005)

In this quote Barry seemed to refer to the implicit, embodied learning that Light and Fawns (2003) suggest occurs through TGfU. His notion of playing with an open mind implies a lack of structure and a degree of trust in the players’ ability to respond to cues and the dynamics of games appropriately. It also brings to mind the trust placed in players by the new national coach, Robby Deans, and his stress on having them play what is in front of them.

Barry suggested that players’ independence on the field is an essential quality for performance at elite levels and that they should train in ways that allow them to develop this independence:

We must have player independence, the player must be able to apply his skill in reading designs, being aware of the spaces, being aware of the opportunities and people must be able to take advantage of that. (Interview 2, 25 August 2005)

He emphasised player autonomy, risk-taking and the need for players to think and make instant decisions within a constantly changing physical environment. Players in any team sport constantly have to: ‘make sense of the chaotic, ebb and flow of display action that unfolds during the game’ (Piltz 2004, 79) by reading the game as the pages turn and Barry seemed attuned to this requirement for rugby players. He identified games-based training as the best way to develop this on the field:

You can certainly develop independence through the use of games which is what I would do – is make them aware of that through a structured mock game or structured game and then say, righto, this is our play from here. (Interview 2, 25 August 2005)

Billy also saw the importance of implicit learning through games for improving decision- making and perception but conceived of this more in the vein of embedding pre-determined responses and patterns within dynamic physical contexts: ‘It’s repetitious practice that

Physical Education and Sport Pedagogy 109

becomes embedded in their subconscious and then they become subconsciously competent without fear’. Although the others identified the need for players to respond to cues in games they were less inclined than Barry to hand over decision-making responsibility to the players. Simon suggested that the learning environment of games-based training pro- vides opportunities or stimuli that are not present in other forms of training but was less inclined to identify games-based training as a way of developing player independence than Barry: ‘I think it means that players have to read cues. So, they start to become pro- grammed to cues that you can’t actually teach inside a block or a blocked drill’. Here Simon identified the opportunities that Game Sense offers for players to develop perception and respond to cues in ways that can’t be directly taught but was still reluctant to let go of a tightly structured approach to coaching. On the other hand, Barry encouraged player risk-taking, creativity and responsibility in responding to game cues, while the others wanted to programme players in their responses to cues.

Simon recognised the importance of perception in picking up cues and the ways in which the training environment needs to be close to that of the match and suggested how aspects of rugby cannot be ‘taught’ but, instead, need to be learnt through games. Although his primary use of games and game-like contexts was to test skills or predeter- mined plays, interviews suggested an awareness of the need to adapt to the dynamic and fluid context of games by picking up cues. He also recognised the value of the implicit learning that occurs through playing games and the use of games to develop aspects of play that cannot be directly ‘taught’:

The other one (use of games training) is for implicit learning. So, rather than being told the whole time they actually – with implicit learning they actually work things out for themselves and they work that out through best performance. (Interview 2, 24 August 2005)

Questioning is seen as a central part of the Game Sense as a player-centred approach and is a key strategy for developing player independence (Light 2004), but all four of the coaches in this study felt that questioning was something that was done at the completion of the task or game and not part of the learning process. They did, however, see questioning as a positive approach, an opportunity for developing clarity and a chance to discuss options. Billy’s response was typical of the coaches’ positions on questioning:

Probably if they make a mistake, rather than tell them what the mistake is generally to go through a questioning type situation to see if they can actually come up with the answer without belittling them. (Interview 2, 25 August 2005)

Here Billy’s response suggested some support for the use of questioning in Game Sense but he did not see it as an important part of his coaching practice.

Developing match-specific fitness

All four of the coaches in this study also used game-based coaching to develop game- specific fitness because they felt that games replicated the physiological demands of matches. They saw the development of match-specific fitness as one of the benefits of games-based training as Barry made clear:

I think there has to be a connection between practice and fitness. If there’s not we’ve got to devote more time. Now, for the best use and the most efficient use of time, we should do it, and I know we can do it; from experience; therefore you must do it. Now, I find that game

110 R.L. Light and J.E. Robert

playing is a fantastic way to get fitness if you ensure that the rules of the game command it. (Interview 2, 25 August 2005)

In his second interview Simon made a similar statement regarding the contribution that games training could make toward fitness. In response to a question asking whether or not he felt games were useful for developing fitness he said: ‘Yes, definitely because you get an over compensation effect, as long as you’re playing faster than the actual game is usually played’.

The coaching environment

As one of the last major team sports to abandon the ideal of amateurism, rugby has under- gone profound change over the past decade or so since embracing of professionalism from 1995 (Ryan 2008). It is now a professional sport in which coaches are paid full-time pro- fessionals who can aspire to financially rewarding careers. There are also enormous finan- cial consequences hinging upon the results of many matches and resultant expectations on elite-level coaches to win (Kayes 2007; Jenkins 2006). As Light (2004) suggests, this can operate to discourage coaches from experimenting with innovation such as Game Sense. Billy said that there was no place for the luxury of having a coaching ‘philosophy’ in an environment where there is no guarantee of tenure and coaches have to be pragmatic. He felt it was important to work with the players that are available for the coach and adapt coach- ing to suit their particular capacities rather than have a pre-determined ‘philosophy’ such as that which he saw as underpinning Game Sense. This approach seems to be common in professional rugby where, as Billy explained, there is an emphasis on performance and limited time to develop players:

To me you coach the people. You don’t plant yourself up there and say this is the way I play football. I mean, in some situations you can then contract players who will play that way or you can develop players over time and that’s obviously – in a long term situation you can do that, but most coaching jobs these days aren’t long term enough to just have a philosophy and say you’ll fit it all, bad luck, you must be adaptive. (Interview 1, 30 June 2005)

While a coach in an Australian Institute of Sport development team might have time to develop players, any national team is under pressure for results. The views of the coaches in this study suggest that such an environment might not be conducive to the more holistic and humanistic nature of Game Sense. As research on TGfU and Game Sense suggests, it takes time to develop understanding as knowledge-in-action and is not easy to quantify. There is a problem with such approaches not fitting in with clear percep- tions created by the new professionalism of rugby of players as a human resource that needs to be cultivated and ‘maximised’ where time is precious. This can operate against the adoption of a Game Sense approach as Jack suggested:

Even though we have professional players we only have a limited time to coach them. The game is very technical now and to ask questions (of players) all the time may reduce the real time we can coach. (Interview 3, 21 October 2005)

While this quote confirms the perceived lack of time available for these coaches it also reflects Jack’s view that the core concern of coaching at elite levels is with teaching players the technical aspects of rugby and that, even though questioning has something to offer, this is done more efficiently with direct instruction. Although he agreed that

Physical Education and Sport Pedagogy 111

coaches were under great pressure to achieve results, Barry was more positively disposed toward indirect coaching through games. Indeed, he was openly critical of what he saw as an overemphasis on direct instruction:

I think one of the giant mistakes about coaching is that we have to teach people how to play rugby and I’m sure that people teach themselves how to play rugby. I’m sure that you learn how to play rugby by playing and you make mistakes and you recognise the mistakes and you get better at it and the general feel for the game is developed by actually playing. (Interview 1, 28 July 2005)

With the national team, the Wallabies, having an exceptionally poor year in 2005 similar criticisms emerged in the print media (Kimber 2005). In a media interview with Sydney Premiership-winning Sydney University’s coach, Steven Surridge, he hinted at a de- humanisation of elite training while suggesting its limitation in the preparation of complete, thinking athletes:

Basically the obsession with training squads and academies is, I think, actually weakening Australian Rugby, Surridge said. ‘One of the main problems with Australian rugby is that they believe the training can improve player’s performance on field’, and that is true to a certain extent, but there’s nothing that will ever replace a game situation. (Kimber 2005)

Discussion

The coaches in this study used games and valued them as an important aspect of their train- ing. They also recognised the ways in which games can develop aspects of a ‘sense of the game’ through implicit learning that cannot be directly taught to players. In these ways they were using game-based coaching as a significant part of their training programmes, but Games Sense pedagogy seems to have had a relatively limited influence on their coaching. Instead they tended to adopt directive teaching approaches. Furthermore, none of them were familiar with either this specific pedagogy or the concept of pedagogy in general.

The resources for Game Sense developed and disseminated by the ASC are all under- pinned by a pedagogical approach that involves the use of modified games to achieve specific learning outcomes and the employment of questioning instead of direct instruction (den Duyn 1997). It involves a distinctive, player-centred pedagogy. However, when the coaches used the term Game Sense they were more often than not referring to the idea of having some sense of the game in a very broad way and not to its specific, player- centred pedagogy.

Of the four coaches in this study Barry’s ideas and beliefs about coaching aligned best with Game Sense pedagogy and the constructivist perspectives on learning that have been used to theorise it (Light 2004). He was easily the strongest proponent of games-based coaching and of players learning through, and within, games. He was also considerably older then the other coaches, who had developed their ideas about coaching during a period over which sport science knowledge had a strong influence on coaching practice and rugby coaching was already emerging as a professional career. He felt that he had learnt to play rugby through ‘knock up’ games and not through the influence of coaches:

. . . as young Australian boys we learnt our sport by playing our sport and we really didn’t have any such thing as coaches. We didn’t have any such thing as a field; we didn’t have a marked out field. We didn’t have any such things as sidelines or for the most part goal posts. We certainly didn’t have a referee and at times we didn’t even have a ball. (Interview 1, 28 July 2005)

112 R.L. Light and J.E. Robert

The others saw the value of games but tended to adopt a more directive and structured approach to coaching that suggested a view of it as a process of knowledge transmission. These three coaches used games as a significant part of their training regimes but did not use Game Sense pedagogy. Given the lack of attention paid to pedagogy in coach education programmes and by the major sport organisations in Australia this is not surprising (Dickson 2001).

Game Sense pedagogy repositions the coach and requires and develops more equal power relationships between coach and players than the directive approach. It involves the coach handing over responsibility and decision-making to the players in training and on the field, which is something that Billy, Jack and Simon were reluctant to do. They recognised the ways in which games-based training offered opportunities for developing perceptual powers, picking up cues and decision-making, but restricted player autonomy and choices by having players make responses that involved choosing from a finite set of options set by the coach. We suggest that this limiting of choice and reluctance to ‘let go’ is a case of not being willing to hand over decision-making power to the players. The repositioning of the coach or teacher taking up a Game Sense approach is one problem consistently identified in research in schools (Butler 1996). It has also been ident- ified as a challenge in coaching (Light 2004). Considering the pressure operating on these coaches for results in terms of their win/loss ratio this can also be seen as reluctance to shift the responsibility for results from the coach to the players.

The coaches’ reluctance to ‘let go’ must be considered within the context of the enormous pressures placed on elite-level coaches for week-by-week results. Few other professions place people under such intense, constant and public scrutiny. One has only to look at the history of coaches who have been in charge of losing All Blacks sides at the Rugby World Cup (up until Graham Henry’s re-appointment in 2007) to realise the lack of security of coaching at the top and the extent of relentless scrutiny that elite-level rugby coaches are subject to. Coaches are thus, understandably, reluctant to take risks or depart too far from the status quo of accepted coaching practice. They are also anxious about relinquishing control over the players and the structures they develop to limit players’ capacities to improvise and experiment. Over the course of this study the coaches made comments that suggested a considerable degree of agreement with the principles and methods of Game Sense but only Barry was explicit in his support for the pedagogical ideas underpinning Game Sense and the idea of handing over some power to the players. Barry’s ideas on coaching were very well aligned with the Game Sense approach but his lack of familiarity with its player-centred pedagogy limited his ability to realise its aims fully.

Conclusion

Although the development of Game Sense a decade ago drew on existing coaching prac- tices, its pedagogy made it an innovative approach (Light 2006a) that has since generated significant interest from researchers in the physical education and coaching fields. It has had an influence on coaching in Australia, helped by its initial promotion by the ASC and the resources supporting it (den Duyn 1997; Light 2004) but the study drawn on in this paper suggests that it’s most distinctive feature – its player-centred pedagogy – has had far less impact than its emphasis on the use of modified games. While it is difficult to generalise from a close focus study on only four coaches this study does suggest that, at least at the elite levels of rugby coaching in Australia, the player-centred pedagogy of Game Sense has had minimal impact upon pedagogy in coaching. In doing so it draws attention to

Physical Education and Sport Pedagogy 113

the issue of pedagogy in coaching. Despite some recent attention (see, for example, Jones 2006), pedagogy is neglected in coach education programmes and is underdone in the coaching literature (Woodman 1993; Dickson 2001). It is only over the past 4–5 years that pedagogy has been considered to challenge a dominant view of coaching as a non-pro- blematic linear process of knowledge transmission and a non-critical acceptance of one way to teach. This is a promising start but this study justifies concern with the neglect of peda- gogy in coach education and development programmes.

While coaching has profited from knowledge in the sports sciences it seems to have been impervious to the development of knowledge on learning and teaching. Jones’ (2006) examination of what educational research and developments have to offer coaching provides much needed encouragement for coaching research and education programmes to recognise that the relationship between coaching and learning is complex, social in nature and deserving of more attention than it currently receives. Recent writing on coaching from a socio-cultural perspective and research on the development and application of innovative pedagogy in coaching that draws on education research provides great promise for the development of coaching at all levels (Cassidy, Jones, and Potrac 2004; Jones 2006; Kidman 2001, 2005; Light 2006b; Penney 2006). However, this study suggests that imple- menting such change in practice is not an easy task. Further research is needed on coaching and coach education that challenges its comfortable assumptions about learning being a straightforward process of knowledge transmission for good ideas like Game Sense to make a significant impact upon rugby coaching at elite levels.

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Tact 7- Tactical Approach through Action Research.pdf

Implementing a tactical approach

through action research

Klara Gubacs-Collins�

Montclair State University, USA

Background: Influenced by the original observations of Bunker and Thorpe, physical education

theorists began to question the effectiveness of a traditional model for teaching games and have

increasingly begun to believe that concentrating only on specific motor responses (techniques)

fails to take into account the contextual nature of games. Games knowledge refers not only to the

ability to execute complex motor skills but also to decisions concerning the appropriate use of the

skill within the context of the game situation. Thus advances in sport pedagogy have resulted in a

dialogue between whether skill/technique development or strategy/tactical skill development is more important in learning how to play a game or sport. Rather than deepen an either/or dichotomy, Griffin et al. introduced an approach that accentuates the connection between

technique and tactics. The more the author of this paper analyzed the potential benefits of a

tactical approach relative to problems inherent to the traditional approach, the more apparent it

became that changes were necessary in her teaching strategy.

Purpose: The purpose of this paper is to introduce the methods, selected findings and a discussion of

an action research on implementing a tactical approach to teaching tennis in a pre-service teacher

education setting. The major purpose of this study was to investigate physical education majors’

and their teacher educator’s perceptions regarding the implementation of a tactical games

approach in an eight-week tennis class.

Participants and setting: The main participant of this investigation was a physical education teacher

education (PETE) practitioner who studied her own practice. There were also the student

participants of this study who were 18 pre-service PETE majors, 10 females and eight males

ranging from freshman to senior. Pseudonyms were used to protect the participants’ identity. The

study was conducted during an eight-week tennis course that met twice a week for 90 minutes.

Research design: The research design used for this study was a self-reflective inquiry conducted by the

teacher educator considered as action research, a process in which teachers systematically and

critically reflect on their work and make changes in their practice as a result of their reflection.

Teachers are actively involved in their own educational process. The ‘products’ of action research

generally include the generation of knowledge about teaching and learning, increased

understanding of practice, and improvements in teaching and learning. This research fully

describes the first action research cycle of planning, acting, observing, and reflecting on the

implementation of a non-traditional teaching approach.

Physical Education and Sport Pedagogy

Vol. 12, No. 2, June 2007, pp. 105 – 126

�Department of Exercise Science and Physical Education, 1 Normal Avenue, Montclair State

University, Upper Montclair, NJ 07043, USA. Email: gubacsk@mail.montclair.edu

ISSN 1740-8989 (print); ISSN 1742-5786 (online)/07/020105–22 # 2007 Association for Physical Education DOI: 10.1080/17408980701281987

Data collection: Action research was used to investigate the process. Data collection techniques

included: teacher educator’s self-reflection, pre-service teachers’ reflections, student interviews

and videotaped observations. Self-reflections were collected after all classes. Each entry of the

journal was accompanied by the date of the class or event and contextual information, such as

time, location, participants, focus of observation or reflection. The immediate reflections were

audio-taped at the conclusion of each class and then transcribed. In addition, every class was also

videotaped to aid the reflection process. Students were also asked seven times during the

semester to reflect on their learning experience at the conclusion of the class. Finally, all student

interviews were conducted at the conclusion of the eight-week class.

Data analysis: The data were analyzed using the inductive method for the reflective journals and

constant comparison for the interviews. The videotapes were viewed to observe commonalities

and differences between reported findings from participants and actual events that had taken

place during class time.

Findings: The teacher educator’s experience indicated that a tactical approach resulted in an

increased content knowledge, which was essential in the development of the question/answer (Q/A) session of a tactical lesson. Learning to use the Q&A session occurred in a three-step learning continuum: imitation, rephrase, and dual-directional conversation. The increased

understanding of the approach resulted in a shift in her beliefs about teaching. The participants

indicated that the experience was meaningful because of combining skill development and

tactical knowledge in the game context while in a fun environment. The participants emphasized

the importance of the Q&A session and suggested that the questions challenged them cognitively

and provided feedback about their performance.

Conclusions: Participants experienced frustration during the initial stages of the study. Nonetheless,

pre-service teachers reported that a tactical approach improved their tactical knowledge and

increased interest and excitement for both teacher and students. The struggle between long-

standing habits of traditional thought and practice and the different thinking and practices

required by a tactical approach was difficult but attainable for all participants.

Keywords: Tactical approach to teaching games; Teaching games for understanding; Action

research; Teacher education; Content knowledge

Introduction

A major change occurred in the content of physical education training when the cur-

riculum in physical education shifted from an emphasis on gymnastics and exercise to

an approach emphasizing sports and games (Swanson & Spears, 1995). As games

became an increasingly larger part of physical education programs in the United

States the prototypical training model consisted of first providing explanation or dem-

onstration, followed by skill practice and culminating in game play. This remains the

dominant model for instruction to this day. For the purpose of this paper I will refer to

this model as the traditional approach to teaching physical education.

Influenced by the original observations of Bunker and Thorpe (1986) an increasing

number of physical education theorists began to question the effectiveness of this

model and now believe that traditional teaching methods concentrating on specific

motor responses (techniques) fail to take into account the contextual nature of

games. Games knowledge refers not only to the ability to execute complex motor

skills but also to decisions concerning the appropriate use of the skill within the

context of the game situation (McPherson & French, 1991). If a soccer player

106 K. Gubacs-Collins

demonstrates ‘ideal form’ in dribbling the ball but cannot react effectively to team-

mates and opposition during a game, the goal of the game will not be achieved. To

become skilled in playing a game the performer must develop the ability to monitor

and evaluate the game situation, identify response options, and then select the most

appropriate response for a particular situation (McPherson & French, 1991).

Advances in sport pedagogy have resulted in the present dialogue concerning

varying methods of games teaching, specifically the Teaching Games for Understand-

ing (TGfU) approach which has been the focus of discussion (Mitchell et al., 1995;

Werner et al., 1996; Hopper & Bell, 2000; Mandigo & Holt, 2000; Rink, 2000).

Since the introduction of the TGfU model by Thorpe and Bunker (1983) the

model has benefited from growing research attention due to its potential to: (a)

assess the tactical transfer across games (Oslin et al., 1998); (b) design ways to

assess game performance (Grehaigne et al., 1997; Oslin et al., 1998); (c) facilitate

the development of technical skills (Lawton, 1989); and (d) promote the development

of tactical knowledge (Mitchell et al., 1995; Butler, 1997; Grehaigne et al., 1999;

Rovegno et al., 2001). Other studies contributed to the dialogue by investigating tea-

chers’ perceptions of the TGfU approach (Berkowitz, 1996; Turner, 1996).

Dialogue among physical education researchers focused on whether skill/technique development or strategy/tactical skill development is more important in learning how to play a game or sport. During the summer of 1996, the Journal of Teaching in Physical

Education published an entire monograph discussing tactical and skill approaches to

teaching sports and games from a research perspective (French, Werner, Rink et al.,

1996; French, Werner, Taylor et al., 1996; Graham et al., 1996; Rink, 1996; Rink,

French & Tjeerdsma, 1996; Rink, French & Graham, 1996; Tjeerdsma et al., 1996).

A major finding that echoed through these studies was that students taught using

the TGfU approach performed better on tests of tactical knowledge and perceived

the TGfU approach to be more enjoyable then a traditional approach. Rink (1996),

however, indicated that the studies conducted could not offer conclusive evidence to

support TGfU over techniques-based instruction.

While there seems to be no conclusive evidence as to which approach is better,

maybe the area of perceived enjoyment and the role of motivation should also be dis-

cussed. Consequently, researchers began to look into enhancing the original TGfU

model to make it more consistent with research developments. Of significance here

was the inclusion of ‘affective’ elements within the TGfU model (Kirk et al., 2000;

Holt et al., 2002; Kirk & McPhail, 2002). Perhaps the most significant addition to

the model was the ‘situated learning perspective’ (Kirk et al., 2000). This perspective

demonstrates that motivation is enhanced when people find their learning experiences

to be meaningful and authentic, i.e. learning skills within an authentic games context.

Kirk and McPhail (2002) introduced a modified model drawing on the knowledge

from the situated learning perspective (see Figure 1).

The authors indicated that the TGfU approach places skill learning within its game

context and allows players to: (1) see the relevance of the skills to game situations; (2)

gain an emerging understanding of how to play the game; and (3) select appropriate

applications of knowledge.

Implementing a tactical approach through action research 107

The analysis of the affective element is essential because research indicates that the

only thing many students, who are taught using a traditional format, learn about

games is that they cannot perform the necessary complex skills to be successful

(Booth, 1983). This lack of efficacy could, and often time does, become an alienating

factor in physical education (Carlson, 1995). This is particularly troubling consider-

ing that an increasingly significant goal of games education is to enable students of all

abilities to enjoy participation so that they will have increased motivation to play and

gain the benefits of participation (Rink, 1996). Bunker and Thorpe (1986) suggested

that when teachers can help children ‘understand’ games and reduce the importance

attached to the teaching of techniques in isolation, the joy and satisfaction of games

will be open to children of all abilities.

A tactical approach to teaching games

While some researchers and practitioners have been studying and applying the TGfU

model without significant modifications, Griffin et al. (1997) used the basic principles

of TGfU to design a ‘Tactical Games Approach’ that puts equal emphasis on ‘teach-

ing sport concepts and skills’. Rather than deepen an either/or dichotomy, Griffin et al. (1997) introduced an approach that accentuates the connection between tech-

nique and tactics.

Griffin and colleagues (1997) noted that in a tactical approach, ‘within each lesson

students practice skill development after they have experienced a game form that pre-

sents a tactical problem requiring the use of that skill’ (p. 16). From a teaching per-

spective this approach has two major rationales. First, a tactical approach would

Figure 1. Kirk and MacPhail revision of the TGfU model 2002

108 K. Gubacs-Collins

enhance greater interest and excitement for all students. Second, a tactical approach

would improve tactical knowledge and game proficiency for all students and particu-

larly for those who are not able to consistently execute motor skills successfully in

game situations (Griffin et al., 1997).

Inherent in a tactical approach is the assumption that common general strategies are

embedded within games that share similar frameworks. Whether the game form is

tennis, badminton or volleyball, general ideas of tactics are similar across net/wall games. Because the games have much in common tactically, instruction focusing on

tactical problems can lead to positive transfer across games (Bunker & Thorpe, 1986).

Figure 2 introduces the four components of a cycle upon which the tactical lesson is

built: (1) the initial game; (2) a student-centered Q&A session that is guided by the

teacher; (3) practice as determined by the Q&A; and (4) the closing game stressing

the application of the skill in a game context. When a teacher wants the students to

address a tactical problem an ‘initial game’ would be established that forces students

to think about the tactical question under review. After some playtime the teacher

initiates a Q&A session during which questions are asked and issues discussed con-

cerning the goal of the game, the rationale and intentions of the players relative to

the skill and strategy selected, the techniques involved, the quality and effectiveness

of the chosen skill and strategy, and suggestions for improvement. After identifying

the need for specific skill practice, the students practice using a game-like drill

designed by the teacher that is intended to improve their game play. At the conclusion,

students again return to a game, which stresses the accurate application of the skill

that was performed during the practice session (Griffin et al., 1997).

The more I analyzed the potential benefits of a tactical approach relative to pro-

blems inherent to the traditional approach, the more apparent it became that

changes were necessary in my teaching strategy. What better place to begin this

process than to reflect upon the effectiveness of my own teaching practice and the

impact it was having on my pre-service teachers?

Figure 2. Tactical lesson sequence

Implementing a tactical approach through action research 109

Action research

Such self-reflective inquiry undertaken by practitioners is considered action research,

a process in which teachers systematically and critically reflect on their work and make

changes in their practice as a result of their reflection (Bodner & MacIsaac, 1995).

Teachers are actively involved in their own educational process. The ‘products’ of

action research generally include the generation of knowledge about teaching and

learning, increased understanding of practice, and improvements in teaching and

learning (Kemmis & McTaggart, 1988).

Most of the published action research in physical education has been generally

focused on the improvement of one’s own teaching or understanding the impact of

particular methods in educating children or pre-service teachers. Some physical edu-

cators in teacher education who use or advocate action research methods include Kirk

(1983), Tinning (1987, 1992), Martinek and Butt (1988), Gore (1991), and Baker

and Stanley (1994).

For example, in Tinning’s study (1987) action research strategy was used to facili-

tate students’ reflection during student teaching experiences. Student teachers were

asked to identify an issue of concern from their teaching and to work through the

action research cycles with their peers, as well as with their cooperating teachers

and university supervisors. Participants improved the aspects of their teaching that

they considered important, and they also improved their understanding of different

issues involved in their own teaching (Tinning, 1987). Similarly, Gore (1991)

described an action research project also involving student teachers and reported

that the experience was beneficial for all participants because it forced systematic

reflection about teaching and schooling.

Using action research as a vehicle in promoting critical and reflective teaching,

Noffke and Brennan (1991) reported that ‘we have found that engaging in

action research continues to be useful in our efforts to enhance our understanding

of teaching practices, to improve those practices and to improve the situation in

which those practices take place’ (p. 200). Finally, investigators also conducted

action research describing and revealing inequalities and injustices in physical edu-

cation (Evans & Davies, 1986; Evans, 1988; Sparkes, 1992; Laws, 1994; Stanley,

1995).

Thus it seems that the emphasis on action research is increasing in the field of phys-

ical education. Consequently, I chose action research to systematically investigate my

own teaching experience related to implementing a tactical approach into my physical

education teacher education (PETE) tennis class. This investigation focused on the

physical education majors’ and my perceptions, as their teacher, regarding the com-

ponents and effectiveness of a tactical games approach.

Data collection

The participants of this study were 18 pre-service PETE majors, 10 females and eight

males ranging from freshman to senior. Pseudonyms were used to protect the

110 K. Gubacs-Collins

participants’ identity. The study was conducted during an eight-week tennis course

that met twice a week for 90 minutes. The lesson content and structure is presented

in Table 1.

The results discussed in this article derived from my self-reflection via a reflective

journal, student reflection, audio and video recordings, and pre-service teacher interviews.

Teacher educator’s self-reflection

Some of the questions guiding my reflection were: considering the tactical problem(s)

of the day, were my questions helpful and appropriate? What was my reaction to stu-

dents’ answers? How successful were the students in playing the game? If I could re-

teach today’s lesson, what aspects of the class would I teach differently?

Each entry of the journal was accompanied by the date of the class or event and con-

textual information, such as time, location, participants, focus of observation or

reflection. I audio-taped my immediate reflections at the conclusion of each class

and then transcribed the recorded observations. After analyzing the students’

responses and reviewing the videotape of my teaching I recorded any additional obser-

vations leaving a wide margin on each page to record changes, additions, or references

to other parts of the journal.

Immediate reflection

Students were also asked seven times during the semester to reflect on their learning

experience at the conclusion of the class. Participants’ responses were collected

through providing questions related to the objectives of the lesson on 3 � 5 cards.

Student interview

A structured interview of all 18 participants was done at the end of the semester. Some

of the interviews took place during regular class time while some students chose to

come in the afternoon when, as they stated ‘we are not rushed and we can talk

better’. Although these structured interviews were scheduled for 20 minutes they

actually ranged from 20 to 40 minutes.

The questions covered the following topics: (a) participants’ initial thoughts of a

tactical approach to teaching tennis; (b) changes in their thoughts and expectations

through the semester; (c) crucial times during the semester; and (d) identifying the

most and least meaningful aspects of the approach.

Data analysis

Reflection

Based on the inductive method of data analysis suggested by Altrichter et al. (1993), I

read through the text and underlined each passage that seemed important in relation

Implementing a tactical approach through action research 111

Table 1. Comparison of original and revised teaching content

Class #Date Original content Revised content

Class #1

17 March

Provide reading material

Lecture (introduce the theory and

components of a tactical approach

to teaching games

No teaching today, only recording

game-play performance

Class #2

19 March

No teaching this day, just

recording game play

Provide reading material

Lecture (introduce the theory and

components of a tactical approach

to teaching games) classroom

meeting

Class #3

24 March

Setting up to attack by creating

space on opponent’s court

Understanding the concept of creating

space

Creating space using ground strokes

Setting up to attack by creating

space on opponent’s court

Understanding the concept of creating

space

Creating space using ground strokes

Class #4

26 March

Winning the point Using an

approach shot to win a point

Using a volley to win a point

Setting up to attack by creating

space on opponent’s court

Creating space using ground strokes

Winning the point

Approach shot

Class #5

31 March

Introducing doubles

Defending as a pair

Using a two back formation in doubles

Attacking as a pair using up and back

formation in doubles

Attacking in a side to side formation

Setting up to attack by creating

space on opponent’s side of the

court

Use cross-court and down the line

ground strokes (extensive ground

stroke practice)

Students were mixed up by ability

levels

Class #6

2 April

Team tennis tournament Team tennis tournament

Class #7

7 April

Setting up to attack by creating

space on opponent’s side of the

court

Flat serve to put opponent on

defensive at the start of a point

Use cross-court and down the line

ground strokes Game play

Continued practice of ground stroke

Forehand and backhand

Defending space on your own court

Recovering to center baseline between

shots

Class #8

9 April

Winning the point

Using the smash to win a point

Defending against attack

Returning the smash with success

Creating space using ground

strokes

Continued practice

Winning the point

Approach shot

Class #9 14

April

Winning the point

Punishing a weak short serve

To play an effective, fast attacking drop

shot

Continued ground stroke practice

Continued approach shot practice

Defending space on your own court

Recovering to center baseline between

shots (review)

(continued)

112 K. Gubacs-Collins

to the research questions; read through the text again by only looking at the marked

passages and chose a category for each passage that expressed its contents; wrote

down for each category the passage(s) it referred to, pointing out systematic infor-

mation (the page number of the text and the margin number of the marked

passage); wrote the name of each category in the margin beside the passage it referred

to; ordered the categories by grouping concepts which belonged together in order to

give structure to the whole text by suggesting connections between individual cat-

egories; and wrote definitions to express my theoretical understanding of the category.

The definitions also helped in continuing to elaborate and refine them in the light of

my research questions (Altrichter et al., 1993).

Student interview

All interviews were transcribed verbatim for analysis. I reviewed the interview tran-

scripts and analyzed the data by utilizing constant comparison (Lincoln & Guba,

1985), which is a four-step approach involving scanning the data for common

themes, placing the data into common categories, writing about the categories and

establishing explanations (Glaser & Strauss, 1967; Goetz & LeCompte, 1984).

Table 1 Continued

Class #Date Original content Revised content

Class #10

16 April

Attacking as a pair when serving

Attacking in a two-up formation

Defending as a pair against serve

Effective defense against the serve in

doubles

Winning the point

Using the volley to win a point

Continue practice ground stroke and

approach shot as lead up skills for

the volley

Continue mixing up partners

Class #11

21 April

Game play Setting up to attack by creating

space on opponent’s side of the

court

Flat serve to put opponent on

defensive at the start of a point

Review and practice all other shots

Class #12

23 April

Game play Contingency indoor plan

Students played indoors under

modified conditions.

Students were responsible in setting up

the modified rules.

Foam balls were used

Class #13

28 April

No teaching this day just

recording. Game play

No teaching this day just recording.

Game play

Class #14

30 April

POSSIBLY USE THIS TIME FOR

MAKING UP EVERYTHING

WE NEED

Classroom meeting

Implementing a tactical approach through action research 113

To reduce bias I followed two methods suggested by Lincoln and Guba (1985), tri-

angulation of data sources and peer debriefing. Triangulation improves credibility by

using several sources, methods, investigators, or theories. This research consisted of

various methodologies to establish triangulation. Peer debriefing occurred with a col-

league prior, during and after the eight-week period.

Results

Changing beliefs and the evolution of a teacher

The most significant impact of the research process was that in a very real way I

became a novice teacher. With equal amounts of excitement and anxiety, I was

once again at the beginning stages of a newly developing belief about teaching and

my role as a teacher in the teaching–learning process. While my progress in using

the entire approach showed gradual improvement throughout the semester, it was

not without a degree of apprehension. Prior to learning about a tactical approach I

believed that my major responsibility was to transfer my knowledge to students by

specifically and skillfully telling them what to do and when to do it. However, a tactical

approach to teaching challenges the notion of a primarily unidirectional approach

with the teacher as the sole leader of all activities.

The tactical approach and its emphasis on reflective pedagogy requires that stu-

dents be brought into the educational process as active learners. Because the approach

engenders several roles for students the teacher becomes more of a facilitator then a

director. I was concerned that by becoming ‘only’ a facilitator I would lose my effec-

tiveness. What this really meant was that I was anxious that I would loose control over

my class:

I am struggling with the notion that if I put all these learning experiences into game situ-

ations than I am creating a certain ‘chaos’ in which I do not always find my role. In the

past when I taught the classes, everything went in a disciplined order (warm-up, practice

drill for skill, and game play). Nonetheless, I felt that the order remained in my class

today, but the process became more student-oriented and I am giving up a substantial

part of my leadership. (Reflective Journal, 31 March)

My anxiety lessened as I realized that my teaching environment continued to rep-

resent order. As I became more comfortable I found that transferring more responsi-

bility to the students actually helped me become more effective. Because I did not have to

‘run’ all the drills I had more time to observe. I was able to provide substantially more

feedback on students’ game and practice performance.

The course of the self-changing process did involve moments of doubt, but I did

receive periodic reinforcement through this class. Progressively, I found that

I had a certain feeling of success as I was watching the videotape of students playing. I saw

that students were moving on the court to set themselves up to attack and actually fol-

lowed up with an attack. I really felt good watching them. I was especially happy with

Jennifer who seemed to understand the relationship between the tactical and technical

aspects of the game. (Reflective Journal, 21 April)

114 K. Gubacs-Collins

Several major factors contributed to this development, including (a) the impact of my

evolving subject matter knowledge, (b) my experience with the ‘tactical lesson

sequence’ and specifically (c) the role of the Q&A session of the lesson, and (d) the

participants’ perceptions of a high level of success and enjoyment.

Evolving subject matter knowledge

One of the first lessons I learned through reflection was that to use this approach effec-

tively I had to ‘re-learn’ tennis from a different perspective. I reported the following in

my reflective journal:

During the first week I strictly followed the instructions in the textbook [the textbook

used in class by Griffin et al. (1997)] and I did not feel effective and comfortable. As I

searched for the reason for my discomfort I realized that in order to become effective I

had to learn and analyze the basic tactics of the game of tennis. I was literally trying to

close my eyes and imagine a tennis court with two players rallying. I was mentally think-

ing through all the possible tactical combinations that I observed in tennis. After the

mental self-study I re-read the tennis lessons that I planned to use. The combination

of mentally thinking and reading about the tennis game helped me see the logical tactical

steps within the game play. (Reflective Journal, 26 March)

Following this process was critical because, although I knew how to play the game, I

discovered that I too was a product of my initial training—I did not fully understand

the tactical aspects of tennis.

The impact of the Q&A session

During the change process all four components of the lesson sequence went through

various progressions, with the Q&A session proving to be most significant in my devel-

opment. The following sequence (shown in Figure 3) indicates the major stages of the

continuum that I experienced in my learning process.

During the imitation stage or ‘cookbook’ phase, the Q&A continuum represented a

unidirectional route. I took the exact questions from the textbook that I used as a sup-

plement, and I was satisfied when the students gave the pre-described answers. I was

mainly concerned about remembering the questions and not about the cognitive

meaning of this segment. As the semester proceeded asking questions became a stan-

dard, but still methodical, practice. An analysis of field notes from videotapes of my

teaching indicated that I had a propensity to direct students rather than to ask

them questions. Consequently, I consciously moved along the continuum in my

Figure 3. The Q&A learning continuum

Implementing a tactical approach through action research 115

development toward rephrasing the questions based on my own language. My journal

entry stated;

Some of the questions I rephrased . . . For example, instead of asking ‘what are the types

of ground-stroke placements?’ I asked: ‘where can you place the ground-strokes to set up

for attack?’. (Reflective Journal, 2 April)

I found that my ability to ask relevant questions was greatly dependent on my increas-

ing tactical understanding of tennis. As a result, towards the end of the semester the

Q&A session became a two-way route in the teaching–learning process in which both

the pre-service teachers and myself gained invaluable information regarding the

teaching process. For example, initially when I saw somebody making a mistake in

their play I told them what they needed to do to correct it. This evolved into a

process that included me asking questions that required the students to provide the

feedback to themselves:

Ted regularly got stuck in the middle of the court. Once when I walked to him I just asked

him to think about why is he having a hard time with returning the ball? He gave me tech-

nical answers and because I was still not satisfied he finally got to the issue of court posi-

tioning. He solved his own problem. (Reflective Journal, 16 April)

This development in asking instead of telling became an essential part of my learning

to teach. Similarly, pre-service teachers also found the Q&A session invaluable in their

learning process.

Students/pre-service teachers’ views on the Q&A session: a cognitive challenge

The students indicated two main purposes of the Q&A session. First, they

reported that a skills class that includes ‘teaching by asking’ was not only phys-

ically but also cognitively challenging. Some of the pre-service teachers felt they

basically taught themselves under my facilitation. Martina, for example, indicated

in her interview, ‘when you asked us the question, we had the answer. Looking

back, it seemed like that you taught us but we actually taught ourselves’. Igor

further indicated that the self-teaching he experienced might also be a more

effective way to learn:

If a student can learn by themselves and discover the answer, it is a lot easier to remember

that answer or keep it with you than if someone else tells you. If someone from outside

tells you, you may not grasp what exactly the answer is. Someone who learns by

himself with guidance is more apt to do it again. (Final Interview)

Brooke agreed with Igor and added that asking rather then telling ‘might also make

students listen more, because they know that they would be called to answer a

question anytime’. Furthermore Brooke also analyzed the potential importance of

the Q&A session from the perspective of increasing the learner’s self-esteem. She

stated,

If a teacher was constantly telling a student, do this and do that, a student may not feel as

smart. When you ask questions that shows that you trust that they [students] know the

answer, makes them believe that they [students] are smart and that the teacher believes

that they [students] know what they are talking about. (Final Interview)

116 K. Gubacs-Collins

Most students agreed that the Q&A session made them think and consequently learn

more about the game. All participants seemed to agree that challenging students’

minds would potentially increase their learning and the desire to learn again.

The students pointed out that I used questioning to provide them with feedback

about their performance. Boris stated that I ‘asked questions that was pointing out

certain deficiencies’ in his play. Igor added that the questions ‘made him adjust’

while he was playing, ‘like what shot is needed to get to the next shot and how to

get a point using certain shots’. Finally, Cole summarized the feedback purpose of

the Q&A session,

You normally asked us what the tactical problems were. You would ask us certain situ-

ations, how would you react to it, where would you go after you hit the ball? You

would put us in a position and we would have to tell you where we were going to be in

order to win the point or set up for an approach or volley. (Final Interview)

Overall the students suggested that the Q&A session was an essential element in their

learning process as it challenged their decision-making abilities. Answering the ques-

tions initiated a cognitive processing which resulted in students adjusting their tactical

thinking during game play and practice. The combination of the cognitive feedback

and the physical responses also greatly contributed to the students’ overall under-

standing of the game.

From my perspective, the dual-directional conversation in the Q&A session became

an essential way of communicating with the students. At the beginning of this project

during the imitation and rephrase stage of the continuum I was mechanical and more

interested in the outcome (students’ answers) of the Q&A session. As I better under-

stood the role of the Q&A session my focus shifted from looking at the answers as out-

comes to examining them as part of an ongoing feedback process. In the past I directed

the students to stay at the baseline and move to the front or the back of the court depend-

ing on the shot. In this project, through the use of questions, the students were telling me

how and what to do in solving the same tactical problems. If, during their practice, they

did not follow up on their answers then I just asked the question again.

Participants’ sense of fun and success

One of the most meaningful findings for me was related to the pre-service teachers’

perception of fun. Boris stated in his interview,

Some of my other classes were so boring. We did the same thing time after time. You

don’t want to be boring and have kids wait in line so they don’t want to come. I

enjoyed this class and looked forward to coming.

Another student, Igor, concluded that the reason why everybody was ‘very into what

was going on’ was because the class ‘had fun and learned at the same time, which

usually doesn’t go together’.

The increased level of success and enjoyment from all parties became an essential

factor contributing to my changing beliefs. My perception of the pre-service teachers’

improvement in game play made me more comfortable and increasingly motivated to

Implementing a tactical approach through action research 117

continue the journey. Students demonstrated an increase in tactical awareness as well

as skill development. They indicated that part of their sense of success originated from

immediately connecting the practiced skills with game-play, which helped them

understand the tactical purpose of the learned skill:

I liked this new approach because for myself, I play with my friends but I never knew what

to do and how to do it. This approach tried to focus on what to do first and then I could

figure out how to do it and what I needed to work on in order to improve. (Boris, Final

Interview)

Implementing a tactical approach with an emphasis on reflective pedagogy literally

challenged the basic assumptions that I brought with me into the teaching profession.

Lessons learned as a teacher educator

I learned that despite my past teaching experiences, beginning to teach with a non-tra-

ditional approach caused me to make mistakes similar to errors I made during my

student-teaching experience. The most significant indication of this was my depen-

dence on lesson plans during the beginning of the semester. Similar to my experience

in teacher education, Stroot and Morton (1989) found in their study that one of the

main characteristics of beginning physical education teachers in the K-12 setting was

an extreme ‘plan dependence’ while veteran teachers were ‘plan independent’. Begin-

ning teachers relied heavily on written planning materials without deviating from their

content, especially when teaching unfamiliar activities.

My plan dependence resulted in two additional errors. First, the pace of my course was

too fast, especially at the outset. At the beginning of the semester I rushed through many

of the practice activities in order to accomplish all I had planned. Most pre-service tea-

chers in the class were frustrated and indicated that I should ‘slow down’. Slowing

down essentially meant providing significantly more practice time. Table 1 also intro-

duces the content revisions I made throughout the study in order to slow down.

Secondly, I was not able to accommodate students with different skill levels.

Because my main concern was staying focused on the content of the lesson my ten-

dency was to go through the lessons without assessing the students’ readiness to

move on to the next step.

The next lesson that I learned was related to pre-service teachers’ initial resistance

to accepting the new teaching approach. Their resistance originated from two main

sources, the first being the inappropriately fast pace mentioned above. As I slowed

the instruction down by repeating some lessons, most pre-service teachers became

less resistant. This was indicated by the lessening of both the number and the intensity

of the comments regarding the need for skill practice.

More importantly, the second reason for resistance is related to their ‘apprentice-

ship of observation’ (Lortie, 1975) about how games are taught. Several pre-service

teachers had already acquired a deeply ingrained technically oriented focus about

games teaching. They were completely immersed in a more traditional approach

and had great difficulty looking at learning a different way. Indeed, most of the partici-

pants were beginners and the tactical understanding that they gained through game

118 K. Gubacs-Collins

play, practice, and the Q&A session did not seem to help them in the actual execution.

Consequently, while I was trying to teach tactically the students were persistent in

pulling me back towards the ‘drill-for-skill’ approach. As an example of the continu-

ous battle I quote one of Diez’s reflections from the beginning of the semester:

Right now we are looking at tactical approaches to tennis, but why? We should start out

much more basic and then work up . . . I am not saying that your approach is totally wrong

but stop focusing too much on tactical until everyone understands and can apply the

technical. (Student Reflection, 31 March)

Similarly, most of the students had problems focusing on tactical concepts and at

the same time paying attention to the improvement of skill execution. Maggie

reported:

It was hard to concentrate on proper positioning and hitting to an open space at the same

time . . . a lot of shots were missed, a lot of shots were hit too hard. Maybe I concentrated

going back to the baseline more than hitting. (Student Reflection, 26 March)

Most participants, like Maggie, had some trouble with focusing on both aspects of the

game. Nonetheless, with the exception of Diez, all the pre-service teachers came to

class and took the time to learn tennis from a tactical perspective. Unfortunately,

Diez did not even attempt to look at the possible advantages of this approach and

decided to drop out of the study.

The pre-service teachers’ concerns were understandable. The struggle between

long-standing habits of thought and practice and the distinctly different thinking

and practices required by a tactically oriented direction was difficult. Changing the

order of the traditional lesson sequence to a tactically oriented sequence required a

significant shift in the pre-service teachers’ (and my) thinking. The literature in phys-

ical education indicates that pre-service teachers enter formal training with well-

formed beliefs about teaching, developed during the recruit stage of professional

socialization (Lawson, 1991; Kagan, 1992; Hutchinson, 1993). Their prior beliefs

and experiences filtered what these pre-service teachers learned during this class.

They were ‘recruits’ into a new system and I had to consider that most recruits initially

adopt ideas that fit their beliefs and resist those that do not. Such persistence of beliefs

highlights the power of recruit-stage experiences to limit what recruits learn (Doolittle

et al., 1993). These authors further suggested that recruits’ beliefs about what phys-

ical education should do for students, forms ‘through their own participation in phys-

ical education classes and sports as youngsters, persist as a reference point against

which are measured any alternative views they encounter during teacher education’

(Doolittle et al., 1993, p. 364).

Lessons learned as a teacher: changing beliefs

In their self-study of implementing a tactical approach to fifth and sixth grade physical

education classes, Gubacs et al. (1998) found a shifting role of teacher as director to

teacher as facilitator in the teaching–learning process. A participant in the study by

Gubacs et al. (1998) specifically stated that by teaching with a tactical approach

Implementing a tactical approach through action research 119

‘you are [teacher] giving up some directing, because you are becoming a facilitator

more than becoming a transmitter of information’.

Thus a shift in my beliefs started with the above project and became reinforced by

the present study. The tactical approach challenged my understanding of games.

Eventually, similar to teachers in Berkowitz’s (1996) and Butler’s (1997) studies,

which were conducted in the K-12 setting, the focus of the lessons changed from

executing skills to understanding tactics. Berkowitz realized that with her traditional

methods of teaching she made very little impact on the students’ level of skill improve-

ment. She stated that this shift in emphasis in her teaching resulted in ‘students being

highly engaged in skills and tactics that are game-related, rather then working on skills

in an isolated situation’ (p. 44).

Consequently my focus also changed from a concern about technical proficiency to

a concern about combining student understanding and technical learning. As an

outcome of the present study I concur with Calderhead (1989) that action research

could result in teachers changing their beliefs about their own teaching practices,

the curriculum, or any other aspect of the teaching environment. However, there

was more than ‘just’ a change of focus concerning the use of skill development, strat-

egy and tactics. My concept of the role of the teacher and of the student in the overall

learning process was transformed.

This transformation continues to build a case for the impact of learning and teach-

ing styles upon acquiring and mastering knowledge. The underlying thesis is that an

individual learns more effectively when information is presented in a manner congru-

ent with the individual’s favored method of acquiring and processing information.

Accordingly the students may have responded favorably because I used a different,

more fitting teaching style. Moreover as a teacher I may have felt more effective

because the teaching method allowed a presentation of information that was congru-

ent with my scheme of attaining and processing information.

The implications of this are significant as indicated by the fact that I have been able

to successfully incorporate tactical thinking and reflective pedagogy into all of my

classes including my graduate class of philosophy and sociology of sport.

Lessons learned as a teacher: content knowledge

My experience was similar to that of the teachers in the Coventry project, a long-term

action research project led by Almond (1986) that indicated how teachers found

themselves learning more about games that they had played and taught for years.

Consistent with this, Berkowitz (1996) suggested that planning lessons from a tactical

rather than a technique-based approach taught her to see games differently. Each

teacher learned something new about hockey, badminton, or volleyball just by teach-

ing a different way. The practitioners expressed surprise at the new understanding

they gained by re-thinking the same old games.

Berkowitz noted,

120 K. Gubacs-Collins

The tactical approach required me to think in a way that had not been taught in my

teacher education program. It required me to think through tactical problems involved

in game play and to develop a framework that integrated tactical problems and technical

skills. (Berkowitz, 1996, p. 45)

Lessons learned as a teacher: fun and success

In this discussion I will focus on the premise that a tactical approach provides greater

interest and excitement for all students, especially those of lower ability (Almond,

1986; Bunker & Thorpe, 1986; Berkowitz, 1996; Butler, 1997; Griffin et al., 1997).

One of the stronger arguments for the use of a tactical approach to teaching games

is that it engenders greater interest and excitement by the students.

Practicing and immediately using skills in a game was important from not only a

psychomotor but also an affective perspective. Besides meaningful experiences in

the psychomotor and cognitive learning areas the participants of this study frequently

mentioned the importance of having fun in class. These pre-service teachers

suggested that more game play with meaningful activities resulted in more fun. Pre-

service teachers in this investigation connected their experiences of fun and enjoyment

to increased frequency of game play. The more opportunities to participate in mean-

ingful practice and play games, the more fun was reported during the study.

Pre-service teachers’ sense of success

In the traditional approaches many students do not experience success, and in fact

some students are ‘set up’ for failure from the beginning (Bunker & Thorpe, 1986;

Doolittle & Girard, 1991) because of their low technical ability in executing skills.

A tactical approach addresses this issue by shifting the emphasis to the cognitive

rather then the purely technical aspects associated with games. ‘In this way it is

argued that each individual can gain equal access to games, regardless of their level

of physical ability or skill and each student can have the opportunity to experience

success, satisfaction, and enjoyment’ (Laws, 1990, p. 2).

The pre-service teachers in this study enjoyed a sense of success resulting from their

perception of increased knowledge. Participants indicated that although they had

some difficulty in executing skills they continued to feel successful because the

decisions they made were correct. Jenny and Martina, for example, suggested that

their skill execution would improve with practice but for now, at least, they under-

stood what to do and they gained an appreciation towards the game.

The participants of this study remained motivated throughout the semester because

they were always practicing the skills and were continuously moving in a modified or

full game context. During the length of this project, I did not hear once the all too fam-

iliar question, ‘When do we play the game?’ because the pre-service teachers continu-

ously played and practiced in a game context that resulted in fun and meaningful

experiences.

Implementing a tactical approach through action research 121

Similar to the pre-service teachers’ experiences, teachers in previous studies

conducted in the K-12 setting indicated that the students were more emotional,

engrossed, and on task in tactical lessons than in technical lessons (Berkowitz,

1996; Butler, 1997; Mitchell et al., 1997). One teacher in Mitchell et al.’s (1997)

study stated:

It is very interesting to see the differences in the students’ responses. For the most part in

the tactical class the kids are moving right along and going at all times. In the technical

class the kids are just going through the motions. I could see the difference in their motiv-

ation. The tactical class is much more involved in finding the understanding of the game.

(p. 64)

These participants’ sense of success and enjoyment was similar to what I experienced

as a teacher educator in this project.

Teacher educator’s sense of success

Observing that the participants were not only learning but also enjoying themselves

provided me with a sense of success. From a teacher educator’s perspective, I

found natural enjoyment in observing students’ high level of involvement in the activi-

ties. I vividly remember that in the past even in my best classes I had to have motiva-

tional talks from time-to-time with my students. In this class the activities and the

challenge perpetuated the motivation. Also, I found enjoyment in the fact that by

transferring more responsibility to the students I had more time to observe and

provide feedback. Similar to my feeling of success in the teacher education setting,

K-12 teachers in Sariscsany’s (1996) and Mitchell et al.’s (1997) study found the col-

laborative effort challenging as well as motivating not only for the students, but also

for themselves. ‘Those kids were psyched every time they came in’, a teacher said.

‘Everything they did was done like a game, so everything was fun. They were so

into volleyball, they did not want volleyball to end. I was as excited as the kids’

(Sariscsany, 1996, p. 48).

In summary, I observed that this method kept the students motivated and on-task

throughout the classes. A tactical approach allowed for high activity ratios as well as

teaching environments that kept motivation and interest high.

The students expected and received more playtime and challenge from this

approach. The implications of the affective results of this study support the idea

that teachers from K-12 and beyond can teach a physical education class with the

goal of increasing students’ understanding and skills in games while contributing to

affective goals. Positive dispositions toward participation in sports and games are

likely to be the product of the increased experience, understanding, and skill in

games and sport that these students experienced (Carlson, 1995).

Lessons learned as a teacher-researcher

I found that being a teacher-researcher had a motivating advantage over other

research methods. Because action research is inquiry into one’s own practice, the

122 K. Gubacs-Collins

distance between the inquiring subject and the participants of a study could be greatly

reduced (Altrichter et al., 1993). Despite the complexities of this action research

project I learned that this in-depth reflective experience brought me closer to my stu-

dents both as a professional and as a fellow teacher. I learned to listen to the opinions

and responses of my students during our continuous interchange of action and

reflection.

Definitions presented by action research theorists highlight at least two goals of all

action research: (1) improvement of practice including the situation in which the prac-

tice takes place; and (2) involvement of all participants who take responsibility for their

own actions in the research process (Carr & Kemmis, 1986; Kemmis & McTaggart,

1988). The pre-service teachers in this study took their responsibility seriously and

provided me with continuous feedback during the research process. As a teacher edu-

cator/action researcher I became closely involved with the participants of this study as we shared the responsibility of teaching and learning with a non-traditional approach.

We all learned early in the semester that the pre-service teachers’ success at learning

tennis with a tactical approach was greatly dependent on my success of learning to

teach with a new approach. Consequently, a true collaboration was built among the

participants of this study.

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Tact 6-Developing Effective Questioning Techniques in TGfU.pdf

University of Wollongong Research Online

Faculty of Education - Papers Faculty of Education

2008

Developing effective questioning in Teaching Games for Understanding (TGf U) Philip J. Pearson University of Wollongong, pearson@uow.edu.au

P. Webb University of Wollongong, paul_webb@uow.edu.au

Research Online is the open access institutional repository for the University of Wollongong. For further information contact the UOW Library: research-pubs@uow.edu.au

Publication Details This conference paper was originally published as Pearson, P and Webb, P, Developing effective questioning in Teaching Games for Understanding (TGf U), 1st Asia Pacific Sport in Education Conference: Ngunyawaiendi Yerthoappendi Play to Educate, Adelaide, 21 January 2008. Original conference information available here

DEVELOPING EFFECTIVE QUESTIONING IN TEACHING GAMES  FOR UNDERSTANDING (TGfU) 

A paper presented at the 1st Asia Pacific Sport in Education Conference,  Adelaide, 2008. 

Dr Phil Pearson, Lecturer in Physical and Health Education  University of Wollongong. 

Dr Paul Webb, Senior Lecturer in Physical and Health Education  University of Wollongong. 

Contact:  Dr. Phil Pearson 

Faculty of Education,  University of Wollongong, NSW  2522 

Australia 

Ph:   61 2 42213889  Fax: 61 2 42213892 

e mail: phil_pearson@uow.edu.au

Developing effective questioning in Teaching Games for Understanding (TGfU)

Abstract 

The use of questioning is often used to enhance the teaching of games utilising the  Teaching Games for Understanding (TGfU) approach. However, for questioning to  be  effective,  it  needs  to  be  planned  and  specific  to  the  outcomes  that  the  teacher/coach  requires  from  the  participants.  A  process  has  been  developed  to  assist teachers and coaches to construct effective questions. The process involves  the  teacher/coach  analysing  the  categories  of  games­invasion,  striking/fielding,  net/court and target games and then choosing a sport from one of these categories.  Following this the teacher/coach determines the elements to be an effective player  using the subcategories: technical, tactical/strategic, cognitive and rules. Games are  then  designed  around  one  of  the  subcategories  or  a  combination.  Questions  are  then designed in each of the subcategories listed above.

Developing effective questioning in Teaching Games for Understanding (TGfU)

Introduction – Teaching Games for Understanding 

Whist the concept Teaching Games for Understanding (TGfU) has been around in  the literature since the early 1980s, it was not introduced to the Australian sporting  community  at  large  until  1996,  when  Rod  Thorpe  from  Loughborough  University,  England was brought out by the Australian Sports Commission (ASC) and conducted  TGfU workshops around the country. 

TGfU  places  an emphasis  on  the  play,  where  tactical  and  strategic  problems  are  posed in a modified game environment, ultimately drawing upon students to make  decisions.  It places the focus of a lesson on the student in a game situation where  cognitive  skills  such  as  ‘tactics,  decision­making  and  problem  solving  are  critical…with  isolated  technique  development  utilised  only  when  the  student  recognises the need for it’ (Webb & Thompson, 1998. p.1). There are other terms  and variations of Bunker and Thorpe’s (1982) ‘Teaching Games for Understanding’.  Some of these include: ‘Game Sense’ (ASC, 1999), ‘Play Practice’ (Launder, 2001),  the  ‘Games Concept Approach’ (Wright, Fry, McNeill, Tan, Tan & Schemp, 2001,  cited  in  Light,  2003)  and  more  recently,  ‘Playing  for  Life’  (Australian  Sports  Commission, 2005). 

Teachers  and  coaches  have  been  teaching  games  for  many  years  in  physical  education  lessons  and  with  sporting  teams.    The  difference  with  TGfU  is  the  approach that is used.  They key to the teacher/coach is the questioning technique  and the relevance to the student of the introduction of rules and techniques.  The  focus is on the student and problem solving.  In addition, fun is the key ingredient.  TGfU is an approach to teaching that makes very effective use of active learning in  that the students are learning though playing the games. The use of questioning is a  powerful method of encouraging players to analyse their actions, both individually,  and  as  a  team.  Questions  will  generally  relate  to  a  particular  tactical  aspect.  Effective phrasing of questions can also help to guide the player to an answer, in the  event that they are struggling with an activity. Age, experience and ability level of the  players will affect the complexity of the questions used. 

Since  Thorpe’s  visit,  many  sporting  authorities  (for  example,  Australian  Sports  Commission,  Australian  Touch  Association,  Australian  Football  Federation,  Australian Rugby Union), universities and state education bodies have promoted the  TGfU approach via professional development and accreditation courses over the last  decade.  Teaching  and  coaching  resources  have  been  developed  and  continually  updated.  A  number  of  tertiary  institutions  across  the  country  involved  in  physical  education  and  sports  coaching  incorporated  TGfU  concepts  into  their  curricula.  However, it has only been recently that the concept of TGfU has been written into  secondary  school  syllabus  documents.  In  2005,  a  new  Personal  Development,  Health  and  Physical  Education  (PDHPE)  Years  7–10  Syllabus  (Board  of  Studies,  2003)  was  implemented  with  Year  7  and  Year  9  students  in  NSW  secondary  schools. One area that has undergone major changes within the syllabus has been  that  of  the  teaching  of  games,  with  the  move  towards  a  TGfU  framework.  This  change has implications for practicing teachers in relation to both the content and  teaching strategies traditionally utilised in the teaching of games.

Developing effective questioning in Teaching Games for Understanding (TGfU)

Research  (Light,  2002,  2003;  Thomas,  1997a;  Turner  &  Martinek,1999;  Werner,  Thorpe  &  Bunker,  1996)  indicates  the  strengths  of  the  TGfU  approach  and  the  desirability of it as one of the major approaches to quality teaching of games. Light  (2002) highlighted the effectiveness of TGfU for engagement and cognitive learning.  Higher  order  thinking  occurs  from  questioning  and  discussion  about  tactics  and  strategies and also  ‘through the  intelligent movements of  the body during games’  (Light,  2002,  p.23).  Cognitive  development  through  decision­making  and  tactical  exploration are combined with skill development within modified games to provide  meaningful  contexts.  Light  (2002)  suggests  that  it  is  difficult  for  some  physical  educators to address cognition in games. TGfU is one pedagogical approach that  may assist teachers and coaches to address this issue. Light (2003) examined the  response  for  teaching  games  for  understanding  pedagogical  approach  in  an  Australian University to Bachelor of Education students studying primary teaching.  Student  evaluations  were  generally  positive  indicating  an  increase  in  enjoyment,  understanding and cognitive engagement in the games. In comparing games sense  to skill­based teaching, Werner et al, (1996) state that…‘while the teacher may be  convinced  that  skill­based  lessons  are  having  a  positive  effect  in  that  some  immediate skill improvement is made, the social and skill related interactions might  over time convince the youngsters of their lack of ability’ (p.32). Thorpe and Bunker  (1986,  cited  in  Allison  &  Thorpe,  1997)  argued  that  a  skill­based  approach  to  teaching less physically able students is  likely to:  ‘…result in a sense of failure, a  lack  of  enjoyment,  poor  self­concept  and  subsequently  inhibition  of  long  term  participation’ (p.11). In contrast to this, the students who exhibited low physical and  technical  ability  in  the TGfU lessons  consistently  reported  significantly higher  and  more positive scores for these same factors. ‘It appears that a skills­based approach  serves only to highlight, confirm and reinforce – often publicly – the pupils lack of  physical ability’ (Allison & Thorpe, 1997, p.12). 

Turner and Martinek (1999) compared two middle school physical education lessons  on hockey – one using the traditional method and the other TGfU. They found that  there was a clear trend towards better decision making for the TGfU group, who also  scored higher  for procedural knowledge. The TGfU approach enabled students  to  control  a  hockey  ball  more  adeptly,  make  better  passing  decisions,  and  execute  passing more effectively  than under a  technique approach. Harrison, Blakemoore,  Richards, Oliver, et al (2004) in their study of volleyball players, found that TGfU also  increases self­efficacy of players. 

One of the aims of TGfU is encouraging players to become more tactically aware  and to make better decisions during the game. As well, it encourages young players  to begin thinking strategically about game concepts whilst developing skills within a  realistic  context  and  most  importantly,  having  fun.  Essentially  by  focusing  on  the  game (not necessarily the ‘full’ game), players are encouraged to develop a greater  understanding of  the game being played. Thomas (1997b) states that  the desired  effect of this is ‘players/students who are more tactically aware and are able to make  better decisions during the game, thereby adding to their enjoyment of playing the  game’ (p.3). Research by McKeen, Webb and Pearson (2005) support the increased  enjoyment  of  students  exposed  to  the  TGfU  approach  compared  to  traditional  teaching of games. TGfU has been shown to result in improved learning outcomes  for  students.  Games  are  a  significant  component  of  the  physical  education

Developing effective questioning in Teaching Games for Understanding (TGfU)

curriculum, with research suggesting that ‘65 per cent or more of the time spent in  physical education is allotted to games’ (Werner et al, 1996, p.28). 

Following TGfU workshops where PDHPE teachers were asked to identify what they  perceived as the strengths of TGfU, a number of themes emerge. Teaching games  for understanding was found to:  §  encourage a holistic approach to the teaching of games  §  develop critical thinking and problem solving  §  develop deep knowledge and understanding of the game  §  promote high levels of participation and enjoyment for participants • promote player centred learning and relevance of skills and tactics • cater for varying abilities • foster efficiency in aspects of implementation 

(Webb, Pearson & McKeen, 2005). 

TGfU and questioning 

Developing critical thinking and deep understanding are elements of quality teaching  in any domain. The notion of questioning and teaching ‘thinking’, not knowledge is  used throughout teaching (Harpaz & Lefstein, 2000; Golding, 2004). The teachers’  role  is  to  facilitate  students’  thinking,  helping  them  to  develop  thinking  skills  and  behaviours. 

Teachers have been teaching games for many years in physical education lessons  and with sporting teams. The difference with TGfU is the approach that is used. If the  goal is to make students think, the TGfU approach to teaching games is far more  appropriate than skill­based. With the tactical approach, players learn the structure of  the content taught and the relationships between the concepts that comprise it and  are  able  to  transfer  these  concepts  to  other  situations  (Butler,  1996).  The  TGfU  approach  challenges  teachers  and  coaches  to  understand  the  deep  intellectual  structures of playing and learning to teach a game effectively (Hopper, 2002). 

The key to the teacher is the questioning technique and the relevance to the student  of the introduction of rules and technique. The focus is on the student and problem  solving  (Webb,  Pearson  and  Forrest  2006).  Questioning  skills  and  the  ability  to  develop appropriate activities to allow the questions to be answered are central to  the success of the Game Sense (TGfU) approach (Light 2003) and are fundamental  reasons  for  the  approach  being  so  valued  as  a  pedagogical  model  of  quality  teaching  (Pearson,  Webb  and  McKeen  2005).  If  practitioners  are  not  taught  a  process  they  may  simply  copy  games  and  imitate  questions  accepting  simplified  responses (Forrest, Webb and Pearson, 2006). 

Types of questions 

Teaching  through  questions  is  an  instructional  format  in  which  tasks  are  communicated  through  questions  that  pose  problems  that  guide  student  activity  towards particular goals or questions that pose problems to be solved (Siedentop &  Tannehill,  2000).  Questions  can  be  organised  into  four  types  depending  on  the  cognitive  activity  involved.  They  are  recall,  convergent,  divergent  and  value  questions  (Siedentop  &  Tannehill,  2000).  Recall  questions  are  those  that  require

Developing effective questioning in Teaching Games for Understanding (TGfU)

memory  level  answer,  for  example:  ‘Where  should  your  eyes  be  when  they  are  dribbling?’ Convergent questions aid analysis and integration of previously learned  material require reasoning and problem solving, for example: ‘Why should you stay  between your opponent and the basket?’ Divergent questions require solutions to  new situations through problem solving, for example: ‘What ways would you start a  fast break off a steal?’ Value questions require expressions of choice, attitude and  opinion, for example: ‘How do you react?’ 

Effective questioning 

Effective questioning is a move away from the traditional teacher­centred model of  teaching to a more student­centred approach as questioning provides opportunities  for the students to think for themselves. In doing so, situations are created whereby  the  students  learn  skills  and  tactics  inferentially  through  being  placed  in  circumstances for them to apply these skills. 

The use of a questioning protocol (what? where? when? why? with whom? how?) is  a key pedagogical  tool  in TGfU (Griffin & Butler 2005).  In virtually every game or  practice  teachers  need  to  look  at  the  scenario  and  ask  students  the  following  questions: What is going wrong?, Where does the problem occur?, When does the  problem occur?, Why does the problem occur?, Who owns the problem?, How can it  be fixed? Mitchell, Oslin and Griffin (2006) reinforce that the quality of your questions  is  critical  and  these  questions  should  be  an  integral  part  of  your  planning.  They  propose that questions fall into three categories:

• Time. ‘When is the best time to?’ • Space. ‘Where is or where can?’ • Risk. ‘Which choice is safest and which is most risky?’ 

Teaching Games for Understanding is player­centered where the player has to take  control  and  make  decisions.  This  in  turn  empowers  them  and  makes  them  responsible  for  their  learning  process.  However,  if  questions  are  not  challenging,  then this learning process breaks down. It is essential that practitioners and students  have practice and feedback given to them on their questioning technique. Effective  questioning should promote reflective thinking, decision­making and communication.  The gradual progressions involved in TGfU pedagogy benefit all  learners, whether  they are high or low achievers, as the games and questions can be tailored to suit.  Teaching games for understanding requires the learner to make the connections that  lead to successful outcomes. 

A process to develop effective questioning with TGfU 

It  is  important  that  practitioners  have  a  process  to  develop  effective  questioning  techniques  and  are  well  prepared  and  have  a  planned  process.  The  following  procedure is an example of how this can be undertaken.

Developing effective questioning in Teaching Games for Understanding (TGfU)

A process for sport analysis and developing questions in TGfU 

1.  List the elements to be an effective player in a sport. Pick a sport from  invasion, striking/fielding, net/court or target games. 

2.  How did you determine which elements were needed to play the game  effectively? 

3.  Place each of the elements into one of the subsets listed below 

A.  Technical  B.  Tactical/strategic  C.  Cognitive  D.  Rules 

4.  List some games that you would use to develop the elements in each or in  a combination of the subsets. 

5.  Under each element  list questions that would develop understanding  in  the sport. Give examples of the four types ie recall, convergent, divergent  and value. 

A.  Technical  B.  Tactical/strategic  C.  Cognitive  D.  Rules 

Table 1.  A process for sport analysis and developing questions with TGfU. 

Using basketball as an example in the above process, elements needed to play the  game effectively could include: technical/skills such as dribbling, shooting, passing;  tactical/  strategic  such  as  playing  the  right  options,  attacking  plays  and  defence  patterns;  cognitive  such  as  motivation  and  confidence;  and  knowledge  of  rules.  These  elements  would  be  determined  by  analysing  all  the  skills,  tactics  and  characteristics that the students see in an effective basketballer. A small­sided game  of two versus one could then be used to develop the tactical option of when to pass  and when to dribble and/or shoot as well as defensive options. Once the questioning  comes  into  play  in  the  above  process  (under  5)  many  tasks  can  be  set  and  discussed.  For  example,  in  addition  to  the  types  of  questions  the  questioning  protocol  of  Griffin  and  Butler  (2005)  can  also  be  utilised.  Under  technical,  tactical/strategic,  cognitive and  rules  ask  the  teachers or  coaches  to  have What?  Where?  Why?  With  whom?  How?  questions  or  using  Mitchell,  Oslin  and  Griffin  (2006) approach have questions address time space and risk. 

Complexity  of  questions  need  to  be  progressive  whereby  a  fundamental  understanding  of  games  within  and  across categories  is  developed  by  examining  principles of play, tactics, rules and techniques (Forrest, Pearson & Webb, 2006). By  using this process across categories of games, practitioners will be able to develop a  bank of both generic and sports specific questions. By comparing sports and games  in  all  four  categories,  development  of  the  understanding  required  provides  opportunities for higher order thinking from players.

Developing effective questioning in Teaching Games for Understanding (TGfU)

Conclusion 

Questioning is an integral part of the TGfU approach and it is essential that coaches  and  practitioners  have  a  process  that  enable  them  to  provide  appropriate  and  challenging  questions.  This  paper  has  analysed  a  process  by  determining  the  elements  to  be  an  effective  player  before  embarking  on  effective  questioning  to  enable players to become more effective in what they are doing. 

Practitioners must have deep knowledge and understanding of concepts and ideas  and for players  to be challenged and be engaged in critical thinking and problem  solving. The learning environment needs to be structured to support  learning and  involve  the  players  in  the  process.  To  achieve  significance  in  learning  outcomes,  students need to see and understand the relevance of what they are learning. 

It is vital for TGfU practitioners to develop and use such questions in a meaningful  way. Adopting a planned questioning process will provide opportunities for players to  gain a greater understanding of the game and develop tactical and technical skills.  By questioning and challenging players, the teacher/coach creates an atmosphere of  thinking and problem solving, developing inquisitive players who usually make the  best tacticians and play­makers Den Duyn, 1997).

Developing effective questioning in Teaching Games for Understanding (TGfU)

References 

Allison,  S.,  &  Thorpe,  R.  (1997).  A  comparison  of  the  effectiveness  of  two  approaches to teaching games within physical education. A skills approach versus  a games for understanding approach. The British Journal Of Education, Autumn,  9­13. 

Australian Sports Commission. (1999). Game Sense Cards. Canberra: ASC.  Australian  Sports  Commission.  (2005).  Active  after­school  communities  –  Community coach training program. Canberra: ASC. 

Australian  Sports  Commission.  (2006).  Active  after­school  communities  –  NSW  Newsletter Edition 5. Canberra: ASC. 

Board  of  Studies.  (2003).  Personal  Development,  Health  and  Physical  Education  (PDHPE) Years 7–10 Syllabus. Sydney: Board of Studies. 

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

Butler, J. (1996). Teacher responses to teaching games for understanding. Journal  of Physical Education, Recreation & Dance, 67(9), 17­20. 

den  Duyn,  N.  (1997).  Game  Sense  –  Developing  Thinking  Players  (workbook).  Belconnen: Australian Sports Commission 

Forrest,  G.,  Pearson,  P.,  &  Webb,  P.  (2006).  Teaching  games  for  understanding  (TGfU)  –  a  model  for  pre­service  teachers.  In  R.  Brooker  (Ed.)  Fusion  Down­  under:  1 st  ICHPER.SD  Oceania  Congress  (pp  1­10).  Upper  Hutt,  NZ:  PENZ.  Available online at www.penz.org.nz 

Golding, C. (2004). Creating a thinking school. In Wilks, S. (Ed.) Designing a thinking  curriculum:  Engaging  higher  order  thinking  in  the  middle  years.  Australian  Academy of the Arts. 

Griffin,  L.,  and  Butler,  J.(2005)  Teaching  Games  for  Understanding.  Theory,  Research and Practice. Illinois. Human Kinetics. 

Harpaz,  Y.  &  Lefstein,  A.  (2000).  Communities  of  thinking.  Education  Leadership,  3(2), 54­57. 

Harrison, J., Blakemoore, C., Richards, R., Oliver, J., et al (2004). The effects of two  instructional models – tactical and skill teaching – on skill development and game  play,  knowledge,  self­efficacy,  and  student  perceptions  in  volleyball,  Physical  Educator, 61(4), 186­199. 

Hopper,  T.  (2002).  Teaching  games  for  understanding:  the  importance  of  student  emphasis  over  content  emphasis.  Journal  of  Physical  Education,  Recreation  &  Dance, 73(7), 44­48. 

Launder, G. (2001). Play practice: The games approach to teaching and coaching  sports. Illinois: Human Kinetics. 

Light,  R.  (2002).  Engaging  the  body  in  learning:  promoting  cognition  in  games  through TgfU. ACHPER Healthy Lifestyles Journal, 49(2), 23­26. 

Light, R. (2003). The joy of learning: Emotion and learning in games through TGfU.  Journal of Physical Education New Zealand, 36(1), 93­99. 

McKeen,  K., Webb,  P.,  &  Pearson,  P.  (2005).  Promoting  physical  activity  through  teaching  games  for  understanding  in  undergraduate  teacher  education.  Unpublished paper, University of Wollongong, Australia. 

Mitchell, S., Oslin, J. L and Griffin, L. (2006) Teaching Sport Concepts and Skills. A  Tactical Games Approach. Illinois: Human Kinetics.

Developing effective questioning in Teaching Games for Understanding (TGfU)

Pearson, P., & Webb, P. (2005). Physical and Health Education teachers’ knowledge  and  understanding  of  TGfU  in  NSW.  Unpublished  paper,  University  of  Wollongong, Australia. 

Siedentop,  D.,&  Tannehill,  D.  (2000)  Developing  Teaching  Skills  in  Physical  Education.California; Mayfield Publishing co. 4 th ed 

Thomas, K. (1997a). Game sense: What about technique? Sport Educator, 9(2), 32­  35. 

Thomas,  K.  (1997b).  Game  Sense  Workshops;  Research  Project.  Unpublished  Papers:  The  University  of  Newcastle,  May  1997.  Undertaken  for  the  Australian  Sports Commission. 

Turner,  A.,  &  Martinek,  T.  (1999)  An  investigation  into  teaching  games  for  understanding: Effects on skill, knowledge, and game play. Research Quarterly for  Exercise and Sport, 70(3), 286. 

Webb,  P.,  &  Thompson,  C.  (1998).  Developing  thinking  players:  Game  sense  in  coaching  and  teaching.  In,  Sports  Coach  1998:  1998  National  Coaching  and  Officiating  Conference,  25­28  November  1998,  Melbourne  Convention  Centre,  Victoria,  Unpublished  papers,  Australian  Coaching  Council,  Australian  Sports  Commission, 2, 610­613. 

Werner,  P.,  Thorpe,  R.,  &  Bunker,  D.  (1996).  Teaching  games  for  understanding:  evolution  of  a  model.  The  Journal  of  Physical  Education,  Recreation  &  Dance,  67(1), 28­33.

  • University of Wollongong
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Tact 5- International Rugby Game Sense.pdf

Copyright © Rugby Football Union & Gary Townsend, 2007. 1

GAME SENSE BY

GARY TOWNSEND

The author is a Coach Development Officer for the RFU and is based in Gloucester. The article is based on his own views and also reflects the view of the RFU Coaching

Department. These views have largely been shaped by his own experiences, but credit must also be afforded to Lynn Kidman and her book, Athlete Centred Coaching, which has enabled

him to order and rationalise his thought processes.

Are we coaching children too early? What would happen if we didn’t allow children to participate in any ‘organised’ sport? They could still come along to their local club, be given a ball, be observed and loosely supervised by adults (in these days of health and safety), but generally they’d be allowed to get on with it. Well it’s obvious - isn’t it? All hell would break loose, there would be anarchy. Nothing would be organised, cheating would be rife and nothing would get done. Hang on a moment, though, isn’t this exactly what children do in the school playground? I used to marvel on my various trips to a primary school, both professionally and as a parent, and when I observed students in secondary school, how active and organised the children were. Even at an early age – from ‘individual’ games such as touch, chain touch, chase, “bull dogs” (although that is banned in most places, the children seem to be able to organise the odd game) and hopscotch to the more complex team games such as football, basketball, cricket, and rugby – there is organisation in what is seemingly a loose construction. There are no referees, no managers and no coaches. All we see is kids having a great time, discovering for themselves new and complex skills of evasion, team work, rules, spatial awareness – and, heaven forbid, some tactics too. There are a few other things, apart from referees, managers and coaches, also missing. Certainly there is no warm up (after two hours of sitting in the classroom, I doubt if any teachers have observed masses of children doing twenty minutes of stretching and light exercise before embarking on a full-blooded game of footie), very little cheating, certainly no diving (no referee to react, you see) and, most importantly, no crying or obvious or prolonged disappointment at the result. In the playground, participation is success; by all means play to win, but better to play and lose than not play at all in this valuable ‘free time’. Now before I am accused of being some liberal, anti-competition idealist, let me assure you that I love winning, have always played to win, cheat when I play Monopoly and sulk when my son has beaten me, yet again, on the Playstation. I am

Copyright © Rugby Football Union & Gary Townsend, 2007. 2

not advocating that we excuse ourselves from all responsibility, or that we don’t guide and assist the young players to progress, but I believe that we are in danger of over- coaching our players. Furthermore, I don’t agree with the view that England players don’t have the skills necessary to compete at International level. I think they do, but believe they don’t always know when or how to best use them, and that this comes from prescriptive, drill-based coaching when those players are younger. This is further exacerbated by the ‘elite player to elite coach’ cycle that we have adopted in this country “I have been coached this way, therefore this is how I will coach,” seems to be the norm. From various discussions and observations (and through my early experience as a teacher), it would appear that most children attending a rugby coaching session can expect to do a protracted warm up (often without a ball), then a variety of drills (more than likely based on last week’s performance in a fixture), before being allowed to play a game at the end (if they’ve been good), which probably bears no resemblance to the drills they have spent the past hour practising. I realise that this may be extreme as an example and there are some excellent exceptions, but on the whole I suspect it rings some familiar bells for the vast majority of coaches in this country. The reason for writing this article has developed from a number of events which have really supported my own view that a ‘game sense’ approach is the way forward. It is not meant to be a definitive article on Game Sense and certainly any potential practitioners out there would find benefit in reading far more informed and informative literature than that which follows 1. Teaching. During my many years as a Physical Education teacher, I taught a variety of sports, most of them, I suspect, badly. The one area in which I was confident was rugby. I used loads of drills, had all the rugby videos and could organise the most complicated Auckland Grid in the South West. My rugby sessions were pretty standard fare - warm up, skills/drills and game to finish. However, it was football and hockey that shaped my present style of coaching. These were two sports with which I was not too confident. I am not a keen fan of either sport, but it was on the curriculum, so I had no choice. After some feeble attempts at some skill practices with the ‘lower ability’ groups, I decided to give myself what I perceived to be an easier life by having mostly games. This would take the form of a ‘world’ series over the five or six weeks, with the sides being picked at the first session and then staying in those teams throughout the next few weeks. What I found surprised me:

• The majority of children enjoyed the sessions and expressed that enjoyment.

• The format encouraged a sense of ‘team’ and, perhaps even more importantly, a sense of ‘worth’. Although they were not particularly able at the sport, the children were in an environment in which their strengths were valued and could be expressed.

Copyright © Rugby Football Union & Gary Townsend, 2007. 3

• Their skill level, understanding of tactical play and confidence

improved. • The level of non-participation decreased. • Many children who had been on the fringe of being selected for the ‘A’

group were moved up to that group with new found confidence and tactical appreciation.

• The approach helped not only the children, but also me, to understand and appreciate more the tactical aspects of the game and the skills necessary to play the game better.

• The children were more receptive to a brief skills session the following week, based on their understanding from the previous week that to play the game better their passing required some work. The great thing for me was that they would often practise this themselves as I chased the stragglers from the changing rooms.

It could be argued that these outcomes were achieved because the children were ‘streamed’. That is a fair comment, but the point is that in the mainly drill-based rugby sessions, which were also ‘streamed’, there was nowhere near the same level of success. That only changed when the sessions changed to a more game-based emphasis. 2. Africa. In June 2005, I had the fortune to be invited to Uganda as part of the charitable organisation Tag Rugby Development Trust (TRDT), whose aim is to introduce tag rugby to underprivileged children throughout the world. TRDT are a great organisation who have performed wonders in Uganda. They have a range of volunteers, from fairly experienced coaches to people who have never played nor been involved in rugby. This was their third visit to Uganda and their second to this particular area. Their programme basically entailed a one week programme of coaching in primary schools (Year 6, where the age seems to range from nine to fourteen). Each class had roughly between fifty and seventy children, with four or five coaches assigned to each class. After six days of coaching, squads of ten were selected to participate in an eight-team festival. TRDT do truly remarkable work, particularly as the youngsters’ English is not great. On this particular ‘tour’ they had worked with four schools and a further four schools from the previous year’s tour were invited to the festival, but they would not receive coaching. Unfortunately, I was only able to attend the three days of their final week’s programme and, as a consequence, had very little coaching input. However, I did make the following observations:

Copyright © Rugby Football Union & Gary Townsend, 2007. 4

• The children were being coached in a very drill-based way, with lines

or ‘waves’ of passing. • In a short period of time they had learnt to spread out, in the

conventional way, and passed the ball along the line. • The players’ basic skills were quite good and, due to their lifestyle,

their athleticism and evasive skills were excellent • In the festival, the schools who had been involved the previous year,

but who had not received subsequent coaching, were noticeably better.

It is this last observation that interested me most. The schools newly introduced to rugby played well, and had adapted to the game remarkably quickly, but at times they played too laterally and had a tendency to be tagged, stop and then pass - as they had been coached. The schools that had been involved in the previous year’s festival were noticeably better, even though the players had changed. The teachers had done well to keep the game going, but had done this mainly through playing games, as they had little or no coaching experience and certainly no previous experience of rugby. The players were better simply because, for twelve months, they had been allowed to play. They had sorted out that a short pass to someone coming from depth and at an angle created havoc in the defence. They had developed play to run between two defenders to take both of them out of the game and had learned that passing whilst moving, rather than stopping to pass, is far more effective for getting behind defenders. They had also developed a range of (uncoached) passes, such as one handed, behind the back and overhead, all of which were effective and which would probably have been coached out of them as a definite ‘no-no’ in England. I also witnessed a couple of players (both of whom were about eleven years old) make a break, slow down to draw the last defender and then execute a perfect pass (left or right handed) to a support player running from deep and wide. Many of them, and I had never seen this before in England, took the tag and immediately replaced it onto the belt whilst the attacker was still moving. This is a really difficult thing to do and actually contravenes the rules of the game, but it was fantastic to watch, as were their celebratory somersaults and flick-flacks, which were also self-taught. How had they gained these skills? How did they develop such understanding? They had been allowed, by accident or design, to play and to discover for themselves. The teacher had given them a forum (the game) and the players had been able to explore for themselves the options available to them. 3. Community Rugby Coach. I recently had a discussion with a Community Rugby Coach with a background in teaching and who, despite his relatively young age, has a substantial experience of coaching. He had been involved in a six-week programme with fifteen and sixteen year olds at a secondary school.

Copyright © Rugby Football Union & Gary Townsend, 2007. 5

There was a mix of rugby players and footballers, but as part of their PE programme the lads had to undergo a unit of rugby. The rugby players would turn up with their pads and head guards on. Invariably, during a game, they would look to take contact, go to ground and call for the drive over whilst perfectly presenting the ball a metre from the body, or call to their team mates to “set it up” and look to establish a driving maul. The footballers, however, would look to find space, endeavour to avoid contact and do their utmost to keep the ball moving. Even in contact they would look to pop the ball off to someone else. The effect was to keep the defence on the back foot and disorganised, as opposed to the often slow ball and reorganised defences of the ruck/maul. The footballers, certainly in open play and in attack, were playing a much more dynamic and interesting game. This would seem to suggest that the rugby players had been conditioned to play in a certain way, which at the age of sixteen was going to prove to be difficult to ‘un- learn’. They had skills, but used them conservatively and often did not understand when to execute them. The footballers, however, lacked some of the ‘rugby’ skills of their counterparts, but their awareness of space and understanding of how to utilise it was much sharper. In this case, the very fact that they had received little coaching was the key to their playing a faster attacking game. 4. India. In November 2006, I had the opportunity to go to India, again with TRDT. This time I was able to explore my theory that a ‘game sense’ approach would bring faster and improved results. I was able to introduce the children to the game from the very first session. I first of all asked if they all knew soccer, which they all did, and then told them we would play soccer, but there would be no kicking. They were shown how to score, how to use the tag belts and then they played. More rules were gradually introduced, until after some short time of getting used to the ball, the tags, running, passing, scoring and playing together, they were actually playing tag rugby and passing backwards. The players were never told to ‘stop’ when they were tagged and, therefore, some of them naturally looked to pass when still moving, which automatically took them beyond the defence. The great thing was that they were clearly and visibly enjoying the game and had quickly taken to it. Those coaches who had coached through ‘drills’ on previous tours were amazed at how quickly the players had adapted and were at a stage in an hour and a half which had previously taken at least five times as long. I am aware that some of my colleagues would have children passing back immediately, which has some merit, but I used a game with which they were all familiar (football) to introduce them to a game with which they were not. I would do the same in the UK, but accept that there may be an argument against that. The underlying principle in both arguments, however, is to get the children playing games immediately. The children were allowed to explore the game in the subsequent sessions, with all children from each class (sometimes sixty+) being involved. The children were

Copyright © Rugby Football Union & Gary Townsend, 2007. 6

guided to pass effectively rather than chest pass, but were not discouraged from one handed, over the shoulder or reverse passes. The better players very quickly discovered that running onto the ball at pace and between defenders was an effective way to gain ground, and gradually, through observation and communication, they influenced others to do the same.

Eventually the best ten players (including a minimum of three girls) were selected to play from each class (with up to sixty children per class) in the festival of eight teams. This happened in Bhubeneswar and Calcutta with the following results (those in bold were game sense coached): Bhubeneswar participants: KISS Tribal School - two classes of sixty children per class (two teams). Ulkamani - one class of thirty five children (one team). Patia - two classes of sixty children per class (two teams). Tapovan - one class of sixty (two teams). Pada Sai - one class of seventeen children from the smallest school (one team). Festival winners: KISS Tribal School 1st (Game Sense). Runners-up: KISS Tribal School 2nd team (Game Sense). Plate Winners: Pada Sai (Game Sense).

Copyright © Rugby Football Union & Gary Townsend, 2007. 7

In Calcutta, of the four teams who had been coached by means of Game Sense, one won the festival cup and one the festival plate.

In both cases the festival was used as a means for players to express themselves and success was measured by performance rather than by results. It was only when writing this article that results were considered. Those results are mentioned here only to demonstrate to those who might be sceptical that a game sense can bring success in terms of results. However, it is important that those results are seen as a by-product of good performance, not as the over riding goal. View from outside the profession. Martin Hansford, Tour Leader and Chairman of TRDT, provided me with an interesting insight into the development of the coaching techniques on Tour since their first trip in 2002. He writes: “Running the TRDT tours is a time- consuming task, particularly because of the choice of destination, and there is a never- ending list of things for the Tour Leader to sort or fix. Traditionally this meant I (Martin) spent little or no time actually

Copyright © Rugby Football Union & Gary Townsend, 2007. 8

coaching, becoming involved only at the later stages for tournament preparation or refereeing. When I did attend I always noticed the enthusiasm for the warm-up games. I also noticed, in the drills, that the neat lines of passing waves highlighted a growing level of distraction from the children not “on the ball” at that specific moment. It wouldn’t be uncommon to see four of the five children from a passing wave to set off, leaving one child staring at his/her feet due to waning interest in an eight second run through every five minutes. Reflecting on the change in approach to coaching on TRDT tours over the five years since it began, I never felt any overwhelming draw to lead coaching sessions initially. Drill-based skills activity seemed to suit one person leading a group of up to fifty children with a few helpers here and there. However, 2006 and the introduction of game sense coaching provided an opportunity to break the classes up into smaller groups and coach “playing” with them for an hour at a time. Anyone that spends time with children will tell you this is when they are at their most engaged and engaging. As a result I did more coaching on the India 2006 Tour than any of the previous ones.”

Copyright © Rugby Football Union & Gary Townsend, 2007. 9

Summary. I am convinced that the Game Sense approach is the way forward, but I readily admit that it also suits my style. I do see that technical and highly detailed coaching is essential for those who aspire to be elite performers, but that detail does not inspire me, which is why I do not aspire to be an elite coach. However, I will temper this with the view that we have a tendency, in this country, to coach intricate and highly detailed technicalities to the detriment of understanding, natural flair and intuition, which serves children so well but which, in far too many cases, we coach out of them. Children are brighter than we give them credit for. Unfettered, they will discover ways that work and also make mistakes which are essential to their development and learning. With occasional intervention, guidance and support they will become more self-confident, assured and, most importantly, able to adapt. We are confident enough to allow our own children to discover how to crawl, stand, walk and run. We accept that they will stumble, trip, fall over, bang into things and occasionally hurt themselves, but we are confident that this is a process they must follow in order to be confident and able. They learn to go round, step over or duck under objects. Occasionally we might aid their development by letting them use walking aids, removing obstacles, whilst we encourage and congratulate them. I doubt that anyone has ever attempted to coach a young child how to walk by explaining the intricate mechanics involved and then letting them have a go. However, there appears to be a ‘need’ to follow this process when we coach sport. The key is having the confidence to allow players to explore, of being able to hold back and allow players to discover for themselves, to step in only occasionally to ask questions, to raise awareness or offer guidance and advice. As an inexperienced and less confident coach, I sometimes felt that I should justify my existence by actively and obviously ‘coaching’ through drills. It is also true to say that occasionally, when I had not bothered to think about the session, or when I was tired, I did allow the children to ‘play a game’ because it was easier for me. This should be exposed for the sham it is. Game sense requires careful thought and planning (what and how). Objectives should be set, changed when necessary and reviewed at the end of the session. There should be a large degree of flexibility and observational and analytical skills must be tested to the full. Patience is a virtue. I would ask only that you consider an approach which gives opportunity for players to explore and discover solutions for themselves, to resist the temptation to give the answer, but work with them, when circumstance dictates, to explore and discover a solution together. You might be surprised at the result, not only at the solution, which may be different from the one anticipated, but at the rewards to be gained by the process of obtaining that solution. Challenge your players by challenging yourself.

Copyright © Rugby Football Union & Gary Townsend, 2007. 10

If you are interested in any of Lynn Kidman’s books on coaching, contact the UK distributors:

Well Read Bookshop Ltd., Northumbria University Students' Union,

2, Sandyford Road, Newcastle upon Tyne, NE1 8SB.

Phone: 0191 227 3400 Fax: 0191 232 7279

email: wellread@btconnect.com Web: www.wellreadbookshop.co.uk

Tact 6- TGfU and SEPEP.pdf

University of Wollongong Research Online

Faculty of Education - Papers Faculty of Education

2009

Expanding the teaching games for understanding (TGf U) concept to include sport education in physical education program (SEPEP) Paul I. Webb University of Wollongong, paul_webb@uow.edu.au

Philip J. Pearson University of Wollongong, pearson@uow.edu.au

G. J. Forrest University of Wollongong, gforrest@uow.edu.au

Research Online is the open access institutional repository for the University of Wollongong. For further information contact the UOW Library: research-pubs@uow.edu.au

Publication Details This conference paper was originally published as Webb, P, Pearson, P and Forrest, G, Expanding the teaching games for understanding (TGf U) concept to include sport education in physical education program (SEPEP), in Cuddihy, TF and Brymer, E (eds), Creating Active Futures, Proceedings of the 26th ACHPER International Conference, Queensland University of Technology, 7-10 July 2009, 423-432.

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425

Expanding the teaching games for understanding (TGfU) concept

to include sport education in physical education program

(SEPEP)

Paul Webb, Phil Pearson and Greg Forrest

University of Wollongong, Australia

Abstract

TGfU has been in the Australian sporting community for over a decade and more recently as

part of school curriculums across Australia. It has focused on a problem solving approach

which has been primarily student centred and involves questioning as a primary ingredient.

Sport Education in Physical Education Program (SEPEP) also focuses on students and

promotes the development of skills by students taking on roles such as coaches, umpires,

managers, game analysers, publicity officer etc.These roles increases their knowledge and

understanding of the sporting environment.This paper will outline the TGfU and SEPEP

models as a starting point. It will closely analyse the questioning technique which is essential

to TGfU. With TGfU the questions are primarily directed at the participant or player. The

focus here will be how this is now expanded to the SEPEP roles. It will illustrate how

questions can be given to the coach and game analyser so that they will have a better

understanding of the game. These questions will include the following areas: strategy/tactics,

technique, cognition (decision-making, communication and concentration) and rules.

Practical examples will be outlined from one of the categories of games (striking/fieldimg,

target, invasion and net/court). It will describe the activity/game, and give examples of

SEPEP roles and questions.

Keywords: SEPEP. TGfU, Questioning

Introduction – Teaching Games for Understanding

Teaching Games for Understanding (TGfU) provides students with a more

substantive base and clearer frame of reference for learning about critical elements of game

play/ (Pearson, Webb and McKeen, 2008). It is a games based pedagogical model aimed at

generating greater understanding of all aspects of games, while increasing physical activity

levels, engagement, motivation and enjoyment in physical education lessons. (Forrest, Webb

and Pearson, 2006),

TGfU is a holistic teaching approach that encourages student based learning and

problem solving. It focuses on teaching games through a conceptual approach, through

concepts, tactics and strategies rather than through a basis of skill, a technical games teaching

approach, or TGT. (Wright, McNeill, Fry and Wang, 2005)

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Primary aged children have recently been exposed to TGfU concepts through the

Australian Sports Commission‘s ‗Playing for life‘ approach adopted in their Active After

School Communities (AASC) coach training program. AASC is a national program that is

part of the Australian Commonwealth Government‘s $116 million Building a Healthy,

Active Australia package. It provides primary aged school children with access to free,

structured physical activity programs in the after school time slot of 3.30 pm to 5.30 pm. The

program is designed to engage traditionally non-active children in physical activity and to

build pathways with local community organizations, including sporting clubs (ASC, 2005).

‗Playing for life‘ is an approach to coaching that uses games as the focus of development. By

concentrating on game-based activities, children are able to: develop skills within a realistic

and enjoyable context, rather than practising them in isolation and from a technical

perspective. Become maximally engaged in dynamic game-based activities that use a fun

approach to developing a range of motor skills‘ (ASC, 2005, p.53).

Research (Light, 2002, 2003; Thomas, 1997a; Turner & Martinek, 1999; Werner,

Thorpe & Bunker, 1996) indicates the strengths of the TGfU approach and the desirability of

it as one of the major approaches to the quality teaching of games. Light (2002) highlighted

the effectiveness of TGfU for engagement and cognitive learning. Higher order thinking

occurs from questioning and discussion about tactics and strategies and also ‗through the

intelligent movements of the body during games‘ (Light, 2002, p.23). Cognitive development

through decision-making and tactical exploration are combined with skill development

within modified games to provide meaningful contexts. Light (2002) suggests that it is

difficult for some physical educators to address cognition in games. TGfU is one pedagogical

approach that may assist teachers and coaches to address this issue.

Given the decreased involvement of children in physical activity, TGfU is aimed at

encouraging children to become more tactically aware and to make better decisions during

the game. As well, it encourages children to begin thinking strategically about game concepts

whilst developing skills within a realistic context and most importantly, having fun.

Essentially by focusing on the game (not necessarily the ‗full‘ game), players are encouraged

to develop a greater understanding of the game being played. Thomas (1997b) states that the

desired effect of this is ‗players/students who are more tactically aware and are able to make

better decisions during the game, thereby adding to their enjoyment of playing the game‘

(p.3). Research by McKeen, Webb and Pearson (2005) support the increased enjoyment of

students exposed to the TGfU approach compared to traditional teaching of games. TGfU has

been shown to result in improved learning outcomes for students. Games are a significant

component of the physical education curriculum, with research suggesting that ‗65 per cent

or more of the time spent in physical education is allotted to games‘ (Werner et al, 1996,

p.28).

The Implications of TGfU for teachers

There is no doubt a number of key aspects come to light. These include a deep

understanding of games both within and across categories (target, invasion, striking/fielding

and net/court) as is illustrated in a model for pre-service teachers (Forrest, Webb and Pearson

2006). The integrated approach refers to the ability to analyse and develop constructive

lessons that go across sports and activities In addition, the response from teachers indicate

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427

the need to develop and understand the questioning technique. (Webb, Pearson and McKeen,

2005). Finally the need to program is critical as integrating units within and across categories

will involve more innovative and stimulating lessons.

TGfU involves four categories and subcategories. They are invasion, net/wall, target

and striking/fielding. Invasion are team games where the purpose is to invade the opponents

territory with the aim being to score more points within the time limit than the opposing

team, while endeavouring to keep their score to a minimum. Subcategories include where the

ball can be carried or caught across the line (eg. Rugby league, rugby union, touch), it can be

thrown or shot into a target (eg netball, basketball, handball, lacrosse) or it can be struck with

a stick or foot into a target area (eg hockey, soccer, Australian rules football) (Webb, Pearson

& Forrest, 2006). The aim of net/wall games is for a player or team to send an object into an

opponent‘s court so that it cannot be played or returned within the court boundaries. Tennis

and volleyball are examples of net games while squash and racquetball are wall games.

Striking/fielding games is a contest between the fielding and batting team where the aim is to

score more runs than the other team using the number of innings and time allowed. The aim

of target games is to, place a projectile near or in a target in order to have the best possible

score. The subcategories are unopposed or opposed. In unopposed games the accuracy of the

player in relation to the target determines an individuals success (eg golf, archery, tenpin

bowling). In opposed games the players have an opportunity to interfere with the target or

oppositions ball in order to create an advantage for themselves (Webb, Pearson and Forrest

2006).

There are also three different teaching approaches with TGfU. These approaches

include the full sided (larger numbers), small sided (small numbers) and games for outcomes

(setting outcomes for the game) (Webb, Pearson and Forrest 2006).

Sport Education and Physical Education Program (SEPEP)

SEPEP is a curriculum model that allows for the development of social, cognitive and

sporting skills within students (Alexander, Taggart, Medland and Thorpe 1995). The SEPEP

curriculum is defined by 6 primary features that create the sport context in physical education

(Siedentop in Pill 2008).

1. Seasons. Sport is played in seasons that contain both practice and competition.

2. Affliation. Sport is played in teams and players connect with and usually belong to the one team for the season.

3. Formal competition. Sports seasons include a schedule of competitions between teams..

4. Record keeping. Records of individual and team participation are kept to provide feedback and enable goal setting by participants and the teacher.

5. Festivity. Individual and team performances are recognised and celebrated throughout the season and during a culminating end of season event.

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6. Culminating event. Sport seasons typically come to a conclusion with a defining event. The seasons therefore conclude with a festival type of event that celebrates

the success of all students who participated.

One of the key aspects of the SEPEP model is that students participate in roles

which are utilised in the sport environment. These can include coach,

referee/umpire, publicity offficer, game analyser etc. As part of these roles

questions can be set to guide the participant and to integrate TGfU with SEPEP.

These questions can be directed at cognition (concentration, communication,

decision making), strategy and tactics and technique,

Integrating TGfU and SEPEP

TGfU is based on a problem solving approach and one of the key aspects is effective

questioning. Generally these questions are directed at the participant but now utilising the

SEPEP model this can now be focused at other roles such as the coach or game analyser. Let

us now look at a practical example of a striking /fielding game.

Voluntary Run T ball is an introductory activity to the striking/ fielding category of

games. This simplified T ball game allows participants to run at any base (in a anti-clockwise

direction), even off their initial hit. All runners have to be home after the last batter bats

otherwise the team loses home runs for every batter left out. Batters and runners can only be

out if hey are caught off the bat or they don‘t make a base by the time he ball reaches the

base. If a runner decides to run they have to go and cannot go back. The ball must also be hit

in a designated area.

The focus should be on principles of play for both the fielding and batting team. For

the fielding team this would include whole team, sub team (two or more players but not a

team) and individual players state of play adaptations. Cognition – when to throw, where to

throw (based on the state of play), what needs to be communicated and what do you

concentrate on. The technique focus is throwing and catching. For the batting team this

would also include whole, sub team and individual state of play adaptations. Cognition –

when to run, where to hit (based on the state of play), what needs to be communicated and

what do you concentrate on. The technique focus is the swing.

There are adaptations that can be made to the rules to introduce other principles of

play. For example, if a ball is thrown to a base and there is no fielder behind the base, all

runners advance home. This will require the batting team to take advantage of this rule while

the fielding team strategy is to minimise the impact.

The next progression is 5 a side T Ball where there no longer is the voluntary run, the

batting order is flexible and there is the 3 out rule. The focus as before is on implementing

principles of play.

The types of questions with some possible responses for the coach or game analyser

to answer are as follows:

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429

Fielding team:

Cognition (concentration, communication, decision making)

Q List all of the decisions that a fielder may have to make (consider

Both on ball and off ball decisions plus in play and before play decisions)?

Possible Responses:

Where to field, throw, move and who to support.

Q. How do runners on base increase the complexity of the above decisions?

Explain why?

What is the link between communication and concentration? (Listen to the

verbal communication occurring to answer this question)

Strategy and tactics

What was the initial strategy and how did the positional play reflect this?

Describe any tactical changes that were made as each batter came to the ―T‖?

What elements if play were taken into account to make these changes?

Technique

What suggestions around technique would you give the fielding team?

What changes occurred in technical ability during the innings?

How did the fielding team use technical ability to determine the roles and

positions of their strategic and tactical plans?

Batting team:

Cognition (Concentration, communication and decision-making)

List all the decisions that those on the batting team must make (consider both

at bat and on base decisions)

How do runners on base increase the complexity of the decision of batter at

the T? Explain why?

What are the elements a runner should concentrate on to allow them to decide

to make a run to the next base/bases?

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430

Strategy and tactics

What was the initial strategy and how did the selection of the first batter

reflect this?

Describe any tactical changes that were made as each batter came to the ―T‖?

What elements of play were taken into account to make these changes?

Technique

What suggestions around technique would you give the batting team?

What changes occurred in technical ability during the innings?

How did the batting team use technical ability to determine the roles and

positions of the batters in their strategic and tactical plans?

Figure 1 Questions for the game analyser in the SEPEP model

Effective Questioning and Responses

As important to the whole TGfU and SEPEP approach of deep understanding of

games is the art of successful questioning and evaluating responses because without it the

approach will not succeed. Questioning skills and the ability to develop appropriate activities

to allow the questions to be answered are central to the success of the Game Sense (TGfU)

approach (Light 2003) which are fundamental reasons for the approach being so valued as a

pedagogical model of quality teaching (Pearson, Webb and McKeen, 2005). Questioning can

be applied to four areas: strategies, technical, rules and psychological which has been

illustrated above. It is important that teachers can move beyond the beginning stage of asking

questions to an intermediate or advanced stage. An example of this related to Voluntary T

Ball is as follows. The teacher may ask the following question to the game analyser which is

illustrated in figure 1 above.‖List all of the decisions that a fielder may have to make

(consider both on ball and off ball decisions plus in play and before play decisions)

Response: ―Where to field, where to throw the ball, who to cover, who will cover them and

where to move?‖. Teacher says ―Good answer‖. However, the questioning has only reached

the beginning stage as each situation has to be extended. For example, where to field is

related to the whole fielding team and requires the spaces in the field to be covered according

to the abilities of the fielding team but also must take into account the batter‘s strength and

weaknesses.It is important that actual situations are illustrated on the field so that a deep

understanding develops.

Conclusion

Teaching games for understanding has been adopted by teachers and coaches around

Australia for over a decade. SEPEP has also been used by teachers to increase participation

Expanding TGfU to include sport education in physical education program

431

by students in both the Physical Education and sporting environments. This paper has

illustrated how both approaches can be integrated to increase understanding of the learner in

the game environment through the effective use of questioning. It illustrated how questions

can be directed to the coach or game analyser in the areas of strategy/tactics, technique,

cognition and rules. A practical example was given from the striking/fielding category of

games but the same approach can be utilised within invasion, target and net/court games.

References

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Bunker, D., and Thorpe, R., (1982) A model for the teaching of games in secondary schools.

Bulletin of Physical Education, 18(1), 5-8.

Forrest,G., Webb,P., and Pearson,P., (2006) Teaching games for understanding; a model

for pre service teachers. Paper presented at ICHPER-SD International Conference for

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Grétiaigne, J., Richard, J., & Griffin, L. (2005). Teaching and learning team sports and

games. New York: Routledge Falmer.

Howarth, K (2005). ‗Introducing the TGfU Model in Teacher Education Programs‖ in

Griffin, L, and Butler, J Teaching Games for Understanding: Theory, Research and

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Light, R. (2002). Engaging the body in learning: promoting cognition in games through

TGfU. ACHPER Healthy Lifestyles Journal, 49(2), 23-26.

Light, R. (2003). The joy of learning: Emotion and learning in games through TGfU. Journal

of Physical Education New Zealand, 36(1), 93-99.

McKeen, K., Webb, P., & Pearson, P. (2005). Promoting physical activity through teaching

games for understanding in undergraduate teacher education. AISEP, 2005 World

Congress Proceedings. Active Lifestyles. The Impact of Education and Sport, Lisbon,

251-258.

Pearson, P, Webb, P and McKeen, K (2005) Teaching Games for Understanding (TGfU)-10

years in Australia Teaching Games for Understanding in the Asia-Pacific Region,

Hong Kong, 1-9

Pearson, P., Webb,P. and McKeen, K (2008) Developing cognitive abilities through games:

A conundrum? Australian Journal of Gifted Education, 17(1), 30-37.

ACHPER International Conference 2009 - Contemporary Games Teaching

432

Pill, S. (2008) Researching the implementation of Sport Education in a Primary school

setting: a case study. !st Asia Pacific Sport in Education Conference, Adelaide.

Thomas, K. (1997a). Game sense: What about technique? Sport Educator, 9(2), 32-35.

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University of Newcastle, May 1997. Undertaken for the Australian Sports

Commission.

Turner, A., & Martinek, T. (1999) An investigation into teaching games for understanding:

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Sport, 70(3), 286.

Webb, P., Pearson, P., & McKeen, K. (2005). A model for professional development of

teaching games for understanding (TgfU) for teachers in Australia.. Paper presented

at the 3 rd

Teaching Games for Understanding International Conference, Hong Kong,

December, 2005.

Webb, P., Pearson, P and Forrest, G (2006) Teaching Games for Understanding (TGfU) in

primary and secondary physical education. Paper presented at ICHPER- SD

International Conference for Health, Physical Education Recreation, Sport and Dance,

1 st Oceanic Congress Wellington, New Zealand, 2006 (1-4 October), www.

penz.org.nz

Werner, P., Thorpe, R., & Bunker, D. (1996). Teaching games for understanding: evolution

of a model. The Journal of Physical Education, Recreation & Dance, 67(1), 28-33.

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Corresponding Author: Dr. Paul Webb, Faculty of Education, University of Wollongong,

Wollongong. NSW 2522, Phone: 0242854138, Email: paul_webb@uow.edu.au

  • University of Wollongong
  • Research Online
    • 2009
  • Expanding the teaching games for understanding (TGfU) concept to include sport education in physical education program (SEPEP)
    • Paul I. Webb
    • Philip J. Pearson
    • G. J. Forrest
      • Publication Details

Tact 6- Singapore Questioning Effectiveness.pdf

Structuring time and questioning

to achieve tactical awareness in

games lessons

Michael C. McNeill a�, Joan M. Fry

b , Steven C. Wright

c ,

Clara W. K. Tan a

and Tony Rossi d

a Nanyang Technological University, Singapore;

b William Paterson University of

New Jersey, USA; c University of New Hampshire, USA;

d University of Queensland,

Australia

Background: A paradigm shift in educational policy to create problem solvers and critical thinkers

produced the games concept approach (GCA) in Singapore’s Revised Syllabus for Physical

Education (1999). A pilot study (2001) conducted on 11 primary school student teachers (STs)

using this approach identified time management and questioning as two of the major challenges

faced by novice teachers.

Purpose: To examine the GCA from three perspectives: structure—lesson form in terms of teacher-

time and pupil-time; product—how STs used those time fractions; and process—the nature of their

questioning (type, timing, and target).

Participants and setting: Forty-nine STs from three different PETE cohorts (two-year diploma, four-

year degree, two-year post-graduate diploma) volunteered to participate in the study conducted

during the penultimate week of their final practicum in public primary and secondary schools.

Intervention: Based on the findings of the pilot study, PETE increased the emphasis on GCA content

specific knowledge and pedagogical procedures. To further support STs learning to actualise the

GCA, authentic micro-teaching experiences that were closely monitored by faculty were provided

in schools nearby.

Research design: This is a descriptive study of time-management and questioning strategies

implemented by STs on practicum. Each lesson was segmented into a number of sub-categories

of teacher-time (organisation, demonstration and closure) and pupil-time (practice time and

game time). Questions were categorised as knowledge, technical, tactical or affective.

Data collection: Each ST was video-taped teaching a GCA lesson towards the end of their final

practicum. The STs individually determined the timing of the data collection and the lesson to

be observed.

Data analysis: Each lesson was segmented into a number of sub-categories of both teacher- and

pupil-time. Duration recording using Noldus software (Observer 4.0) segmented the time

Physical Education and Sport Pedagogy

Vol. 13, No. 3, July 2008, pp. 231 – 249

�Corresponding author. Physical Education & Sport Science, National Institute of Education, 1

Nanyang Walk, Singapore 637616. Email: mmcneill@nie.edu.sg

ISSN 1740-8989 (print); ISSN 1742-5786 (online)/08/030231 – 19 # 2008 Association for Physical Education DOI: 10.1080/17408980701345766

management of different lesson components. Questioning was coded in terms of type, timing and

target. Separate MANOVAs were used to measure the difference between programmes and levels

(primary and secondary) in relation to time-management procedures and questioning strategies.

Findings: No differences emerged between the programmes or levels in their time-management or

questioning strategies. Using the GCA, STs generated more pupil time (53%) than teacher time

(47%). STs at the primary level provided more technical practice, and those in secondary schools

more small-sided game play. Most questions (58%) were asked during play or practice but were

substantially low-order involving knowledge or recall (76%) and only 6.7% were open-ended or

divergent and capable of developing tactical awareness.

Conclusions: Although STs are delivering more pupil time (practice and game) than teacher-time, the

lesson structure requires further fine-tuning to extend the practice task beyond technical drills.

Many questions are being asked to generate knowledge about games but lack sufficient quality to

enhance critical thinking and tactical awareness, as the GCA intends.

Keywords: Games teaching; PETE; Tactical awareness; Constructivism; Lesson structure;

Time management and questioning

Introduction

The Asian monetary crisis of the 1990s highlighted that the very strengths of

Singapore’s education system—its emphasis on logical positivism in developing and

maintaining a highly ordered society—might not be producing a populace of creative

problem solvers who could make best use of the shifting social and economic circum-

stances to take the nation comfortably into the twenty-first century (Goh, 1997). In

response the government initiated a significant paradigm shift in education with the

release of its Thinking Schools, Learning Nation policy (Goh, 1997). The subsequent

review of curriculum areas produced subject-specific syllabi that had a common empha-

sis on stimulating young people’s higher order thinking. Physical education was to play

its part: the revised national PE syllabus 1

(Curriculum Planning and Development Div-

ision, 1999) aimed ‘to develop understand[ing] and [to] apply critical thinking skills . . .

including decision making and creative problem-solving’ (p. 5). The syllabus uniquely

specified a conceptual design for games teaching, drawn from Bunker and Thorpe’s

teaching games for understanding approach (TGfU: Bunker & Thorpe, 1982, 1986).

For full discussion of these circumstances and the socio-political history of PE and

sport in Singapore, see inter alia, Horton (2001), and McNeill et al. (2003, 2004).

Inter-related circumstances have influenced the initial form that Singapore’s ‘new’

games pedagogy took. To launch the constructivist approach to teaching games in

Singapore, the MOE invited two American experts, Steven Mitchell and Judy

Oslin, to present a three-day ‘concept’ workshop to heads of PE departments. The

content drew on their tactical games approach, a simplified version of TGfU, and

emphasised ‘teaching concepts and skills’ (Griffin et al., 1997; Mitchell et al.,

2003). Linda Griffin, their writing team member, and Joy Butler subsequently led

two games-teaching workshops for interested Singaporean PE teachers. A five-

component structure evolved from the inaugural workshop and became the starting

point for lesson planning within Singapore’s games concept approach (GCA). Essen-

tially, the GCA structure comprises an opening situational game (Game 1), a question

232 M. C. McNeill et al.

and answer session (Q&A), a technical focus within developmentally sequential

contextualised practice (practice task), and a concluding situational game (Game 2),

which pre-empts the lesson ‘debrief ’ (closure). 2

The GCA implies a departure from

the ‘traditional’ or technical PE teaching model (Butler, 1996), exemplified in the

dominant form of Singaporean PE (McNeill et al., 2004) that reportedly emphasises

the transmission of games techniques and drills (Bunker & Thorpe, 1982).

The pedagogy faculty of Physical Education and Sports Science (PESS), at the

National Institute of Education (NIE), also reinforced GCA pedagogy as an under-

standing approach (Bunker & Thorpe, 1986) that developed tactical awareness and

‘sports concepts and skills’ (Griffin et al., 1997). The notion of concepts was used

to develop general elements of games-play beyond those of a tactical nature, such

as learning the three-second rule in basketball or developing a sporting ideal, generally

such as sportsmanship, and specifically such as etiquette in net/barrier games. Equally ideas, metaphors or buzzwords were used to stimulate appropriate action,

such as ‘quick hands and quick feet’ (McNeill & Fry, 2003) on the court in net/ barrier games and ‘goal-side’ in territorial games as a defensive prompt. Complemen-

tary components from other game-related models such as the Australian Sports Com-

mission’s Game Sense (den Duyn, 1997) and Launder’s (2001) Play Practice also

influenced the PETE game-centred pedagogy.

Social constructivism is a theory of knowledge making that draws on the interaction

in group activities, such as that between players in a team and potentially between

would-be players in small-group practices in PE (Macdonald, 2004). In other

words, when small-group work is exploited for teaching problem-solving and

decision-making (Macdonald, 2004) the very structure of GCA lessons offers oppor-

tunities for a constructivist learning process to develop in games teaching.

Convergent and divergent questioning develop conditional knowledge (Ennis,

1994) of ‘when, why, and under what conditions declarative and procedural knowl-

edge should be used’ (p. 165). Divergent questioning is also pivotal for developing

decision making and higher order thinking (OFSTED, 1994). Referring to Bloom’s

taxonomy, Metzler (2000) explained that lower order, fact-seeking questions

require ‘less knowledge and ability for making responses’ than higher order, tactical

questions that ‘build on the knowledge from the lower-order’ (p. 108) and engage

‘analysis, synthesis, and evaluation’ skills to generate new knowledge (p. 107).

According to Mawer (1995), ‘teachers tend to ask mostly fact-seeking questions,

[and] fewer questions requiring pupils to think beyond the recall of information’ (p.

215). Equally, STs in our pilot study were troubled by the complexities of questioning

and were concerned about their ability to stimulate the higher-order thinking explicit

in the syllabus.

Questioning that occurs in whole-class scenarios (such as before or after play in the

GCA) is important for pupils to reflect on their actions and hence for their meaning

making (Light, 2002). Yet whole-class questioning is less significant in players’ under-

standing than is inductive questioning that is scaffolded (Bruner, 1978) for individ-

uals or small groups during practice and play throughout the lesson (Cleland &

Pearse, 1995). We advised the STs that, in order for their lesson process to become

Lesson time and questioning 233

consistent with constructivism, situated, problem solving, or decision-making (tacti-

cal) questions were most apt for scaffolding thinking (Tinning et al., 2001), especially

when posed to individuals and/or small groups during practice or game time. Mawer (1995) highlighted the significant concern that STs from the British

Teachers of Physical Education Project had about organisation and management

procedures (teacher-time). Bailey (2001, p. 67) similarly noted that ‘one of the

most commonly cited obstacles to effective pacing of lessons is excessive teacher

talk, especially during introductions’. Furthermore, Power (2001) indicated that

the amount, as well as the quality, of teacher talk has a direct influence on time on-

task and pupil achievement (through its relation to pupil-time). However, a prelimi-

nary study by McNeill et al. (2004) identified time-management and questioning as

the two major pedagogical issues for Singaporean STs who were using the GCA on

practicum. They were worried about lack of scheduled time to complete the GCA

lesson structure. Interviews revealed that these preoccupations were a distraction

from their developing pedagogical techniques which encourage pupils’ decision

making and problem solving in progressive situated practice, which Launder

(2001) calls challenge and play practice. This pilot study revealed that STs initially

hold strongly to the GCA as being the lesson structure with Q&A, and practice that

has an emphasis on skill as an outcome.

However, shifting STs to understand that the GCA is a constructivist process, not

merely a lesson form or a set of lesson products, is difficult (McNeill et al., 2004). The

NIE has three PETE programmes: two for primary specialists and one preparing sec-

ondary PE teachers. Notwithstanding individual sports and pedagogical histories that

influence teaching across these three programmes, the NIE PETE pedagogy team has

evolved a common understanding concerning the essential instructional processes in

constructivist games-teaching (create cognitive dissonance in game play, question for

clarification, apply and develop relevant practice, resolve the dissonance and extend

tactical awareness in further game play) for the GCA.

Qualitative analysis of interview data from the pilot study (McNeill et al., 2004)

indicated that (a) most STs were bound in trying to replicate a lesson structure

offered in pedagogy classes as a starting point for using the GCA; (b) all were con-

cerned about local contextual factors which were perceived to limit their pupils’

achieving key psychomotor outcomes; and (c) few persevered in putting the construc-

tivist pedagogy into process (McNeill et al., 2004). Then, the PESS focused its peda-

gogy on emphasising that the GCA was a process so leading to our current research

concern: lesson time and questioning in GCA lessons.

Rationale

Lesson structure can be seen as how a teacher puts time to use in a lesson. Its time seg-

ments (teacher-time/pupil-time, practice/game-play, isolated drills/contextualised practice), their duration, occasion, and relationship, as well as the quality of what

goes on within them, give an indication of the teacher’s enacted purpose(s). Time

on-task is critical for pupil achievement. Therefore, the opportunities (pupil-time)

234 M. C. McNeill et al.

that teachers provide (beyond their organising, explaining, demonstrating and

reviewing—teacher-time) for lesson outcomes, such as game sense, need to be

identified and qualified in practice and game-play.

Questioning is a pivotal instructional process in constructivist approaches for

stimulating high levels of thinking (Metzler, 2000) and the single most important

factor in pupils’ achievement of high standards (OFSTED, 1994). Therefore, it is

important to understand how, during the course of a lesson, style, timing and targeted

audience of questions are framed to promote critical thinking and probe pupil under-

standing (Schwager & Labate, 1993). Critical thinking refers to the ‘reflective think-

ing that is used to make reasonable and defensible decisions about movement’

(McBride, 1991, p. 115) for the development of understanding. Closed questions

do not possess significant potential for developing depth in thinking (Metzler,

2000). As Mawer (1995) has suggested, the time saved by avoiding rhetorical and

‘Yes/No’ questions can be more effectively structured towards the goal of generating higher levels of application and analysis. As with Metzler’s (2000) tactical games

model, the GCA is premised on higher-order questioning (Bloom, 1956). Thus, it

would be important to identify when (and of whom) within lessons such convergent,

open-ended or divergent questions (Mosston & Ashworth, 2002; Borich, 2004) are

posed in order to understand how they might influence pupils’ tactical awareness

and the quality of their thinking (Power, 2001). Because the benefits of critical or

reflective thinking have been identified in both primary/elementary (Cleland & Pearse, 1995) and secondary schools (Greenockle & Purvis, 1995), investigating

the quality of questioning in both settings has merit.

Purpose

From the findings of the previously published pilot study, we have built on the GCA as

(a) structure (making productive use of teacher-time and pupil-time), as (b) product

(maximising practice time-drill plus contextualised development, and game play),

and as (c) process (engaging in games problem-setting and questioning). Therefore,

we investigated the beginning teachers’ GCA lessons from three perspectives: struc-

ture—lesson form in terms of teacher-time and pupil-time time (practice and

game); product—how they used those time fractions; and process—the nature of

their questioning (type, timing, and target). Examining consistency across courses

was a general programme evaluative procedure, but practicum setting (primary or

secondary level) analysis provided an understanding of ways STs used developmen-

tally appropriate teaching processes in the context of their GCA lessons.

Method

This was a descriptive study of STs implementing the GCA on practicum.

Institutional ethical approvals were gained. Below, we outline the research context

(participant characteristics, pedagogical background, and practicum settings) and

data management (variable definitions, data collection and analysis).

Lesson time and questioning 235

Research context

The study was conducted in public primary and secondary schools, nearly all of which

were coeducational.

Participant characteristics. The participants were Singaporean, employees of the

MOE even during their PETE. They were from the two-year diploma programme

(primary, n ¼ 21), the four-year degree programme (primary, n ¼ 9) or the two-

year post-graduate diploma programme (secondary, n ¼ 19). All were undertaking

their final practicum. Having been assured of confidentiality, that the lessons of

analysis would not be assessed for practicum grades and that they could withdraw

from the study at any time without recrimination, all gave written informed consent

before the practicum began.

Pedagogical background. All STs had experienced instruction designed to develop

content knowledge and content-pedagogical knowledge in the GCA. In their first

year of study, the STs completed an 18-hour module, either in a net/barrier and strik- ing/fielding (Kirk & MacPhail, 2002) category games module with lead-up and mini- game scenarios targeting primary school pupils or in net/wall, fielding/run scoring and invasion elements (Almond, 1986) designed for the secondary level. The three pro-

grammes had a range of activity-based modules, two curriculum and instruction

(C&I) subjects, and two practica at primary level and one extended practicum for sec-

ondary STs. The activity modules varyingly emphasised skills and specific pedagogy;

for the first C&I subject the focus was on learning to teach PE using direct and inter-

active teaching approaches including small-group task stations (Rink, 2006). These

early experiences preceded the second C&I subject, which specifically targeted learn-

ing to use the GCA. Its content included modelling setting up situational games and

contextualised practice and two short authentic and sequential practical applications

that focused on planning and teaching GCA lessons (peer micro-teaching on campus

then lecturer-supported small group-teaching in neighbourhood schools). In their

final practicum (8 – 10 weeks in length) the STs concentrated on learning to actualise

the GCA in a school-based setting.

Practicum context. The researchers played no part in the selection of schools,

because these were determined by either the MOE or by the NIE practicum officers

as part of school placement policies. Primary schools in Singapore invariably have

twice-weekly 30-minute PE lessons, each translating into 20 – 25 minutes of instruc-

tional time for their upper grades; whereas, PE lessons in secondary schools have

greater time variation from 30 to 70 minutes, the longer lessons were conducted as

a weekly ‘double’ period.

Data management

Definition of variables. The data were initially defined as either a state or an event. A

state was understood as any observation having a time-frame and the GCA lessons

236 M. C. McNeill et al.

had two major duration components: teacher-time (teacher-centred time), and

pupil-time (pupil-centred time). An event was determined to be an occurrence

where time-frame had no significance for tallying purposes and, as such, was an

appropriate means of managing the questioning data. Both teacher-time and pupil-

time offered opportunities for the event of questions.

Teacher-time applied when an STorganised, demonstrated or reviewed. Organisation

time (Org) occurred when pupils were not physically active; it comprised general

organisation, pupil management as well as explanations devoted to defining/clarifying tasks. Demonstration time (Dem) was defined as that time when a teacher (by him/ herself and/or pupils) presented a visual image for clarification purposes. Closure was a teacher-led segment at the lesson end used for reviewing current and

pre-empting future lesson content.

Pupil-time was classified as pupils being on-task in practice or game-play. Practice

time applied to portion(s) of a lesson devoted to improving technical ability

(in drills) or conceptual ability (in sequentially modified game forms) (Metzler,

2000) and had two sub-divisions: drill time (isolated practice) and skill time (contex-

tualised, sequential practice). Game time was that spent by pupils playing any form

of simulated, conditioned (with limitations) or regular game. Game time could

occur at the lesson opening (Game 1) or following practice time but preceding

closure (Game 2).

Questions had meaning in terms of type, timing, and target. While timing has been

explained above, the target of a question could be an individual student, small-group

or whole-class. The question typology was knowledge, technical/skill related, affec- tive or tactical. In our analysis, knowledge (declarative) questions were essentially

associated with reproducing factual information (e.g. ‘When are you awarded an

indirect free kick?’—soccer). Technical questions revolved around knowing how to

be more efficient and had a procedural emphasis (e.g. ‘How do you prepare your

arms for a fore-arm pass?’—volleyball). Affective questions were designed to interpret

the learning environment through the mood or perceived comfort of the pupils

(e.g. ‘Is everything working out?’, ‘Is the task challenging enough?’). Tactical (con-

ditional) questions probed for decision making and problem solving (e.g. ‘In that

last attacking movement, did the play-maker select the best alternative? What were

the other options?’). Rhetorical questions were embedded in teacher talk, and

although common, were considered low-value from a critical thinking perspective

and, as appropriate, designated as either knowledge (e.g. ‘You can’t stop the ball

with the round side of the stick, can you?’—field hockey), or affective (e.g. ‘The

game is really exciting, isn’t it?’).

Data collection and analysis. For consistency, and to give STs time to develop their

GCA pedagogy in the extended authentic setting, a research assistant videotaped

the participants teaching a games lesson in the penultimate week of their practicum.

The data were saved to compact disc for analysis.

The lead author was responsible for coding the STs’ lessons on the variables of

interest using Noldus software (Observer 4.0). A research assistant with a PE

Lesson time and questioning 237

background was also trained in the technology. When they achieved 90% inter-rater

reliability for time-management and questioning on a test sample, all data were coded

and statistically analysed. When an issue arose because of data complexity, both

analysts revisited the construct to underscore the integrity of the interpretation. As

each ST cohort was taught by different combinations of the pedagogy staff

members, it was important to confirm the degree of similarity on the variables (low

variance across programmes) as an indication of PETE pedagogical consistency.

Data from the diploma and degree cohorts (primary) were pooled to allow school-

level comparisons with the post-graduate (secondary) data.

As scheduled lesson time varied considerably from school to school, we decided

that a percentage of instructional time was a more consistent reference for each

state variable than was the actual time recorded. Using SPSS 13.0, MANOVA

calculated separately the degrees of similarity across programmes for lesson

time and questioning, and similarly, across the two levels of practicum school. As

necessary, a Tukey test was undertaken to test post hoc for the possibility of

between-group effects. Statistical significance was set at p , 0.05.

Results

This section is reported in terms of the two categories of dependent variables.

Lesson time

There was a total of 1,371 minutes of instructional time analysed across 49 GCA

lessons. Across the three programmes, there was general consistency in GCA lesson

structure, in terms of lesson time use. MANOVA with post hoc Tukey HSD was

non-significant [Wilks’ L ¼ 0.697, F(14, 80) ¼ 1.13, p ¼ 0.34, h 2 ¼ 0.165] (see

Table 1). There was an overall trend in the STs engaging more pupil-time (53%)

than teacher-time (47%). Similarly, MANOVA found no statistical difference in

time management procedures [Wilks’ L ¼ 0.794, F(7, 41) ¼ 1.51, p ¼ 0.189,

h 2 ¼ 0.206] from the perspective of lessons for primary and secondary pupils.

When the major time categories were broken into their various sub-components,

some interesting trends emerged from comparing the simple descriptives within the

three dimensions: pupil-time to teacher-time, drill to contextualised practice, and

situational Game 1 to Game 2.

First, although overall teacher-time was less than pupil-time (47% : 53%), STs

spent slightly more time on organising (25.9%) and demonstrating (9.7%) than

they did in giving pupils game-play, as measured by the combined situational

game-time (17.3 þ 15.6 ¼ 32.9%). Another teacher-component, closure (11.5%),

also represented a significant percentage of non-active GCA lesson time. Further

differentiation indicated that STs used this section of the lesson to review their

lesson’s content, and check pupils’ declarative and procedural knowledge of the

intended learning. However, the STs also took opportunities in lesson closure to

define how this learning would link to subsequent lessons. This can be interpreted

238 M. C. McNeill et al.

as a form of scaffolding. Secondly, overall practice time (18 þ 2.15 ¼ 20.15%) con-

sisted mainly of de-contextualised drills (18%) where pupils worked in pairs. Very

little overall lesson time (2.15%) was spent on contextualised skill development prac-

tices. In other words, developmental situations that used exaggeration, modifications,

conditions or limitations incrementally to increase the level of challenge were almost

invariably absent from the STs’ lessons. Thirdly, percentage mean lesson times for

game-settings at the lesson start and lesson end were relatively equal. This suggests

the STs sought to balance introductory and concluding activities.

Mean percentage comparisons indicated that primary-level STs tended to generate

more practice time (22 þ 0.5 ¼ 22.5%) and secondary-level STs more game time

(17.7 þ 16.8 ¼ 34.5%). As can also be seen in Table 1, primary-level STs (22%)

used a greater amount of drill-practice than did their secondary-level counterparts

(14%): tests of between subject effects found the latter to be the only significant differ-

ence (F ¼ 4.576, df ¼ 1, p ¼ 0.038) in terms of lesson structure.

Questioning

The 900 questions identified from the 49 lessons were firstly categorised in terms of

style (knowledge, technical, affective or tactical), as reported in Table 2. Again,

Table 1. Use of time a

in GCA lessons for PETE programme and school level

Teacher-time (TT) Pupil-time (PT)

Practice Game

Programme/ School level Org Dem Closure TTT T/D CSP G1 G2 TPT

Diploma 23.4 11.5 10.1 45.0 21.8 1.0 19.5 12.7 55.0

Degree 30.4 7.1 10.1 47.6 22.3 0.0 14.0 16.1 52.4

Primary 26.9 9.3 10.1 46.3 22.0� 0.5 16.8 14.4 53.7

PGDE/Secondary 24.9 10.0 12.8 47.7 14.0� 3.8 17.7 16.8 52.3

Total 25.9 9.7 11.5 47.0 18.0 2.15 17.25 15.6 53.0

Notes: a

(mean percentage of lesson time); TTT (total teacher-time); TPT (total pupil-time); Org (organisation);

Dem (demonstration); T/D (technique or drill); CSP (contextualised sequential practice); G1 (situational game

at lesson start); G2 (situational game at lesson end). �p , 0.05.

Table 2. Style of questions in GCA lessons for PETE programme and school level

Style of question (nquestions ¼ 900)

Programme/School level Knowledge Technical Affective Tactical

Diploma 291 (77.4%) 56 (14.9%) 2 (0.5%) 27 (7.2%)

Degree 103 (79.2%) 23 (17.7%) 1 (0.8%) 3 (2.3%)

Primary (total) 394 (77.9%) 79 (15.6%) 3 (0.6%) 30 (5.9%)

PDGE/Secondary 293 (74.4%) 56 (14.2%) 15 (3.8%) 30 (7.6%)

Total 687 (76.3%) 135 (15%) 18 (2%) 60 (6.7%)

Lesson time and questioning 239

MANOVA followed by a post hoc Tukey HSD, confirmed programme consistency for

question style [Wilks’ L ¼ 0.792, F(8, 86) ¼ 1.327, p ¼ 0.24, h 2 ¼ 0.110].

STs’ questions were predominantly knowledge (76.3%) in type; technical questions

were the next most frequently asked (15%); tactical (6.7%) and affective (2%) were

infrequent. Although no explanation is apparent, for the small percentage of tactical

questions (%Q ¼ 2.3) asked by the degree students, the diploma students posed a

similar percentage (%Q ¼ 7.2) to those of the post-graduates (%Q ¼ 7.6). No evident

trends emerged when questions were considered on the basis of practicum school-level.

There was no statistical difference [Wilks’ L ¼ 0.857, F(4, 44) ¼ 1.83, p ¼ 0.139,

h 2 ¼ 0.143] in the styles of questions between the STs operating in the two tiers of

education (see Table 2). Although STs in the secondary schools asked more questions

per capita than their primary school counterparts (20.7% : 16.9%), this can be largely

attributed to the shorter lessons in primary schools.

The second perspective taken on questioning was their timing. We ascertained the

questions’ appropriateness in potential to develop tactical awareness (learning to play

in the situation of a game) (see Table 3).

The majority of questions in the STs’ lessons (37 þ 21 ¼ 58%) were posed during

play or practice. When the timing of questioning was investigated across programmes,

again no difference emerged. This lack of differentiation in the cross-cohort analysis

[Wilks’ L ¼ 0.838, F(12, 82) ¼ 0.63, p ¼ 0.811, h 2 ¼ 0.084] was a further sugges-

tion of PETE consistency in GCA pedagogical instruction.

Question target (Table 4) was also consistent across programmes [Wilks’ L ¼ 0.87,

F(6, 88) ¼ 1.05, p ¼ 0.394, h 2 ¼ 0.067]. The majority (58.1%) was directed at

Table 3. Timing of questions in GCA lessons for PETE programme and school level

Game time Practice time

Programme/ School level Before During After Before During After

Diploma 25 (6.7%) 137 (37.2%) 106 (28.2%) 11 (2.9%) 70 (18.9%) 23 (6.1%)

Degree 10 (7.4%) 45 (33.3%) 25 (18.5%) 1 (0.7%) 35 (25.9%) 19 (14.2%)

Primary (total) 35 (6.9%) 182 (35.9%) 131 (25.8%) 12 (2.4%) 105 (20.7%) 42 (8.3%)

PDGE/Secondary 26 (6.6%) 151 (38.4%) 95 (24.2%) 8 (2.0%) 84 (21.4%) 29 (7.4%)

Total 61 (6.8%) 333 (37%) 226 (25.1%) 20 (2.2%) 189 (21%) 71 (7.9%)

Table 4. Question target in GCA lessons for PETE programme and school level

Question target

Programme/School level Individual Small-group Whole-class

Diploma 211 (56.7%) 10 (2.7%) 151 (40.6%)

Degree 82 (60.8%) 1 (0.8%) 52 (38.4%)

Primary (total) 58.75% 1.75% 39.5%

PDGE/Secondary 230 (58.6%) 39 (9.9%) 124 (31.5%)

Total 523 (58.1%) 50 (5.6%) 327 (36.3%)

240 M. C. McNeill et al.

individuals, and more than a third (36.3%) directed at the whole class, but fielded by

individuals. Very few questions explored the small-group scenarios (5.6%).

Discussion

We acknowledge that constructivist approaches ‘are difficult to learn to teach because

they often necessitate changes’ (Rovegno & Bandhauer, 1997, p. 136) from the

traditional practice of tell, demonstrate and drill. As a faculty, we are also cognisant

of the significant role that reflection has played for us in maintaining a consistent

constructivist perspective in our own teaching of GCA pedagogy. This process is

sophisticated and challenging and requires thoughtful preparation. As such we are

aware that learning to use the GCA is not an easy road for STs.

GCA as lesson structure

The modified format (situational Game 1, Questioning, Practice Task, situational

Game 2, Closure) represented a comfort fit for the students who were attempting a

constructivist pedagogy for an extended period. When implemented at both

primary and secondary levels of schooling, the modified lesson structure was

adopted across all programmes.

The general lack of variation across programmes was encouraging. Research on

teaching (cited in Siedentop & Tannehill, 2000) has suggested that pupils in PE

classes spend between 50 and 70% of lesson time in management, transition and

waiting (p. 28) and less than 30% engaged in motor activities (p. 27). Despite the

fact that in these GCA lessons, pupil-time (53%) exceeded teacher-time (47%), it

is ironic for a game-centred approach that STs spent more time organising, explain-

ing, demonstrating and reviewing than their pupils spent playing games. Nevertheless,

STs’ use of game-play at the beginning and end of lessons represented a consistent

interpretation of the modified lesson format. Given that there was no significant

difference in time management across programmes, we attribute the STs’ interpret-

ation to faculty members’ consistency in pedagogical approach across PETE

programmes.

GCA as product—potential lesson outcomes

The consistency of lesson structure is not the same as saying that the STs’ interpret-

ation was as intended. During PETE, significant attention had been given to

promoting contextualised practice that included convergent as well as divergent

questioning. Consequently we had expected a much stronger representation of

tactical awareness. The data, reflecting the lack of sequential contextualised prac-

tice, strongly indicate that building GCA-specific pedagogical content knowledge

requires further attention.

Although we found that little contextualised practice occurred, this finding might

be partly explained by the limited time (20 – 25 minutes) in primary school PE

Lesson time and questioning 241

lessons. However, in secondary schools (where lessons often lasted 60 – 70 minutes)

there was equally a lack of developmental or contextualised practice: the deficit is

neither likely to result in improved tactical awareness nor to present sufficient oppor-

tunity for players to make appropriate and effective decisions in controlled games or

play-practice environments (such that unequal situations offer). In their primary

school lessons, the degree STs for example provided no contextualised practice what-

soever and the diploma STs showed only a fraction more. It is generous to consider

that the lack of lesson time was the main contributing factor because contextualised

practice was rarely used, even in the longer secondary school lessons.

Because class sizes were large (Npupil � 40) and space was limited, we were

reassured to find that these STs had used paired and small-group practices as well

as constructed small-sided games to maximise participation and learning potential.

This was especially so given that their own school experiences would have been

teacher directed PE with whole-class or large groups centred on the teacher. We

were also encouraged that the conditions setting up the majority of these small-

sided games focused pupils on a specific lesson outcome. However, few games or

practices were overloaded (unequal). This observation suggests that play practice,

either purposefully extended (Rink, 2006) or exaggerated (Griffin et al., 1997), was

problematic for these neophyte teachers.

GCA as process—questioning within contextualised practice and situational games

Incrementally developing contextualised practice within a lesson is a key knowledge

scaffolding process (Rogoff & Wertsch, 1984). However, it appeared that many STs

did not actively link the practice task to the game. Situated practice (Lave &

Wenger, 1991; Kirk & Macdonald, 1998; Kirk et al., 2000; Kirk & McPhail, 2002)

is key in pupils’ knowledge construction and their seeing the relevance of linking

the practice to the game. Scaffolding through questioning is important for developing

an appreciation of how the lesson practice task component relates to the game. Thus,

we believe that the developmental and incremental process of linking the practice task

to the game requires repeated emphasis during PETE. A major concern remains in

that the lesson format alone (situational Game 1, Questioning, Practice Task, situa-

tional Game 2, Closure) presented for lesson preparation is being interpreted by

STs as constructivist pedagogy (process) when it is not. It is the process of teaching

for understanding that shifts the pedagogical paradigm away from behaviourism

towards constructivism.

Of pedagogical interest were the role and sequence of questioning (Mawer, 1995).

STs in the reported pilot study (McNeill et al., 2004) not only acknowledged, but also

were observed to find questioning troublesome and the data collected in this present

study verify these two positions. In agreement with Mawer’s findings (1995), the

majority of questions (76.3%) were knowledge-based recall, ‘yes’/‘no’ or rhetorical in nature. Very few higher-order, tactical questions (6.7%) were asked of pupils.

Part of the reason for this lay in their perceived obligation to comply with the

planned-for lesson structure, as little time was available for developmentally

242 M. C. McNeill et al.

sequential practice (Metzler, 2000) especially in the primary school settings.

Although the GCA is premised on a constructivist perspective, and consistent with

USA findings from Doolittle and Girard (1991), these Singaporean STs also

appeared to find difficulty in framing questions that target solving problems and gen-

erating critical thinking. Planning is vital in developing effective questioning and

various phases of the lesson demand different styles of questions for maximum learn-

ing effect (Bailey, 2001). Situational questions are critical aspects of the GCA process

and are difficult to anticipate in lesson planning. Designing and pre-scripting ques-

tions to be situated in game-play is somewhat of an anathema. Beginning teachers

need to develop the conceptual frame of the lesson and consider how each task

builds pupils’ game-play (conceptual/technical). However, their contextualised ques- tioning is an indication of how STs enact knowing what and effectively knowing how

to scaffold their pupils’ learning. In conversations with practicum supervisors, STs

consistently report that the easier questions to prepare are those targeting the

intended declarative knowledge for that lesson (and this is borne out in their higher

frequency). However, these often failed to achieve relevance in game-like scenarios,

because STs had to rely on their own game specific content knowledge and, often

limited, previous playing experience to scaffold meaningful questions during play.

Video analysis revealed that STs were not taking opportunities to sufficiently probe

their pupils’ understanding. Scaffolding questions was a challenge: STs did practise

preparing questions which in the ‘playing out’ of their lessons were not appropriate

for their game-like scenarios, yet, they persisted in asking the pre-scripted questions

despite their inappropriateness. The students also failed to generate sufficient

‘exaggeration’ (Griffin et al., 1997) that was conducive for reinforcing specific

concepts, for problem-solving and for presenting decision-making questions. It is a

frustration because pedagogy faculty members had emphasised both exaggeration

and questioning and stressed the need for STs to gain competence in framing relevant

questions. As Smith (1991) suggested, teaching for understanding might not come

easy to STs with limited games backgrounds, which would undoubtedly affect the

calibre of their questioning. For developing tactical awareness a wide spectrum of

questions is necessary to challenge players’ knowledge of rules, techniques, skills

and strategies. Power (2001) infers that the quality of questions influences the

quality of thinking. Then, if teachers are unable to ask probing questions, their

pupils will lose out on developing abilities to ‘defend, reflect on, examine or analyse

their performance’ (Cleland & Pearse, 1995, p. 33). In order to stimulate understand-

ing, higher-order questions, those that ‘challenge the pupils to think more deeply’

(Bailey, 2001, p. 91) and diversely, are most appropriate for developing cognitive

solutions.

Ultimately it is the pupils’ ability to make and act on informed choices that indicates

their understanding of the game being played. Some 76% of all questions asked by

STs were knowledge-seeking or low order, but only about 7% of questions were con-

sidered tactical and likely to enhance games understanding or play decision-making

ability. These statistics are consistent with the 8% reported by Brown and Wragg

(cited in Mawer, 1995, p. 215) ‘that involved pupils analyzing, making generalisations

Lesson time and questioning 243

or inferences about the knowledge they had acquired’. This shortfall deserves con-

siderable PETE attention if constructivist approaches are to be authentically devel-

oped. Although questions asked before and after game-play must be seen to have

little direct impact on game sense, they could still contribute to reinforcing lower-

order knowledge. However, in asking 33% of questions after the pupils had finished

playing (often during closure) the STs had lost timely opportunities to maximise their

influence on the way their pupils played the game.

It is reassuring, however, that most questions targeted individuals (58%) and

further that most of these occurred during practice/game time. Although this timing is appropriate for influencing actual game-play, STs would do better to

frame more questions around small-group activities. There was a tendency in

whole-class stimulated recall questioning for one or two pupils to dominate the dis-

course, but there can be little certainty that their understanding was representative

of the class (Mawer, 1995; Bailey, 2001). In contrast to the secondary-level, the

primary-level STs asked very few questions to small groups of pupils, and proportion-

ately far too many to the whole class. It is a false assumption that individual responses

elicited from questions asked in whole-class settings reflect the depth of understand-

ing across the class. As Bailey (2001) suggests, the majority of questions are targeted

at those within a close proximity of the teacher while the pupils who are unwilling

and/or confused become invisible on the periphery. Overall, it was disappointing that STs posed few divergent questions. These results

suggest that, in their inexperience of constructivism and novice teacher status, these

STs were still reluctant to shift from their familiar, traditional, direct teaching

methods (McNeill et al., 2004). Mawer (1995) has stated that this inexperience

also tends to produce too many questions in quick succession, and these do not

allow pupils time to reflect on possible answers and their consequences of thought

in games play. This vital period of pupil reflection has been highlighted by Mawer

(1995), Bailey (2001) and Tinning et al. (2001).

Analysis identified that affective questioning tended to be asked more frequently in

secondary school lessons. This could reflect a response to the STs’ interpretation of

their adolescent pupils’ mood. In their double-period PE lessons, the secondary

STs seemed to use affective questions to assess motivation, trying to gauge an intan-

gible, ‘feel-good’ factor. This we interpret as an expression of their valuing ‘busy,

happy [our emphasis], and good’ (Placek, 1983), superficial indicators of the

quality of their lessons. One further distinction between the primary-level and the

secondary-level lessons was in STs’ small-group questioning. Of the total 50 questions

asked in that category, the secondary school STs were responsible for almost 80%

(39 : 11). This phenomenon warrants further investigation.

The number of tactical questions was low (6.7%) and there tended to be a differ-

ence between the post-graduates and the undergraduates. The diploma STs exhibited

a similar number of tactical questions to that of the post-graduates. This is an import-

ant finding as the majority of primary school lessons were about half the duration of

the secondary school lessons. At both levels (primary and secondary) little time had

been devoted to sequentially developmental practice, so the shortfall can be

244 M. C. McNeill et al.

understood. By simply increasing the quantity of pupil-time (skill and/or game), additional opportunities for conditional questioning could be anticipated.

Applications for PETE

Over three years of investigation, we have learnt a great deal about how beginning

teachers utilise their content knowledge and pedagogical understanding of the

GCA to plan and conduct their lessons and about our own pedagogical practice.

PETE needs greater emphasis on aligning GCA teaching with the characteristics of

teaching for understanding (Bunker & Thorpe, 1986), through incorporating

sports concepts and skills (Griffin et al., 1997) more effectively to develop tactical

awareness. There is some way to go before our STs and pupils are able to demonstrate

more of Metzler’s (2000) tactical model and inquiry model benchmarks.

Although STs provided more pupil activity time than teacher-time, we must further

fine-tune management procedures. The focus should be especially towards extending

contextual practice at the expense of closure time, allowing more opportunities for

tactical awareness to evolve incrementally.

In promoting the role of contextualised deep-thinking questioning, we have

attempted to distinguish between surveying the whole-class and questioning to

keep pupils in a large group ‘on their toes’. Nevertheless, we have found whole-

class questioning to be ineffective at instigating personal decision-making. We

recommend to our STs that it only be used when opportune and to retain their

time and significance for developing understanding within the small learning commu-

nities of practice and game groups.

Our finding about the paucity of divergent questions has shifted our pedagogical

practice relative to incidents that either succeed or fail to give the STs the confidence

to intervene. Rather than have a teacher prematurely providing the answer to expedite

the process, we stress the sequencing and developing questions in peer-related scen-

arios, which allow more time for pupils to think through solutions.

Pedagogical reforms

PESS pedagogical practice has been evolving since the pilot study of 10 post-graduate

students in 2001. With informal feedback from STs, cooperating teachers and

qualified mentors as well as understandings from formal research, we have placed a

greater emphasis on actioning the GCA in C&I classes. We have tried to deconstruct

the perceived tensions between product and process as well as between developing

skills and concepts identified in our pilot study (McNeill et al., 2004). However,

dealing with open-endedness in a lesson and still pursuing the original intention of

the lesson are integral to our STs’ learning. ST confusion about the GCA was high-

lighted as the issue in the pilot study (McNeill et al., 2004). It has been reduced as a

consequence of faculty having a clearer picture of beginning teachers’ needs in learn-

ing GCA pedagogy. Making our individual assumptions transparent and instructional

Lesson time and questioning 245

processes more explicit has increased the unit’s effectiveness as interpreted by the

STs’ consistent conceptualisation across programmes.

We have found that teaching for understanding is problematic. In terms of examin-

ing the STs’ pre-recruitment socialisation, knowledge is something that has been

transmitted, clearly a tangible product, as in a technocratic model. We need to

disrupt the STs’ idea that GCA teaching is a recipe, through helping them reflect

on their own schooling as well as on the PESS pedagogy they have experienced.

Their professional socialisation needs to be foregrounded. They need both time

and a supportive pedagogical environment in which they are able to voice concerns

about their progress (Wright et al., 2004).

As their pre-recruitment schooling predisposes their use of traditional pedagogy,

STs need more opportunities to see the GCA in action and to hear successful ‘tales

from the field’ about GCA’s development of thinking players. STs looking for

quick solutions will be disappointed and frustrated with the GCA as the process

has less to do with transmitting content and more to do with transforming players.

It is important for STs to recognise that constructivist teaching is a difficult long-

term process, as Rovegno and Bandhauer (1997) have indicated, even in a supportive

environment. Passion to improve, driven by sound theory, is essential for STs to

sustain a disposition towards seeking further clarification and persisting until it is

embedded in practice.

This ongoing ‘spiral’ analysis and increased awareness of our STs’ dissonance has

significantly informed and shifted our practice. Specifically much more attention has

been directed towards STs’ posing a situational problem before the initial game com-

mences and then raising opportunities for the pupils to explore that problem during

practice play so that the ensuing practice has immediate relevance. Therefore, we also

have reinforced the need for extra game-time during lessons. We have also actively

encouraged STs to sequence or layer their questioning during practice-time and

games-play rather than before or after. Sequencing questions is important for

directing their pupils’ thinking. By starting with easy questions with obvious

answers, pupils can be drawn into diverse scenarios that enable them to develop

higher-order thinking.

Conclusion

An institutional policy, the GCA has shifted Singaporean STs’ practice and

significantly more game-time is achieved in lessons than was previously observed.

Nevertheless, our emphasis on time-management has to be continued as STs are

still pre-occupied with organising and explaining and this is consistent with a

novice’s profile (Mawer, 1995). If tactical awareness and games understanding are

to evolve, it is important to maximise games participation to a much greater extent

than is usual in the Singapore context. Emphasis has also to be placed on sequential

contextualised practice as this allows decision-making to evolve incrementally rather

than resorting to an equal-sized game scenario immediately after the practice task.

From the analysis of questions asked by the STs, much greater emphasis must be

246 M. C. McNeill et al.

focused on inductive questions that promote decision-making and probe tactical

awareness in small-group settings. The paucity of tactical questions essentially

leaves the STs’ interpretation of the GCA with a constructivist intent, but bearing a

technicist effect. In the development of higher-order thinking, many more probing

questions that suit the age and experience of the pupils must be posed. The next chal-

lenge for pedagogical preparation is to create learning opportunities for STs to reduce

the volume of fact-seeking questions and increase the quality of problem solving/ decision making inquiry through a carefully structured sequence. The resultant

knowledge gained will encourage pupils to become ‘independent decision makers’

(Metzler, 2000, p. 344).

Just as they should involve their pupils in thinking about the game, STs must them-

selves engage in reflection on action, on the process of their lessons. The journey

towards developing tactical awareness has only just begun for these STs and it is

important for them to recognise the importance of process versus product, situational

games-play versus drill, and divergent versus closed questioning to realise this goal.

Then novice teachers can consider that they are beginning to teach for understanding.

Notes

1. The revised syllabus of 1999 was replaced in January 2006 by an upgraded edition.

2. Not wishing to negate the distinctions between these three approaches (TGfU, Sports

Concepts and Skills & GCA), we point out that each emphasises a teaching/learning process where the lesson opens with a small-sided game. The parameters of this task

highlight the conceptual, tactical, or technical focus of the lesson in a way that provides

relevance to the situated practice task(s) which follow(s). The teacher’s task is to draw out

that relevance through astute questioning. Following the practice(s), the students return to

the initial game where the teacher might impose conditions which force their use of the

concept, tactic, or technique during the play. Throughout pupil-time the teacher should

frame questions, feedback and other comments in the context of their activity.

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(Mountain View, CA, Mayfield).

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The Physical Educator, 48(3), 184 – 187.

Tinning, R., Macdonald, D., Wright, J. & Hickey, C. (2001) Becoming a physical education teacher:

contemporary and enduring issues (Frenchs Forest, Australia, Prentice Hall).

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games for understanding, Journal of Physical Education, Recreation and Dance, March, 46 – 52.

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Tact 8- Computerized Tactical Analysis Basketball.pdf

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Analysis of Group-Tactical Offensive Behavior in Elite Basketball on the Basis of a Process Orientated Model

Hubert Remmert

Up to now systematic game observations have insufficiently been used to de- scribe basketball’s tactical structures in detail. Thus, it seems to be urgently necessary to evaluate literatures and coaches’ recommendations by objective game data. Basketball literature has been analyzed to build a process-orientated state-event model that represents players’ offensive-defensive interactions, es- pecially within group-tactical plays in set offense against man-to-man defense. Based on this model, a specific observation system has been introduced to describe game reality by using the method of systematic game observation. Furthermore, the so-called inter-rater reliability of two separate observations has been calculated to guarantee a sufficient quality of the observation system (Cohen’s kappa [κ] for each observational category: coefficients between 0.685 to 1.000). Sixty games of international elite-level basketball were analyzed by using the interactive video computer system VIDEO AS. Results show a sur- prisingly wider variety of offensive-defensive interactions (as sequences of opening action, defensive constellation, and following action within group- tactical plays like screen actions) than described in literature. Suggestions for basketball training can be made considering also rates of success of the different interaction sequences. We conclude that a wider spectrum of group-tactical action patterns, especially within screen actions, has to be developed when practicing with junior basketball players.

Key Words: training theory, systematic game observation, elite basketball, offensive group-tactical plays, process-orientated model building

Key Points:

1. A process-orientated model was designed to establish a specific method of system- atic game observation to verify and evaluate practical basketball literature’s rec- ommendations with data from elite basketball.

2. Results show a much wider variety of offensive-defensive interactions in modern basketball, especially within screening actions, than described in literature.

3. Suggestions for basketball training and coaching are made due to modern basketball’s game requirements.

European Journal of Sport Science, vol. 3, issue 3 ©2003 by Human Kinetics Publishers and the European College of Sport Science

Hubert Remmert is with the Department of Applied Training Science in the Faculty of Sport Science at Ruhr-University Bochum, 44780 Bochum, Germany.

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Introduction

The systematic game observation is a data recording method that is appropriate to record the objectively observable actions (respectively events) of the game. Internal processes cannot be recorded unless clear, indirect indications are presented by the expressed behavior of players (9).

Up to now, there is no accepted way to transfer players’ internal tactical decisions into countable data. This is one of the main reasons why interactions between offensive and defensive players are poorly regarded by quantifying basket- ball game analyses. Therefore, the presented study uses a process-orientated model to describe the interactions within group-tactical plays (2-, 3-, and 4-person plays) in set offenses against the man-to-man defense1 as indications of players’ tactical decisions. The mainly expected use for basketball experts is to verify the immense number of recommendations in basketball literature in how to act against different types of defensive behavior within these plays (e.g., 7, 10, 15).

For successful training and coaching, it is extremely important to take a deeper look at the tactical decisions of basketball players while being involved especially in group-tactical plays (e.g., give and go and screen actions):

• The tactical abilities of basketball players possess an outstanding importance for game performance and contain the possibility of compensating inadequately trained abilities and talents, like special techniques or physical speed. Tactical competence allows highly effective acting in decisive situations of the basket- ball game to optimize the main goal of success. Therefore the finishing ac- tions of ball possession leading to shots or losses of the ball, the so-called “offensive finishing actions” (13), are the focus of this investigation.

• Group-tactical plays in basketball are influenced by both preliminary and spontaneous decisions. This marks the central role of group-tactical capabili- ties as a link between team and individual tactics in basketball training pro- cesses.

• An earlier analysis could have already proven the outstanding importance of the offensive group-tactical behavior for success in elite basketball, although the individual finishing actions (shots, drives, or posting up moves in one-on- one situations) have been quantitatively dominant, with approximately 75% of all offensive attempts (13).

Attempting to analyze group-tactical plays in a basketball game posed several different problems. They can be summarized under two main questions:

1. Is it possible to establish a practicable method of game observation for describing group-tactical interactions as indicators of players’ tactical deci- sions? The research-methodical aspects of adequate modeling and validation of the designed observation system is closely associated with this question. (It is obvious that a precise model-building relating to the analyst’s goal is necessary to secure the quality of observational results.)

2. Is it possible to identify typical patterns of offensive group-tactical behavior as “strategic rules” (1, 5, 14) in elite basketball using a broad, cross-sectional analysis? The main aspects of the presented investigation relating to this

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question are verification of recommendations in how to act within group- tactical plays (literature and basketball experts), relation of the investigated data to the variable of success (scored points), and derivation of training goals from analyzed data.

Materials and Methods

Model Construction

The present study required the use of a process-orientated state-event model that was able to represent the games’ interaction stream as a sequence of states (e.g., constellations of players) and events (e.g., [inter-]actions of players; 4, 5, 11, 12).

The main interest of the investigation consisted of analyzing detailed struc- tures of group-tactical offense-defense interactions—the exact constellations and actions within the offensive group-tactical plays (e.g., screen actions)—above all the plays used to finish ball possession with the intention to score (offensive finish- ing actions, see above).

The invented model shows on a rough level (see Figure 1) the group-tactical plays as so-called offensive interaction units2 (OIUs) between the states of offense and defense (with change of ball possession [CBP]) or between separate offensive attempts (without CBP). Furthermore the concrete offensive actions (events), as indicators of decisions made by offensive players while being confronted with the

Figure 1 — Rough structure of the built model.

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defenders’ behavior (states), are shown on a more detailed level (see Figure 2; direct screen) as favored by experts and basketball literature.

Video Analysis

The particular parameters of the presented model (for the purpose as described) have been transferred into an observation system, which contains additionally more general categories and categorical classes (see, e.g., “Finishing OIU” in Table 1) to classify and distinguish the recorded game data:

• General categories: division/sex, team, score team A/B, ball possession after finishing action, scored points, finishing event;

• Time categories: period, time code (generated automatically); • Spatial categories: finishing position; • Tactical categories: offensive attempt after, offensive phase, reorganization

between offensive phases, opponent’s defense, number of offensive interac- tion units (OIU), previous OIU, overlapping OIU, constellation before finish- ing OIU, finishing OIU, finishing by assist, opening action, state of defender, following action.

To record the immense data, the interactive computer system VIDEO AS (Video Analyzing System) was used. Every single observation unit (time of the selected offensive attempt3) was analyzed by choosing the correct categories and

Figure 2 — Detailed structure of the built model (direct screen).

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categorical classes of the observation system. Altogether, 60 games of national German and international elite basketball4 have been observed. The complete data were analyzed by using the statistical package for the social sciences (SPSS).

Validation

The research method used in this study has been validated in the context of verifying the scientific quality standards objectivity and reliability. It is discussed to be im- possible to verify the quality standard of validity for the systematic game observa- tion as well, because every interactive sport game presents itself as a unique and non-reproducible event. Environmental conditions and categorical behavior of play- ers vary from time to time, and the research findings cannot be reproduced as demanded from reliability-tests within the classical test theory (2, 6, 8). As empiri- cal validating requires some kind of classical reliability test, Lames (9) suggests a different way of validating the systematic game observation by determining the so- called inter-rater reliability, which proves the formal exactness of the used observa- tion system. Furthermore, external validity can be proven by consistent judgments of basketball experts (2, 9). For this study, external validity can be supposed through- out the foundation of model-building by analyzing basketball literature.

The (empirically examinable) instrumental aspect of reliability gives infor- mation about the reliability of the used observation system, not of the determined results! In this study the inter-rater reliability on the basis of a so-called matrix of correspondence (of two independent observations) was calculated for every obser- vational category5 (see Table 2).

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The calculated kappa [κ] coefficients should be at least 0.80 to 0.85, as de- manded in statistical literature (8). After the calculation process, insufficient coeffi- cients were discussed with regard to the contents of basketball expertise. The result was an optimization of the used observation system that can be accepted as valida- tion of the constructed model. Modifications to observational categories and cat- egorical classes were considered at length for the presented results to ensure they are comparable to future observations. For example, combining the categorical classes “screen” and “passive screen” increased the calculated coefficients of the categories “previous OIU” and “finishing OIU.” Observational experience showed that it was not sufficiently possible to divide players’ group-tactical behavior into active and passive screening actions as described in basketball literature.

Results

The presented results have been confined to group-tactical behavior in general and screening actions within 2-, 3-, and 4-person plays in detail.

The group-tactical offensive interaction units (OIUs) are used against the man-to-man defense mainly with the intention of preparing (67.3%) or overlapping (69.2%) individual finishing actions (75.8%) to make offensive team play more complex and keep the defending team busy by using fake actions. In addition, it is interesting to examine the average scored points of every finishing OIU. Only the group-tactical OIUs reached a score above the average of 0.80 points per offensive attempt—1.04 points per complete offense (see Table 4)6.

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Beyond these results, it is worthwhile to analyze differentiated offensive- defensive interactions within group-tactical OIUs. The direct screen (screening actions within 2-person plays—active and passive variants) is the finishing action mainly used above all group-tactical plays (see Table 3; 10.5% of all OIUs including individual actions). Contrary to this, the indirect screen (3-person plays) and mul- tiple screen (staggered and double screen within 4-person plays) are used more frequently as previous (together 49.7%) and overlapping (together 61.3%) group- tactical OIUs.

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What about the concrete offensive-defensive interactions within the direct screen (see previous main questions: strategic rules)? In general, there was observed a wider variety of action patterns than described in basketball literature. Further- more, the non-described (and therefore unconsidered by the original model) interac- tions seemed to be more successful (see Figure 3, e.g., drive against sagging under screen: 55.0% success ratio in comparison to an average of 39.6% of all direct screens).

\insert figure 3\ Going into detail, the following differences in players’ interactions, as previ-

ously shown by the original model (see Figure 2), are remarkable. Only the quantita- tively relevant cases are listed:

• defender is screened successfully (without switching): dribbler uses the screen for shooting in 47 cases (following action: shot; success ratio: 40.4%);

• defender sags under screen: dribbler drives to the basket in 20 cases (drive; s.r., 55.0%);

• defender slides through: dribbler drives to the basket in 19 cases (drive; s.r., 63.2%);

• defender steps out above screen: screener rolls away from the basket in 19 cases (pop; s.r., 52.6%);

• defenders switch: dribbler drives to the basket in 73 cases (drive; s.r., 28.8%); • dribbler is double teamed by defenders: dribbler drives to the basket in 33

cases (drive; s.r. 36.4%), screener rolls to the basket in 30 cases (roll; s.r., 36.7%), screener rolls away from the basket in 25 cases (pop; s.r., 40.0%).

Figure 3 — Model “direct screen” and rates of success.

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Taking a deeper look at indirect and multiple screens, the determined results show different tendencies. While the direct screen has been more successful when using different following actions than the original model recommended, the indirect and multiple screens seem to be mainly successful when acting as favored by experts and literature (see Figures 4 & 5).

Nevertheless the variety of following actions against defensive constellations is even bigger than shown by the built model.

Discussion

Because the systematic game observation produces results only describing game reality, it is urgently necessary to add supplementary information from experts to make suggestions for basketball practice (3, 9). Obviously it is easier to provide specific training goals out of single observations (e.g., scouting an opponent to prepare a team for one special game) than considering data produced by a broad cross-sectional analysis. In addition to that, it doesn’t make sense only to use basketball’s statistical norm profiles to guide training processes because the game changes dynamically (opponents, strategies, rules, etc.) from time to time. Never- theless, it is necessary to analyze present elite basketball, especially within its tactical structures, to give young and talented players a better perspective on train- ing, which is founded on objective data in addition to coaches’ individual recom- mendations.

Figure 4 — Model “indirect screen” and rates of success.

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For this, the results concerning the direct screen are remarkable. Many experts take the view that the direct screen is mainly of methodical interest in modern basketball because it helps prepare players to use the more complex indirect screen in game situations. In contrast to this opinion, the results presented here underline the importance of the direct screen as the most frequently used finishing action above all group tactical plays.

Conclusions

General suggestions for basketball training derived from the presented results are:

• It is worth using more overlapping offensive interaction units to reduce the defenders’ opportunities to help against finishing actions in one-on-one and 2-person plays.

• Offensive players should cut and penetrate as often as they can to engage their defenders attention (faking and also preparation of finishing actions by fa- tiguing defenders).

• Offensive set plays should consist of a variety of screening actions (2-, 3-, and 4-person plays). Therefore, even unorthodox following actions should be practiced to increase the success ratio, especially within 2-person plays (di- rect screen).

• Center players should work on their distance shooting capabilities and focus on outside shooting (pop) out of the direct screen.

Figure 5 — Model “multiple screen” and rates of success.

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• Indirect and multiple screens should be used not only for the purpose of distance shooting. In many situations, the drive (dribbler) and roll to the basket (screener) seem to be more successful, especially when the defense anticipates the following actions, as recommended by experts.

• When defending screens, basketball players should focus on the switch in 2- person plays and the slide through and/or the stepping out (above the screen) in 3- and 4-person plays—by considering the concrete game requirements!

Notes 1The man-to-man defense is the basic and by far most utilized defensive strategy in

elite basketball, and the a set offense is more often played than a fast break (about 70% to 30%).

2The OIUs represent those offensive actions (individual or group-tactical plays) that transfer the course of the game from one state to another. During the basketball game, this may happen by changing ball possession (scoring or loss of ball: change to the state of defense) or not (new offensive attempt, e.g., after an offensive rebounding).

3Offensive attempt: Period of ball possession from gaining the ball to the final shot or loss. This means the possibility exists to start another offensive attempt after a missed shot by securing the rebound.

4Sixty games from 1994 to 1999: 6 games of the first German women’s and men’s division in each case, 6 games of the second German men’s division, 6 games of women’s and men’s European league in each case, 5 games of the WNBA, 6 games of the NBA and NCAA in each case, 6 games of women’s international championships for national teams, 7 games of men’s international championships for national teams (European championships, World championships, Olympic games).

5The coefficients C (percentage of correspondence between the two observations) and κ (percentage of correspondence relativized by chance factor) are presented here. κ is always smaller than C because of this relativization by chance (except in the case of perfect corre- spondence).

6Although no statistical correlation could have been proven by using the Chi-square test (Pearson’s [U]).

References

1. Barth B. 1999. Strategie und Taktik im Wettkampf. In: Thieβ G, Tschiene P, editors. Handbuch zur Wettkampflehre. Aachen: Meyer & Meyer. p. 361-75.

2. Czwalina C. 1992. Gütekriterien in der beobachtenden Sportspielforschung. In: Hagedorn G, Heymen N, editors. Methodologie der Sportspielforschung. Ahrensburg: Czwalina. p. 61-72.

3. Hagedorn, G. 2000. Sportspiele. Training und Wettkampf. Reinbek: Rowohlt. 248 p. 4. Hein T. 1995. Strategisch-taktische Spielanalyse im Sportspiel Handball. In: Perl J,

editor. Sport und Informatik IV. Köln: Sport und Buch Strauβ. p. 85-96. 5. Hein T. 1999. Modellbildung im Sportspiel Handball. In: Wegner M, Wilhelm A, Janssen

JP, editors. Empirische Forschung im Sportspiel. Kiel: Christian-Albrechts-Universität. p. 173-85.

6. Hohmann A. 1994. Grundlagen der Trainingssteuerung im Sportspiel. Hamburg: Czwalina. 332 p.

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7. Krause JV, Meyer D, Meyer J. 1999. Basketball skills and drills. Champaign, IL: Human Kinetics. 206 p.

8. Lames M. 1991. Leistungsdiagnostik durch Computersimulation. Frankfurt am Main, Thun: Harri Deutsch. 257 p.

9. Lames M. 1994. Systematische Spielbeobachtung. Münster: Philippka. 159 p. 10. Lieberman-Cline N, Roberts R. 1996. Basketball for women. Champaign, IL: Human

Kinetics. 283 p. 11. Perl J. 1997. Möglichkeiten und Probleme der computerunterstützten Interaktionsanalyse

am Beispiel Handball. In: Perl J, editor. Sport und Informatik V. Köln: Sport und Buch Strauβ. p. 74-89.

12. Perl J, Uthmann T. 1997. Kapitel B1: Modellbildung. In: Perl J, Lames M, Miethling WD, editors. Informatik im Sport. Schorndorf: Hofmann. p. 43-64.

13. Remmert H, Steinhöfer D. 1998. Analyse der individual- und gruppentaktischen Angriffsabschluβhandlungen im Damenbasketball mit Hilfe des interaktiven Videosystems VIDEO AS. Leistungssport 6:47-51.

14. Roth K. 1989. Taktik im Sportspiel. Schorndorf: Hofmann. 277 p. 15. Wissel H. 1994. Steps to success. Champaign, IL: Human Kinetics. 215 p.

About the Author

Hubert Remmert has been a lecturer in the Department of Training Science since 1997. Since 2000, he has also been responsible for teaching basketball at the same faculty. The author has been an active basketball player and coach for several years in Germany’s top divisions.

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Tact 8- Game Play in Basketball.pdf

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Assessment of game play in basketball Isabel Tallir

Ghent University BELGIUM

Eliane Musch

Ghent University BELGIUM

Matthieu Lenoir Ghent University

BELGIUM

Martin Valcke Ghent University

BELGIUM

Abstract The purpose of this study was to examine the impact of two instructional approaches, the Invasion Games Competence Model (IGCM) and a traditional approach to teaching basketball on children’s acquisition of basketball knowledge (in the form of decision-making ability) and their memory capacity. Primary school children (n = 97) were assigned ad random to one of the treatment conditions: traditional method (control group n = 45) and the IGCM (experimental group n = 52). Both groups received a comparable amount of instruction during twelve weeks. All lessons were organised within the normal school settings and during the PE classes. Basketball instruction was led by the researcher to control for differences in teacher expertise. Decision-making and memory tests were administered five times, at the start, during the instruction weeks, at the end and six weeks after the last session. The findings reveal no significant differences between the instructional approaches for the memory test and the decision-making test. Still we find an efficiency effect on the decision- making test for the IGCM approach, which can be interpreted that the IGCM is more efficient but not more effective than the traditional method. Introduction [0]A review of the recent literature about instructional approaches for games teaching with focus on tactical approaches indicates that numerous research questions remain unanswered (Rink, French and Graham, 1996). A key problem in this kind of studies is the number of variables that play a role in the relationship between instructional approaches and the resulting game performance of children such as the game chosen, the age of participants, the length and nature of the intervention, the impact variables studied, and the measuring instruments (Rink et al, 1996). It is therefore difficult to compare studies and a close analysis

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of the multivariate nature of the settings is needed to understand and interpret the results of the research (Rink et al, 1996). Moreover, as Light and Fawns (2003) argue much research has attempted to measure and contrast skill development and understanding within technical and tactical approaches. It has typically involved the assessment of knowledge in the form of that which is articulated as declarative knowledge and that which is expressed in action as procedural knowledge. This research fails to recognize the interdependence of perception, cognition, and skill execution. Brooker, Kirk, and Braiuka (2000) confirm this in their argument that cognitive function and physical action are intimately interrelated and interdependent. The general objective of this study is to examine the cognitive learning results of two instruction approaches for the invasion game basketball. A description of both approaches is given in the methods section. These cognitive learning results are studied simultaneously with the actual skill execution and decision making during game play. The latter are not discussed in this article but will be reported later. Several authors (McPherson, 1994; Thomas, French, & Humphries, 1986) have stressed the importance of multiple measures of both cognition and skill execution. Rink et al. (1996) states that the advantages of a multivariate approach help to build up a more complete picture of the instruction impact and help to get a deeper understanding and structural relationships between variables and processes. Light and Fawns (2003) state that skilful performance in games involves total engagement in the game and draws on cognitive, affective, and physical capacities. Assessing cognitive learning outcomes without actively playing the game is a first step in reaching a broader insight in game performance. But separating cognitive and behavioral components also presents difficulties. Turner & Martinek (1999) note that a correct decision does not necessarily correspond with a correct action – reflecting the difficulty of interpreting cognitive processes apart from behavioral responses (cfr Rink, 2001). A number of authors refer to the interference of weak technical ball control in decision making and game performance. For instance, Turner and Martinek (1992, 1995b) indicate that players need to master control of the object before they can apply tactical knowledge. Also French et al. (1996) take up this position when they state that skills mastery might constrain decision making. For the present study, we tried to distinguish between cognition and skill execution, by analysing both determining factors of game play separately and in different settings. In this article we report on the study of cognition by applying video-based assessment techniques. The rationale to choose for video-based assessment builds on the critique of Turner & Martinek (1999) who noted that the correct decision does not necessarily correspond with the correct action – reflecting the difficulty of interpreting cognitive activity from behavioral responses (cf Rink, 2001). Blomqvist (2001) already demonstrated the useful adoption of video-based assessment methods when developing students’ game understanding in badminton.

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Methods Participants The 97 participants in this study were 10-11 year old children (55 girls and 42 boys) from four classes of two primary schools from the same region. Classes were randomly assigned to the two treatment groups. Two classes (the control group) (mean age = 124.7, SD= 7.1) were assigned to the traditional teaching condition and two classes (the experimental group) (mean age = 124.9, SD= 8.2) received the experimental treatment, the Invasion Game Competence Model (Musch et al., 2002) as instructional approach (Table 1). Informed consent was obtained from all participants and their parents or guardians. Table 1: Mean age and standard deviations of the participating classes (in months)

Mean age SD

Class 1 (Traditional) 127.7 9.9

Class 2 (Traditional) 127.4 9.0

Class 3 (IGCM) 122.1 4.7

Class 4 (IGCM) 122.6 4.2

Instruction approaches The traditional approach focuses on the acquisition of motor skills required for the 3 on 3 half court basketball game. Skill acquisition was mainly pursued by game isolated drills, which were only integrated in game situations once they were mastered by the pupils. Each lesson consisted of three parts: (1) an introductory activity, (2) practicing one or more skills (technique practice) and (3) a game (not necessarily related to the 3 on 3 game form) to conclude the lesson. The learning objectives of the lessons were primarily related to offensive skills. Skills studied and practiced during the treatment phase were shooting, basic dribbling, passing and catching, holding the ball, one on one, even numbered and majority situations. At the end of the treatment period, different game situations were presented to the pupils during which they were expected to apply these skills in these games (one versus one, three versus one, three versus two). [0]In the IGCM instructional mode, the focus was on the decision making component of game performance. The game situation was always the starting point for a lesson, and all learning activities were game related. Nevertheless, the correct execution of the motor skills was still clearly stressed. The experimental instruction focused on aspects of the three-on-three game play (scoring, creating shooting opportunities, set up an attack). The introductory game is always related to the core of the lesson. During each lesson, the teacher monitored tactical problems while the children played a certain game form (eg. three versus two). This implied stopping the game and questioning the children, thereby encouraging them to think about the aim of the game. Only when children were able to understand that they needed new skills in the game situation, dribbling, shooting and passing skills were introduced and practiced.

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Intervention As stated earlier, the study lasted twelve weeks, during which the pupils received twelve lessons of 50 minutes basketball instruction. Testing procedure The participants were tested before, during (two times), at the end and six weeks after the treatment period. These five measurement moments consisted of the administration of the memory and decision-making test, next to the administration of the Groups Embedded Figures Test (GEFT, Witkin et al., 1971) to determine the field dependence/independence of the pupils. On each occasion a video registration was organised of an actual three on three game (half court) and a three on one game (half court) of the pupils in order to assess actual game performance (results not discussed in this article). Psychometric quality of the memory and the decision-making test is valid and reliable. A confirmatory factor analysis shows that there is no significant difference between the theoretical model and the measurement model as reflected in the data. The goodness-of-fit confirms this conclusion: X2 = 64.98, df = 64, p = .44. Decision-making test The decision-making test was composed of seven video-based items. Three items focus on offensive on-the-ball decisions, one item centres on an offensive off-the-ball decision, one item centres on defence decisions, and two items centre on the rules of the basketball game and techniques. Three video clips were presented in relation to each item. The pupils had to choose one of the three clips as the right, most optimal or most relevant decision. The three video clips first were presented at the actual speed of the play with a first chance to give an answer. Next, the same video fragments were shown in slow-motion (75% of the actual speed). A weighting scheme, based on experts’ judgments, was used to score the participants’ responses. 10 points (75% = 8 points) were awarded for choosing the best option, 6 points (75% = 4 points) for opting for the second best option, and 3 points (75% = 0 points) when the third option was selected. A total decision-making score was calculated by summing up the seven sub-scores, with maximum of 70 points. Memory test The memory test was composed of six items. Each item builds on remembering elements from a video clip of a game situation. The game situation varies from a cutting action of a player or the way a scoring attempt is made to which player takes the rebound. The pupils first watch a video clip of a particular game situation, followed by three short fragments. Only one of these originates from the original video clip. After seeing the video clip at normal speed of play, pupils respond. Next the fragments are shown again in slow motion (75% of the actual speed of play). Again a weighting scheme, based on experts’ judgments, was used to score the participants’ responses. 10 points (75% = 8 points) were awarded for choosing the right fragment, 0 points for the wrong answer. The maximum score for the knowledge test score is thus 60 points.

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Results In the statistical tests, group (traditional method, IGCM) is the between subjects variable, decision-making test and memory test are the two dependent variables. Decision-making test (Figure 1) Analysis of variance with Repeated Measures (General Linear Model) reveals a significant main effect for time F4 = 10,55 (p < .001) which indicated that each group improved in time. There is no significant interaction effect between time and group F4 = 1,79 (p = .130). There was no significant main effect of group F1 = 2,13 (p = .148). Figure 1: Total score on the decision-making test for the traditional method group and the IGCM group. But, further analyses shows that both groups obtain significantly different test scores on the occasion of intermediate test 1. An independent samples T-test indicated this t2,92 = 3,24 (p = .002). Memory test (fig 2) Analysis with Repeated Measures of Anova indicated that there was a significant main effect for time F4 = 19,41 (p = .001). There was a significant interaction effect between time and group F4 = 2,93 (p = .021). There was no significant main effect of group F1 = .433 (p = .513). Both groups improve over time. Analysis of figure 2 shows that the learning impact over time is different for the experimental and control group.

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Figure 2: Total score on the memory test for the traditional method group and the IGCM group.

Further analyses with an independent samples T-test showed that the IGCM group score significantly higher on the pretest t (2,044) = .044 and on posttest t (2,088) = .040. Table 2 provides a summary of the means and standard deviations for the memory tests.

Table 2: Total test scores and standard deviations for the memory test.

Traditional method IGCM Mean SD Mean SD Pretest 41.3 14.9 46.0 13.6 Intermediate 1 51.9 7.7 48.4 9.1 Intermediate 2 52.7 10.7 52.1 8.1 Posttest 51.3 10.3 54.2 7.8 Retentiontest 52.9 9.7 54.4 9.0

Discussion and Conclusion In line with Thomas & Thomas (1994), we distinguished in this study between the quality of decision-making in a game situation and the actual execution of motor skills during game performance, although both determine successful game performance. French & Thomas (1987) note the mistake frequently observed in young children in various sports may stem from a lack of knowledge about what to do in the context of a given sport situation. In this study a multiple measurement procedure was adopted to study both the impact of instructional approaches at cognitive and skill performance level. The measurement procedure was built on both game and non-game situations. As stated earlier this approach was adopted to deal with the problem that often children know what to do, but are not able to do it in a game situation, due to an insufficient skill level (Blomqvist, 2001).

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The results of the study indicate that there is no differential impact of the two instructional approaches on the decision-making or memory test. Both conditions show a comparable growth in decision-making and memory scores. But it is interesting to study how the nature of the growth in test scores is gained. In relation to the decision-making test, pupils in the traditional instructional condition reflect a linear improvement in test scores, whereas the pupils in the IGCM condition mirror a major and significant increase in test performance on intermediate test 1. These significant differences disappear when we take the following test scores into account. We can conclude that the IGCM approach results in an increase in efficiency of the learning process, i.e. the time needed to reach a certain impact level. The more efficient acquisition of decision-making knowledge in the experimental condition can be explained by the complex nature of the learning context. Right from the start, pupils have to cope with this type of situations. Concerning the memory test, we observe a totally different pattern in the increase of test scores. The scores of the pupils in the traditional instruction condition reflect a significantly higher increase on intermediate test 1. However, the increase in relation to the following test administrations is no longer significantly different. On this memory test, the pupils in the IGCM condition echo a linear and gradual improvement in test scores. Based upon of the results of the memory test, we might conclude that the traditional instructional approach is more efficient in reaching higher memory scores at an earlier stage. The better retention scores of the pupils in the traditional condition can be explained by the focused nature of the teaching strategy. Instead of complex learning settings, touching on a variety of topics, a more limited set of knowledge elements is dealt with. An additional comment is needed when discussing the absolute differences in final scores. For the decision-making test we find an average increase of 7 points between the first and fifth test administration. For the memory test this overall increase is 13 points. We might consider this increase in test scores as low. Possible explanations might be the specific format of the video based test, the difficulty level of the test or the small number of video fragments used. Light and Fawns (2003) call for assessment instruments that strive to assess knowledge as performance in games rather than knowledge of performance which will provide more authentic means of assessment. Therefore additional research is needed to optimise the tests in view of this kind of variables and processes. Furthermore, the structural relationship between the decision-making and memory test and the actual game is also to be studied. This will be the focus of the next report in relation to this study, when the test scores will be linked to other individual characteristics (e.g., perceptual preferences) and the quality of the actual games played by pupils in both conditions. As stated before, additional analyses will be needed to come to more definite conclusions about the differential impact of the two instructional approaches. Of crucial importance will be the multi-variate analysis of all measurements gathered during the study. At a first level, structural equation modelling (SEM) will be used to study the complex co-variance structure between game performance, decision-making knowledge, memory, cognitive style (field dependence / independence), gender and instructional format. Next, the multi-level structure of the impact will be studied to analyse whether differences at individual level, group level,

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class and school level play a role in the interaction between independent and dependent variables.

REFERENCES

Blomqvist, M., Luhtanen, P., Laakso, L. (2001). Comparison of two types of instruction in badminton. European journal of physical education, 6, 139-155. Brooker, R., Kirk, D., Braiuka., S. (2000). Implementing a games sense approach to teaching junior high school basketball in a naturalistic setting. European physical education review, 6 (1), 7-26. French, K.E., & Thomas, J.R. (1987). The relation of knowledge development to children’s basketball performance. Journal of sport psychology, 9, 15-32. French, K.E., & Werner, P.H., Rink, J.E. (1996). The effects of a 3-week unit of tactical, skill, or combined tactical and skill instruction on badminton performance of ninth-grade students. Journal of teaching in physical education, 15, 418-438. Light, R., Fawns, R. (2003). Knowing the game : Integrating speech and action in games teaching through TGfU. Quest, 55, 161-176. McPherson, S.L. (1994). The development of sport expertise: Mapping the tactical domain. Quest, 46, 223-240. Musch, E. et al. (2002, October). The invasion games competence model: An alternative approach to games instruction and learning, presented on CD-ROM. Poster presented at the AISEP congres of A Coruna, Spain. Rink, J.E. (2001). Investigating the assumptions of pedagogy. Journal of teaching in physical education, 20, 112-128. Rink, J.E., French, K.E., & Tjeerdsma, B.L. (1996). Foundations for the learning and instruction of sport and games. Journal of teaching in physical education, 15, 399-417. Rink, J.E., FRENCH, K.E., Graham, K.C. (1996). Implications for practise and research. Journal of teaching in physical education, 15, 490-502. Thomas, J.R., French, K.E., Humphries, C.A. (1986). Knowledge development and sport skill performance : directions in motor behaviour research. Journal of sport psychology, 8, 259-272. Thomas, K.T., & Thomas, J.R. (1994). Developing expertise in sport: The relation of knowledge and performance. International journal of sport psychology, 25, 295-312.

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Turner, A.P., & Martinek, T.J. (1992). A comparative analysis of two models for teaching games (technique approach and game-centered (tactical focus) approach. International journal of physical education, 29 (4), 15-31. Turner, A.P., & Martinek, T.J. (1995b). An investigation into teaching games for understanding: effects on skill, knowledge and game play. Paper presented at the AERA annual meeting. San Francisco, CA. Turner, A.P., & Martinek, T.J. (1999) An investigation into teaching games for understanding: Effect on skill, knowledge, and game play. Research quarterly for exercise and sport, 70, 286-296. Witkin, H.A., Oltman, P.K., Raskin, E., & Karp, S.A. (1971) A manual for the Group Embedded Figures Test. Palo Alto, CA: Consulting Psychologists Press.

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Trends of tactical performance analysis in team sports: bridging the gap between research, training and competition

Júlio Garganta Centre of Research, Education, Innovation and Intervention in Sport (CIFI2D) Faculty of Sports University of Porto Portugal

ABSTRACT Performance in Team Sports is carried out through a long term and methodical training process planned to improve skills and competence required to deal with competitive demands. Despite that tactical constraint play a major role in Team Sports performance the history of its scientific analysis has been driven by physiological and biomechanical approach, pay- ing little attention to the tactical behaviour of the players and team organisation. For coaches and researchers, tactical analy- ses can be helpful, since they offer the opportunity to identify match regularities and random features of game events. The information about performance is crucial to achieve individual and team efficacy, also because it constitutes a basic criterion for training process. Once tactical major features are identified, they can inform training and performance enhancement pro- grams. Regardless the technological progress, the analysis of tactical performance in Team Sports remains an under-theo- rised field, since there was no significant amount of research undertaken to identify the most important factors underpin- ning performance. Thus, it seems relevant to find out concepts and methods allowing to assemble and to organise knowledge about game complexity and dynamic interaction properties of the teams. The main purpose of this paper is to point out that conceptual frame about tactical indicators in Team Sports should be a major orientation to bridge the gap between research, training and competition.

Key-words: team sports, tactics, performance analysis

RESUMO Tendências da análise do desempenho táctico nos jogos desportivos: em busca da harmonia entre investigação, treino e competição

A performance nos jogos desportivos colectivos é viabilizada, em grande parte, pelo recurso a processos de treino metódicos e planeados a longo prazo para desenvolver habilidades e competências que permitam lidar de modo eficaz com as exigências das competições. Apesar de, reconhecidamen- te, os constrangimentos tácticos desempenharem um papel nuclear nos jogos desportivos colectivos, a investigação tem sido predominantemente orienta- da para as abordagens fisiológicas e biomecânicas, em detrimento da aten- ção devotada ao comportamento táctico dos jogadores e das equipas. A análise da performance táctica pode ser profícua para treinadores e investigadores, na medida em que possibilita a identificação de regulari- dades e contingências, com base na observação do modo como jogadores e equipas engendram e gerem os eventos de jogo. Assim sendo, a informa- ção sobre o desempenho táctico torna-se crucial para perseguir a eficácia individual e colectiva, também porque constitui um preceito fundamental para dar coerência ao processo de treino, na relação com a competição que o legitima. Uma vez identificadas as principais características e exigências tácticas, a partir delas é possível tornar o treino mais específico e adequar outros programas de aprimoramento do desempenho. Deste modo, o défice de investigação empreendida para identificar os constrangimentos mais relevantes que condicionam o rendimento nos jogos desportivos colectivos, nomeadamente no que se reporta ao desem- penho táctico, justifica a necessidade de agenciar conceitos e métodos que permitam organizar o conhecimento sobre a complexidade do jogo e as propriedades de interacção dinâmica das equipas. O propósito principal deste artigo é aduzir argumentos que mostrem que a procura e a identificação de indicadores tácticos relevantes em jogos des- portivos colectivos constitui uma orientação fundamental para demandar a harmonia entre pesquisa, treino e competição neste grupo de modalidades.

Palavras-chave: jogos desportivos colectivos, táctica, análise da per- formance

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INTRODUCTION The limits of human performance are continually being pushed in keeping with the Olympic motto output: ‘stronger, higher, faster’(60). In effect, sports scientists, coaches, and athletes are continuously looking for ways to provide a slight, legal advantage in athletic performance (49). Team Sports (TS) refer to games played between two opposing teams. The players interact directly and concurrently to achieve an objective that involves team members facilitating the movement of a ball or a similar item in accordance with a set of rules, in order to score points and to prevent the opposition from scoring(14,38,62). In these sport disciplines, the performance is carried out through a long term and methodical training process planned to improve technical and tactical skills, as well as strategic com- petence, required to deal with match demands. In TS, the activity of players and teams is developed by altering conditions, with the preponderance of tactical features depending on (14): 1) the sort of opposition amongst opponents and the kind of coop- eration involving team-mates; 2) the huge degrees of freedom and variability; 3) the characteristics of technical skills to act in specific conditions. Gréhaigne(22) points out that TS brings in three main categories of problems, related with: a) space and time; b) information, and c) organization. Therefore, the French author highlights tactical and strategic facets of the game. Taking into account the basic motion of players in its different modalities (standing, walking, jogging, moderate speed running, sprinting, …), it is possible to state that the genuine reasons for its expression must be constantly based upon on a tactical/strategic purpose; the player stands or positions himself to some place, with higher or lower intensity, at a cer- tain moment, in relation to the game configuration. Given that any action should have a tactical aim, the analysis of indicators such as the distance covered during the game, players´ heart-rate, or time motion, can acquire a larger pertinence when related to the game tactical requests, namely the style of play, the offensive and defensive play methods, and the posi- tional and functional status of the players(14, 15). Thus, in TS setting, the Olympic slogan looks incom- plete - “stronger, higher, faster” – because it lacks the

word “smarter”. Smartness in TS refers to the capaci- ty to deal with space, time and task constraints, not only to react to the different game scenarios but also acting in order to create them. Despite tactical constraints plays a main role in TS, only a few papers deal explicitly with scientific approach on tactical setting. In fact, the history of scientific analysis in TS has been driven by physio- logical and biomechanical approach, paying little attention to the tactical behaviour of the players and team organization. The focal purpose of this paper is to argue that research about tactical features, mainly in what con- cerns team’s organization, in different game phases (offensive, defensive and transition play), should be a major orientation to bridge the gap between research, training and competition in TS.

TACTICAL MODELLING: CONCEPTS AND IDEAS For coaches and researchers, tactical modelling can be helpful because it offers the opportunity to iden- tify match regularities and random features of game events according to the offensive and defensive play. Obviously the information about performance is cru- cial to achieve individual and team efficacy, also because it constitutes a basic criterion for the train- ing process. Several authors have been trying to outline signifi- cant tactical performance features in TS(7, 9, 14, 20, 21, 29, 38, 41, 48, 51, 56). In this range, game modelling has been used to provide detection of patterns among match play events, according to the characteristics that afford players and team’s success or failure. As stated by Lames & Hansen(37), it is important to ask whether models contain the essential attributes of the original game sport observed. That’s why, recently, game sports research has become aware that another aspect of the model building process has perhaps not been enough attention: the purpose of the model. In order to achiever deeper insight into the TS tactical game, it is necessary to record the substantial tactical actions in a chronological, sequential order, so the stream of tactical behaviour can be recognized(55). In view of TS as the composite of complex interac- tions, systemic approach brings us to consider, among others, two main organizational levels:

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“match” and “team”(25). A match1 constitutes a complex system and the central notion of opposition leads us to consider two teams as interacting organ- ized systems(24). The game may be thought of as living in the regions of meta-stability (see Kelso(34), where individual actions may serve to destabilize or (re)stabilize the system. The facility with which an attacker or a defender may destabilize or (re)stabilize the system would be considered a hallmark of quality in sport competition. In general terms, the ability of a team to destabilize or (re)stabilize a system might be exam- ined at critical junctures of a game, say on the occur- rence of an unexpected change of ball possession. Modelling a dynamic system means mapping not only its components and input-output behaviour but also in particular its components interaction(4, 14, 24, 41, 53). From this viewpoint, the information about the interaction processes generated by the interactiv- ity by teammates and opponents happens to show an outstanding relevancy because observing how interaction in a concurrent and competitive situation occurs can facilitate the design of specific and advan- tageous preparation. To date research does not progress significantly fur- ther than the original work of McGarry & Franks(43)

and Hughes et al.(31) to develop new and inclusive methods of dynamic analysis of sports contests, and particularly in TS. Nevertheless, dynamic systems analyses may hold the key to unlocking the “hidden logic” of sports performance and variability with- in(19). The potential of these models to concentrate enormously complex behaviour into simple expres- sions has been confirmed(4, 30, 31, 38, 53, 55) and offers a significant advantage over the labour intensive and inefficient approach required within traditional nota- tional analysis. In order to describe and interpret game sequences in different sports, Anguera et al.(2) suggest a notewor- thy tool - the Observational Methodology. In this scope some authors have been using sequential analysis and polar-coordinates technique in their works(1, 5, 11, 12, 40, 52, 56, 59). Garganta(14) put forward an approach to game obser- vation based on a double level analysis plan: i) the creation of a theoretical map with relevant match performance indicators regarding tactical organiza-

tion; ii) the observation of game sequences and exploitation of data coming from both qualitative and quantitative analysis of team’s and player’s organization. Such an intention is very challenging due the nature and diversity of the constraints that compete for the success in TS, namely: i) the complexity concerning the plentiful relationships among the players(24,64): ii) the fact that game events do not correspond to a predictable sequence of actions(8,13); iii) the acute sensitivity of team and player’s behaviours to the initial conditions, taking into account the large amount of variables and its interaction(14, 39). For instance, in sports disciplines such as Soccer, Basketball or Handball, the teams compete for pos- session of the ball, which must be passed through a goal, while in Volleyball, the teams pass the ball in an attempt to place it in contact with an area of the opponents playing field. The teams involved in a match behave similar to self-organized systems searching for order and shape in a macroscopic plan, according to the interactions produced by the players(18). The individuality and degrees of freedom of team’s performance are dependent on a number of players and their possible interactions in game(39). Each team aims to disturb or to break the opponents’ balance, with the inten- tion to generate disorder in its organization. On the other hand, teams intend to assure their own stabili- ty and organization. This way, the actions performed along the matches tend to assure space and time advantage over the contender, which means that the confrontation determines, usually, a winner and a loser. Because teams represent dynamical systems2 organ- ised in accordance with principles and prescriptions, players and team’s behaviour is generated from the tension among regularities (14, 44, 57) and the produc- tion of novelty (14, 21). In this sense, teams proceed as specialised systems strongly dominated by strategy and heuristic competences(18). Some years ago Leon Teodorescu(61) claims that it is not advisable to reduce TS to any algorithm model, because team action does not represent predictable sequences. Gréhaigne(23) appeals for a type of heuris- tic reasoning and he reinforces this idea referring that if the cascade of decisions will be restricted to

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an algorithm of binary choice, an impoverishment necessarily takes place, bringing about a limitation in game analysis. Lames & Hansen(37) alleged that the multi-causal structure of diagnosis in TS demands an interpretative rather than algorithmic approach. The swot up of team’s and player’s tactical organiza- tion afford the possibility to identify game events, namely the identification of some pattern expressing preferential ways or forms of action, and the distinc- tive characters showing the variability of behaviours and events (14, 17). Lames & McGarry(38) asserts that what we see by observing a sports game is a dynamical interaction process in which measures and countermeasures are taken in an attempt to overcome the opponent. This implies that the behaviour produced is not primarily the expression of stable properties of the individual players. In this context, the decision-making behav- iour is best considered at the level of the performer- environment relationship and viewed as emerging from the interactions of individuals with environ- mental constraints over time specific functional goals(3). Therefore, the difficulty is that an adequate interpre- tation of numerical and visual data has to consider individual circumstances (tactics, strategy), but also situational aspects like physical and cognitive processes during the game, the quality of opponent and the preparation level(37).

The key role of tactical performance indicators The last few years have seen considerable research on the performance analysis of sport competition(for a review see 28). The introduction of computer technology facilitated the detailed recording and analysis of sports behaviours and took centre stage in the early development of various notation systems. The assumption implicit in many of these initial studies was that the recorded variables were relevant to the performance outcome. On this expectation, the coach would seek out the critical performance fea- tures to change future behaviours on the basis of information gathered from past performances(41). Although we do not deny the importance of video- technology, mathematical methods or software and hardware improvement, the actual strategy must

focus on effort to assemble indicators that would be able to describe main game events, considering the opposition and cooperation relationships among the players and teams. Much more than figures, infor- mation elapses from the notation and interpretation of the amount of tactical modelling of game play. This implies to understand the game beyond the analysis and notation systems. Match analysts must be able to check the relevance and descriptive power of performance indicators and to distinguish the core features of the game. According to Hughes & Bartlett(33), a performance indicator is a selection, or combination, of action variables that aims to define some or all aspects of a performance. Clearly, to be useful, performance indi- cators should relate to successful performance or outcome. Analysts and coaches use performance indicators to assess the performance of an individ- ual, a team or elements of a team. Also Hughes & Bartlett(33) affirm that the selection and use of performance indicators depend upon the research questions being posed. Teams and players are either ’actors’ or ’reactors’. Actors are more like- ly to initiate a perturbation and to destabilize the balance, whereas reactors are more likely to respond to a perturbation and to restore the balance to some semblance of stability. In such the team that lead phase relation (action) can take advantage over the team with the lag phase relation (reaction), which should materialize in a winning outcome. The notion that a perturbation may lead to a disrup- tion in sports behaviour has been analysed in soccer (see 24, for a related consideration of the changing configurations). Hughes et al.(31) defined a perturbation in soccer as an incident that changes the rhythmic flow of attack- ing and defending, leading to a shooting opportunity. For example, a perturbation could be identified from a penetrating pass, a dribble, a change of pace or any skill that creates a disruption in the defence and allows an attacker a shooting opportunity. In some cases, a perturbation of the defence may not result in a shot, owing to defensive skills or a lack of skill in attack. This reasoning supposes that the defend- ing team looks to (re)stabilize the just destabilized system, in effect dampening or ’smoothing out’ the disruption caused by the perturbation. If a perturba- tion should result in a shooting opportunity, then

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this event is termed a ’critical incident’. Using this definition, Hughes et al.(31) reported significant dif- ferences in the goal to perturbation ratios between successful and unsuccessful teams in the 1996 European Championships. Such an analysis sup- posed that a critical incident (a shot on goal) must be preceded by a perturbation - that is, some aspect of skill that disrupted the normal rhythm of the game. The collective behaviour of a complex system cannot be explained from separate investigations of the behaviour of its parts(45). Instead, the system must be viewed in its entirety and then reduced to a mini- mum but universal set of principles, rather than to the elemental properties(35). It was recognised that some characteristics of dynamic systems – namely transient periods of insta- bility – were occurring naturally within observed sports performance. McGarry et al.(41), therefore rea- soned, and later confirmed(46) that a stability dis- rupting perturbation occurred when the usual stable rhythm of play was disturbed by extreme elements of high or low skill. It became clear that the analysis of perturbations in sport offered a more critical and dynamic method of investigation on “dynamical con- figuration of play”(24) and therefore a significant step towards effective support to coaches and perform- ance.

WHERE TO LOOK TO “SEE” TACTICAL RELEVANT INDICATORS? A team game is a global event made up of several related micro-events. Individual members must har- monise into an effective unit in order to achieve the desired result. In such contexts the assessment of how well the team is playing and how much individ- uals contribute to team effort presents a challenge both to the coach and to sport scientists(6). Perl & Weber(54) held that the processes in sport can be described as time series of patterns, which can as well characterize situations (e.g. positions on the playground) as activities (e.g., moving of players). Tools such neural networks permit recognition and classification of these patterns. In TS setting, Schöllhorn(58) illustrates some holistic team qualities for describing the behaviour of a team in space and time as a whole, namely the time cours-

es of movements on the field, the area covered by players, the team’s geometric shape in time, and the movement of team geometric centre. During the last years, some studies have attempted to provide a theoretical basis to performance analy- sis research in terms of feature identification(10, 14, 51)

and essential variables which characterise game pat- terns in TS(30, 32, 51). However our understanding of critical behaviours still remains in its infancy. In a large part of several works, the authors gather and characterise amounts of data and describe the game variables behaviour, restricting their analysis to the situations leading to score. Nevertheless, the description of the offensive process and the evalua- tion of its effectiveness based only on the score opportunities, only allow a very restricted under- standing of the game dynamics and team perform- ance(15, 27). For researchers and coaches, it seems relevant to focus not only on the scoring actions, but also on other ones that permit to notice teams´ production, in conformity with the cascade of purposes concern- ing the attack, defence and turnovers. In this way, the holistic analyses that point out team organisa- tion, through the identification of regularities and random features of game actions, considering offen- sive and defensive efficacy, could be advantageous. It justifies searching for vital indicators concerning game events and so its required to scrutinize the transitions and metamorphosis that show the dynamical flow of player’s and team’s performance. For example, Lago & Martin(36) made an empirical research about the determinants of ball possession as a performance indicator in soccer; and Garganta(14) suggests that tactical performance indi- cators should reproduce the relative importance of illustrative latent variables, e.g., time, space and game playing tasks (Figure 1), as well as how play- ers and teams exploit these aspects of performance. These will be reflected in the ways that individuals and teams attack and defend, how they use the spaces in the playing surface and the variety of play- ing actions(14, 17, 42). As such, the main subject of tactical analysis should not be the player’s actions, taken disjointedly, but the game play sequences resulting from the actions that occur during the different phases of the match.

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Behaviours are significant if they brake the balance attack/defence of the opponent, or because they exhibit a certain permanence in the variability of actions. From this point of view, such a change implies the construction of observational and notational systems taking into account (Figure 2): the match organisa- tion, starting from the features of sequential actions (tactical units), performed by the teams; the charac- teristics of the sequences leading to different out- comes; and the situations in which, whether a score occurs or not, there is a perturbation in the balance attack/defence. While the vital challenge to players in TS is to gen- erate and to manage interaction in order to organize the own team and to brake the opponent’s balance, tactical features must be understood as game “func- tional units”, containing the crucial information about match play organization and its efficacy. Hence, it is possible to use information about the organization patterns revealed by a team along sev- eral games to come up to conclusions about the effectiveness of players’ behaviour in other games. Starting from an analysis of this type it seems perti-

nent to design models that formalise team’s organi- zation according to variations and regularities that configure match play events, according to the game phases, i.e., attack, defence and transition play.

FINAL REMARKS Regardless the technological progress, tactical mod- elling remains an under-theorised field, since there was no significant amount of research undertaken to identify tactical features underpinning performance in TS. Thus, it seems relevant to find out concepts and methods allowing to assemble and to organise knowledge about game complexity and dynamic interaction properties of the teams. Once tactical focal features and its pertinence are identified, they can inform training and performance enhancement programmes. So, it has to be realised relevant cou- pling of information from game observation and the player’s and team’s training process(37). The question is, as states Perl(53), how tactical mod- elling can help to analyse and understand the pres- ent state as well as predict the future behaviour of a dynamic system, in order to update training and competition. Because of their complex internal inter-

Júlio Garganta

Figure 1. Example of latent varia- bles and tactical

performance indicators in Soccer [Adap. Garganta(15)].

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actions, the time-dependent behaviour of dynamic systems cannot be predicted using static description models only. Instead, models have to be developed that reflect the system dynamics and help to simu- late its behaviour. Memmert & Perl(47) refers that to evaluate perform- ance data from TS, normally qualitative and quanti- tative methods are used separately, and suggested the combination of net-based qualitative analyses and stochastic quantitative analyses to improve the information output significantly. Neville, Atkinson & Hughes(49) note that despite many sort of research methods and techniques to model performance in sport (i.e., empirical model- ling, stochastic modelling, dynamic systems, neural networks, and fuzzy logic), used singly or in combi- nation, to date, results have been disappointing practically. In fact, during the last years the use of computers and sophisticated software develops clearly faster than the improvement of concepts and ideas about how to observe and to learn from starting tactical game setting and its dynamical properties. However, and being essential to decide what infor- mation is important and whether it can be used to improve performance(6), the decisions regarding strategies for collecting data, processing informa- tion and presenting the results are connected with the way of thinking(4). For that reason, methods and tools to modelling per- formance in TS need not to be exclusive of each other. A hybrid type of description (or model) may be appropriate in the future. Thus, further research on sports contests using various types of system descriptions is warranted 49.

We do not dare to doubt the importance concerning technological development in analysis of perform- ance in TS. Nevertheless, we support that the tech- nological sophistication is not sufficient to observe and to note efficiently game features neither to understand its configurations. Performance analysis becomes useful whenever it corresponds to the pro- gressive refinement and extension of the observa- tional variables, in the sense of increasing its descriptive and explanatory potential according to the representative game events. Consequently, the dynamic interactions expressed by the balance and misbalance of team organization, seems to be key-features to describe and shape per- formance in TS. Considering the complexity and uncertainty of TS (14, 63), deterministic modelling seems not appropriate to set up performance analy- sis. As states Balagué & Torrents 4 and Lames & McGarry(37), behind the use of mathematical model- ling, simulation techniques or computing tech- niques, it is imperative to include qualitative research methods to arrive at the necessary inference for sport practice. Searching for identification and interpretation of substantial game behaviour, it’s imperative to assem- ble information based on quantities of quality of game playing. In this sense we must be aware of “game flow” and its changes(16), developing concepts and tools from the dynamic systems approach and com- puter science to cope with complexity(4). First we must found (the accurate variables and indi- cators); then we have to search for its expression in the match. In another words, the game can answer to all our questions … if we know how and what to ask. As it seems pertinent to create and to improve dynamics-sensitive tools to understand game’s logic in TS, according tactical stream (see Gréhaigne, Mahut & Fernandez(26), game analysts and match observers should be team sport specialists prior to technological experts. May be this is one of the keys to bridge the gap towards a comprehensive link between research, training and competition.

ACKNOWLEDGEMENTS The author wishes to thank Marc Verlinden (Vrije Universiteit Brussel) for his help, suggestions and feedback.

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Figure 2. Evolution of match analysis in Team Sports [Adap. Garganta(15)].

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NOTAS 1 According to Lebed(39), “game” is as system of ordered infor- mation, a code of rules restricting and defining participants´ behaviours in specially constructed conditions of space, time and means; “match” is a process of participating sides (sys- tems) competing between them; “game playing” is a system, which directly functions in sport competition conditions. A sin- gle player or a team of players can represent such a system. 2 According to McGarry & Franks(45), a dynamical system is a type of complex system, one in which regularity self-organizes from within as a result of information exchanges that occur both inside and outside the system (i.e., among the parts that comprise the system, and between the system and its sur- rounding constraints, respectively).

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Tactical analysis in team sports

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Tact 10- Player Communication.pdf

European Journal ofP.sychology of Education 2005. Vol. XX. n"2. 171-184 ©2005.I.S.P.A.

A social-constructivist approach in physical education: Influence of dyadic interactions on tactical choices in an instructional team sport setting

Florence Damis-Paraboschi Lucile Lafont Andre Menaut Universite Victor Segalen Bordeaux 2, France

The purpose of this study was to analyze the role of dyadic verbal peer interactions in a team sport such as handball. Participants. 20 boys and 20 girls aged between JI and 12. were assigned to two learning condition groups. The task was an instructional setting in team handball (2 attackers against I defender in each half court). The experimental group with verbal exchanges was e.xpected to obtain higher perfortnances in the post-tests than those who had not interacted verbally between playing sequences. The secondary objective was to investigate whether dyadic gender had an effect on tactical choice and cognitive skills in playing games. The experiment demonstrated the superiority of the dyadic verbal interaction group over the non- interactive group as regards tactical choices and action projects. It also showed gender differences since males performed better females with regard to action efftciency. The results are discussed within the theoretical framework of the social psychology of acquisition and development and within that of teaching for understanding. In conclusion, the socio-constntctivist approach would seem to be pertinent in team sport decision-making tasks.

The socio-constructivist theory based on the concept of socio-cognitive conflict (SCC) (Perret-Clennont, 1980, Perret-Ciermont and Nicolct, 1988; Doise and Mugny 1981. 1997} outlines the role of social interaction in cognitive development. The child can coordinate his/her actions with others and then can develop systems of organization of his/her actions. In these conditions of interindividual coordination, the child develops his/her own cognitive structures through a mechanism of decentering. In exchange, his/her cognitive progress will allow him/her to participate in new, more elaborate social interactions, which in turn will modify the structuring of his/her thought. The supposed causal link is circular and its progress

Aeitnowledgemcnls lo Gerville-Reache. L. for his advice with Ilie statistics.

172 F. DARNIS-PARABOSCHI, L. LAFONT, & A. MENAUT

corresponds to the spiral posited by Piaget (1974) to describe the vector of development (Doise, 1988). Interactions between students therefore allow cognitive development. Nevertheless, improvement happens only wlien cognitive conflict occurs between partners. The conflict must be strong and bring to the fore disagreements that have to be discussed and argued in order to create an SCC. Gilly, Fraisse, and Roux (1988) demonstrate the possible efficiency of other forms of conflict-free interaction such as acquiescent co-elaboration and co-construction. Such mechanisms are able to induce cognitive progress in problem-solving. A key element here is the interactive dynamics between partners. Both theories emphasize intra-individua! prerequisites and regulation of socio-cognitive interactions, and refer to Vygotskian theory, which highlights peer roles in the concept and knowledge building area. Fraisse (1985) stresses the disruptive role of the partner in a logic problem solving situation. In this case, working with somebody may be better than working alone when the initial level of the participants, the socio-cognitive dynamics of the dyad, and the intellectual functioning demanded by the task are taken into account. Team sports seem able to generate co-elaboration and co-construction abilities with or without SCC between partners, and a co-operative task involving opposing points of view may be a way to develop cognitive strategies.

In the domain of motor skill acquisition, the importance of working in a dyadic peer situation as a leaming method has been highlighted by Arripe-Longueville (d'), Fleurance, and Winnykamen (1995); Arripe-Longueville {d'), Gernigon, Huet, Cadopi, and Winnykamen, {2002a,b). In the first study, the task used was the forward somersault. The results demonstrated the superiority of both asymmetrical and symmetrical conditions versus the individual condition for all variables. The participants were adolescents from 14 to 16 years old. In the case of another morphokinetic skill, the breaststroke turn in swimming, Arripe-Longueville (d') et al. (2002b) demonstrated an interaction between gender and dyadie situations. Heavily asymmetrical situations were better for males whereas lightly asymmetrical conditions were better suited to females. In a pilot study, Darnis-Paraboschi, Lafont and Menaut (2002) demonstrated the efficiency of symmetrical dyadic situations on tactical choices in an invasive team sport during the deferred post-test. A weakness of the study was the control of dyad gender (female, male, mixed dyads). Moreover, Arripe-Longueville (d') (1998) highlights three peer interaction modes within dyads: guidance-tutoring for asymmetrical dyads, cooperative behavior in the case of girls and symmetrical dyads and parallel activity mainly adopted by boys. Charleswortli and Dzur (1987) showed the preference of girls for tutoring and co-operative behavior in comparison with boys, who were more inclined to social comparison. In a more recent study, Tutge (1992) reported that girls and boys differ according to collaboration, girls being more likely to regress because they are more interested in preserving good relations with their partners. Moreover, in a co-operative situation involving opposing points of view such as in an instructional setting in team sport, we hypothesize the existence of gender differences.

Dyadic interaction can also be examined from the point of view of a theoretical framework of co-operation leaming in a classroom setting in physical education (Lafont & Winnykamen, 1999). Co-operative leaming may be seen as an organization mode in small groups within the classroom. Co-operative situations are more efficient than individual and competitive leaming conditions inasmuch as three main fields are concerned: interpersonal relations, self-confidence and self-esteem, as well as academic achievement (Johnson, Muruyama, Johnson, Nelson, & Skon, 1981; Slavin, 1983). Co-operation with competition between groups appears to generate more interaction than inter-individual competition and working-alone situations (Slavin, 1983). However, co-operation and competition are often linked in sports, particularly in team sports where intra-group co-operation exists alongside inter-group eompetition (Lafont & Winnykamen, 1999). In the reduced type situation studied here, there is a co-operative goal both with the partner and the opponent. In the same theoretical perspective, Lafont, Proeres, Burvingt, Menaut, and Poitreau (1999) investigated the effects of team discussion (about playing strategies) on interpersonal relations and skill acquisition. In that study, an experimental group placed in a situation of collective discussion seemed to gain an advantage in the interaction situation with regard to individual and

LEARNING IN DYADS IN TEAM SPORT 173

collective participation in the game. Moreover, according to Bouthier (1988), verbalization seems to constitute an essential operation for working out, implementing, and regulating collective motor skills. Its introduction into teaching team sports and games should develop dynamics and might particularly involve reciprocal effects between the individual contribution of the players and the collective performance. When building knowledge and action rules, collective discussions and verbalization help players to develop tactical skills (Grehaigne & Godbout, 1995; Grehaigne, Godbout, & Bouthier, 1999).

Several models describe the relationship between knowledge and performance in the development of complex skills within rapid time constraints. French and Thomas (1987), Thomas and Thomas (1994) and Williams and Davids (1995) highlight the simultaneous importance of declarative knowledge, procedural knowledge and performance skills in team sports. French and Thomas (1987) hypothesize that a foundation of sport-speeific declarative knowledge is necessary to make appropriate decisions within the context of a game. They demonstrate that both cognitive and motor skills contribute to the development of children's basketball skills. The improvement of specific declarative knowledge might be related to better procedural knowledge and decision-making development. According to French and Thomas (1987), both declarative and procedural knowledge improve decision-making ability. To improve qualities of inference as well as "if., then... I do..." statements, declarative knowledge of the same type has to be developed. It seems that dyadic interactions and peer verbalisation are able to generate declarative knowledge as action rules on tactical choices. In Williams and Davids' framework (1995), declarative knowledge is built through training and playing, while procedural knowledge promotes the acquisition and rclention of specific declarative knowledge; i.e., knowing facilitates doing and doing facilitates knowing. To study the development of tactical efficiency in social interaction, declarative knowledge and procedural knowledge need to be explored and could have an impact on performance.

Another framework is the Teaching Games For Understanding (TGFU) model (Thorpe, Bunker, & Almond, 1986; Grehaigne, Godbout, & Bouthier, 1999; Grehaigne, Godbout, & Mahut, 1999) which highlights the debate concerning the respective importance and role' of techniques and tactics in learning games and sports. The model proposes that priority should be given to understanding and learning tactics related to a game or a sport and to the specific technical skills to be practiced when the need is perceived by the student. We suggest a tactical approach to teaching games in the light of a socio-constructivist perspective of the teaching-learning process through the notion of debate-ofidea developed by Grehaigne, Godbout, and Bouthier (2001). In a debate-of-idea setting, retrospective verbalization seems to provide information and stimulate reflection about obstacles encountered by players in their efforts to solve a problem. The construction of suitable personal tactical skills in a specific situation could be referred to as indirect teaching (Grehaigne, Godbout, & Bouthier, 1999) associated with a socio-constructivist approach which contends that knowledge constructed by the student is a result of the interaction between his/her cognitive activity, reality, and other people's. Conscious action-efficient rules emerge from peer verbaiizalions. A co-operative learning process in harmony with the internal logic of invasive team sports requires both eonceplualization of the action (Vergnaud, 1996) and achievement of the playing action. Barth (1993) developed a pedagogy focused on the student's cognitive and meta-cognitive strategies. Meta-cognitive knowledge corresponds to knowledge the student has upon his/her own knowledge and his/her cognitive operation. Meta-cognition is a knowledge and attitude transfer tool, so meta-cognitive processes seem to be developed to generate conscious action- efficient rules about decision-making in team sports and games. It seems that social interactions between peers enable the emergence of meta-cognitive knowledge required in the TGFU model.

The main purpose of tbis study therefore was to highlight the role of dyadic peer interactions to build action rules. Declarative, procedural and meta-cognitive knowledge are constitutive of tactical efficiency in a team sport. To our knowledge, apart from the research conducted by Darnis-Paraboschi, Lafont, and Menaut (2002), the present experiment with dyads is the first for this type of task. Following on from Arripe-Longueville's results (1998),

174 F. DARNIS-PARABOSCHI, L. LAFONT, & A. MENAUT

the participants in dyads were expected to obtain higher performances in the post-tests than those who had not interacted between playing sequences. The study is a quantitative one and the verbal statements of the participants are not described here. The secondary objective was to observe the effect of dyadic gender on tactical choice and cognitive skills in playing games. However, previous studies do not allow precise hypotheses to be made regarding the differences between boys and girls.

Method

Participants and design

The participants were forty French students: 20 boys and 20 girls. Their average age was 1 1.2 years (SD=0.42) and they were from middle-class and lower s o c i o - e c o n o m i c backgrounds. They were selected from a sample of 72 pupils attending three different classes of two teachers who worked together on the same project in the same school. These two teachers were not part of the research team. All participants and their parents provided informed consent before they participated in the study. They were told that they would be filmed but that their privacy would be protected. The experimental design was approved by the university's ethical committee.

All the 72 pupils volunteered to participate in the study. We selected beginners in the team sport, i.e., only those who did not practise team sport outside of the school and those were present at the three stages of the experiment. Thus, 40 participants were randomly assigned to the four independent groups of a 2x2 (Gender x Learning condition) design.

Task materials

The required task was a reduced situation of European handball. This instructional setting was established within the planned sequence of activities for the first year of secondary school and was part of the basic program for teaching beginners how to make decisions in the activity. The experiment was carried out during a physical education lesson. The class teacher took charge of the pupils not selected by the experimental design but did not participate in data collection. The experiment took place in the middle of the curriculum and the pupils knew the basic rules. Lessons were given in a 40x20 meter gymnasium with standard handball court regulations. All the participants received the same verbal instructions, and had to perform both attacking and defensive tasks.

Figure I. The motor task, handball instructional setting

The attacking instruction was as follows: "you have to start at the goal area line with one ball for two players and you have to reach the opposite goal area line to take a shot at the goal without losing the ball. In order to succeed, you have to follow handball rules."

LEARNING rN DYADS IN TEAM SPORT 175

The defensive instruction was as follows: "you have to divide up into each half-court: one defensive player in the half-court in front of the medium-tine and the other one in the other half-court behind the medium-line. You have to try to stop the attacking players carrying the ball toward your goal by intercepting the ball or trying to stop the shot using handball rules".

The participants had to take turns in playing the role of attacker and defender. The players always rotated in the same manner, so each attacking dyad always met the same defensive dyad.

Videotape: Verbal exchanges were recorded on a Hitachi 8mni Video Camera/Recorder VM-E555LE and a directional microphone: Firstline Micro Cassette Recorder.

Procedure

The first test consisted in assessing the initial level of the participants in the instructional setting {all participants were randomly assigned to a dyad). Twenty dyads were composed, 10 female dyads and 10 male dyads assigned to two conditions: with (experimental group) or without verbalization (control group).

Pre-test. A declarative knowledge pencil and paper test ( D K l ) was performed with a 1 4 - p o i n t s c a l e for t h e o r e t i c a l t a c t i c a l c h o i c e s . T h i s c o n s i s t e d of a m u l t i p l e - c h o i c e questionnaire asking the pupils a series of if X occurs, then I do V" statements. Each question was illustrated by a diagram explaining the playing situation.

An action project questionnaire ( A P I ) using a 4-point scale described the different stages of learning the skill. A motor pre-test consisted in an instructional setting in team handball. On a handball court, one defender was on each half court with a goalkeeper. Each dyad had to move from one place to take the ball to the opposing goal area and make a shot at goal, using passes or dribbling, Each dyad had five attempts at attack and five at defense. For each attempt we assessed a choice relevance measure ( C R l ) using a 20-point scale (a ratio of good choices on all the choices observed multiplied by 20) and an action efficiency measure ( A E l ) using a 5-point scale (1 point for every shot at the goalkeeper on the goal area line).

Training in pairs

In the experimental conditions (Exp), the participants were asked to discuss (3 times, 3 minutes) and to come to an agreement with the partner in order to find a solution for winning.

In the control condition (Cont), the participants were asked to make as many passes as possible (3 times, 3 minutes). Between each training phase, one attempt was made on the court in the same conditions as the pre-test.

Immediate post-test. All participants performed five trials in the same conditions as the pre-test (2 attackers against 1 defender on each half court) and a choice relevance measure (CR2) and an action efficiency (AE2) measure were assessed. Furthermore, a declarative knowledge test (DK2) and an action project questionnaire (AP2) were administered.

Deferred post-test. All participants performed five attempts in the same conditions as the pre-test one week later. For each attempt, a choice relevance measure (CR3) and an action efficiency measure (AE3) were assessed.

Measures

Dependent measures included choice relevance (CR) and action efficiency (AE) for motor performance. In accordance with previous research (Arripe-Longueville (d'), 1998; Damis-Paraboschi, Lafont, & Menaut, 2002), action project and declarative knowledge were also measured.

176 F. DARNIS-PARABOSCHI, L. LAFONT. & A. MENAUT

The declarative knowledge test (DK) described seven variable situations all requiring decision making by the player. For each "if-then " statement, we assigned 2 points for the best solution, 1 point for a halfway solution and 0 point for the wrong solution. This test was constructed by three expert team handball teachers and was standardized in a pilot study conducted with 34 boys and girls of the same age and skill level.

According to Thomas and Thomas (1994), novices lack declarative knowledge such as offensive and defensive strategies. They often do not know which skill to execute or when to execute it. With more experienced students, the performance differences tend to be less skill- related and more knowledge-based (French & Thomas, 1987; McPherson & Thomas, 1989). However, in a situation of movement, it is possible to know when and how to perform a movement without actually being able to execute it (Thomas & Thomas, 1994). We therefore investigated choice-making declarative knowledge through this test, looking first for a link to choice relevance and secondly for the effect of the acquisition process on it.

The action project questionnaire (AP) was a written questionnaire asking the students how to perform in order to succeed in the problem situation. It stated: "In a 2 attacking players against I defensive player situation, what do you both have to do to succeed in making a shot eveiy time without losing the ball?

Describe the possibilities in this situation and foresee the solutions. " The action project questionnaire was coded 1 point for a "you have to pass the ball": 2

points for: "you have to pass^ the ball and tnove into space ".* 3 points for: "you have to pass the ball or dribble, then tnove into space": 4 points for an answer in which the various possible answers were given according to the defensive player: "If the defensive player does that.... then I do that... ". This test had been used and standardized in a pilot study with 34 boys and girls of same age and had been validated by three expert handball teachers.

According to Grehaigne, Godbout, and Bouthier (1999), efficiency during a game depends on action efficient rules which learners try to fonnulate. Tactical efficiency is linked to a generative capacity to produce infinite tactical types of behavior in response to infinite configurations of play. We therefore expected ati improvement in answers regarding the tactical rules described in the action project questionnaire with the training conditions. The experimental group had to verbalize and discuss the best solution for succeeding in the task.

For each handball team player, the (+) number was divided by the action number (+;+/-;-) and multiplied by 20. This gave a ratio of rather good choices with regard to total action function. This scale had been used and standardized in a pilot study with 34 boys and girls of same age and validated by three expert handball teachers (Darnis-Paraboschi, Lafont, & Menaut, 2002). Choice relevance (CR) using a 20-point scale was measured by three teachers who were handball experts. They observed the players in the task and noted "good choices" (+), "neutral choices" (+/-) and "poor choices" (-). A concordance test (Kendall test: ^(2,24)=0.16,/?<.05) was performed and there were no differences between the teachers.

We evaluated procedural tactical knowledge evaluation on the choice relevance scale. According to French and Thomas (1987), declarative knowledge tests and choice relevance scales are linked. Moreover, the learning condilions might influence choice relevance performance. Moreover, experimental group players who are called upon lo perform verbal exchanges in pairs should generate and produce better adapted choices for the situation. They should then improve their choice relevance score more than the control group.

The action efficiency measure (AE) used a 5-point scale. For each attempt the attacking dyad players received one point if they succeeded in making a shot at the goal line. They had five attempts, and then a 5-point scale was used to measure playing efficiency. We expected a relationship between choice relevance and action efficiency as well as a better training condition effect.

Data analyses

First, correlational analyses were computed among relevant variables. To test the hypothesis that verbal interaction would lead to higher performances than the control

LEARNING IN DYADS IN TEAM SPORT 177

condition (without interaetion) and to observe the potential gender differences, a 2x2x2 (Gender x Learning condition x Period) analysis of variance with repeated measures on the last factor (RMANOVA) was conducted for Declarative Knowledge and Action Project. For Choice Relevance and Action Efficiency, a 2x2x3 (Gender x Learning condition x Period) analysis of variance with repeated measures on the last factor (RMANOVA) was conducted. Comparisons were conducted by univariate ANOVA. Eta squared was computed to examine the effect size of the significant differences. Following Cohen (1988), ES is interpreted as 0.8 representing a large effect, 0.5 as a moderated effect and 0.2 as a small effect.

With a view to comparing the four groups according to the acquisition procedure, their equivalence on the pre-test was verified. No difference was found between the four groups for all measures.

Results

Correlation analyses

Table 1

Correlational matrix

DK1 DK2 API AP2 CRI CR2 CR3 AEI AE2 AE3

DKl DK2 .70*** API .27 .25 AP2 .18 .13 .57*** CRI .35* .35' .26 .30* CR2 .45** .49*** .25 .37* .67*** CR3 .33* .42** .28 .48** .80*** .82*** AEI .16 .15 .09 .06 .58*** .33* .41** AE2 .36 .31* .15 .02 .57*** .62*** .48** .69*** AE3 .28 .25 .18 .14 .62«** .55*** .56*** .88*** .87***

Note. •/7<.05,*V<.01,"**/J<.001.

The correlational analysis showed that all the measures were related between the pre-test and the post-tests. Moreover, declarative knowledge level was positively related to choice rel- evance on the pre-test and on the immediate post-test (r=.35,p<.05 and r^.49,/j<.0l, respec- tively). Declarative knowledge was also positively correlated to action efficiency only on the immediate post-test {r=3l, p<.05). Action project was positively related to choice relevance only on the immediate post-test (r=.37, p<.02). Choice relevance was positively related to action efficiency on the pre-test, the immediate post-test and the deferred post-test (r=.58, /K.00I;r=.62,p<.001 and r-.56,/7<.00l respectively).

Learning condition differences

Table 2 displays the means and standard deviations of all measures for the two learning conditions.

No difference was found when analyzing remainders. Observing the scores diagrams of the descriptive analysis did not reveal any outliers.

178 F. DARNIS-PARABOSCHI, L. LAFONT. & A. MENAUT

Table 2

Means (and standard deviations) of all measures for the two learning conditions

Group

Experiment.

Control

Declarative knowledge

1

10.2 (3.43)

10.1 (2.92)

2

10.65 (3.42)

9.50 (3.50)

Action project questiontiaire

1 2

1.75 2.50 (0.97) (1)

1.80 1.90 (1) (1.12)

1

1288 (2.80)

12.22 (3.50)

Choice relevance

2

14.92 (3.63)

12.49 (4.02)

3

14.85 (2.9)

12.31 (3.4)

1

2.50 (1.47)

3.3 (1.22)

Action efficiency

2

3.1 (1.68)

3.8 (1.44)

3

3 (1.38)

3.4 (1.05)

Dyad gender and learning condition differences

Table 3 displays means and standard deviations for leaming conditions by gender.

Table 3 Means (and standard deviations) of all measures for each group

Group

Feme I exp.

Femal control

Male exp.

Male control

Declarative knowledge

1

8.60 (3.17)

10.60 (2.54)

11.80 (3.01)

9.60 (3.30)

2

10.10 (2.92)

9.60 (3.50)

11.20 (3.94)

9.40 (3.68)

Action project questionnaire

1

!.7O (0.82)

1.80 (1.23)

1.80 (1.13)

1.80 (0.79)

2

2.40 (0,70)

1.90 (f.28)

2.60 (1.26)

1.90 (0.99)

1

12.06 (2.53)

11.45 (1.23)

13.70 (2.92)

12.99 (2.56)

Choice relevance

2

13.33 (1.98)

12.67 (5.20)

16.50 (4.28)

12.32 (2.65)

3

13.80 (1.40)

12.03 (4.05)

15.90 (3.66)

12.60 (2.79)

1

1.80 (1.23)

3.20 (1.23)

3.20 (1.40)

3.40 (1.26)

Action efficiency

2

2.00 (0.66)

3.60 (1.95)

4.20 (1.68)

4.00 (0.66)

3

2.20 (1.42)

3.40 (1.26)

3.80 (1.55)

3.40 (0.84)

No difference was found when analyzing remainders. Observing the scores diagrams of the descriptive analysis did not reveal any outliers.

Declarative knowledge

For declarative knowledge, the RMANOVA showed no effect for Gender or learning condition (F(l,36)=0.7 and F(l,36)=0.42, ;7>.O5). There was no significant progress (F(],36)=0.04) for declarative knowledge.

Action project

For action project, the RMANOVA revealed a main effect for the Assessment period, F(l,36)=8.26, ;7<.O1 (£5^.19). The analyses also indicated a Leaming condition x Assessment period interaction F(l,36)=4.82, p<.05 {ES=.\2). Bonferroni's post-hoc test indicated no significant difference between groups. Nevertheless, for the Assessment period, only the experimental group of boys improved significantly (F(],9)^16, p<.01) (£5'-.64). No significant or interactional effects between Gender and Learning condition emerged (F(l,36)-.03,;7>.05).

LEARNING IN DYADS IN TEAM SPORT 179

Choice relevance (CR)

There was a significant effect of the Assessment period (from pre-test to immediate post- test and deferred post-test), F(2,72)=5.84,;;<.01 (£5-.14).

Between pre-test and immediate post-test, RMANOVA indicated significant progress ( F ( ! , 3 6 ) ^ 6 . 8 3 , ;3<.O5 (£"5=.16). The analyses also indicated a Learning condition x Assessment period interaction, F(I,36)=3.96, p=.O5 (ES=.\O). Bonferroni's post-hoc test indicated no significant differences between groups. Nevertheless, on the immediate post-test, ihere was a significant effect of group F(l,36)=4.I5,p<.05 (£5=.10). The experimental group obtained a higher performance than the controls {M exp.= 14.92 versus M contr.= 12.50). Furthermore, only the experimental group of boys progressed significantly between the pre- test and immediate post-test F{ 1,9)=8.14, / x . 0 5 (£S=.48).

Between the pre-test and deferred post-test, RMANOVA indicated a significant effect of Assessment period, F(l,36)=12.64, p<.01 (ES=.26), and a significant interaction between the training condition and assessment period F(l,36)^10.42, p<.0\ {ES=.22). On the deferred post-test, Bonferroni's post-hoc test indicated that the experimental group of boys obtained a higher p e r f o r m a n c e than female c o n t r o l s (M e x p . M a l e s = 1 5 . 0 9 versus M c o n t . Females=l2.03) (p^.O5). On the deferred post-test, ANOVA indicated a significant effect of group: F(l,36)=6.49, p<.05 {ES^.\5). The experimental group obtained a higher perfonnance than the eontrols (M exp.= 14.85 versus A/contr.=^12.31). Moreover, only experimental groups progressed significantly, respectively: F( 1,9)^6.38,/j<.05 (£"5=.41) (for females) and F(l,9)=20.17,/)<.01 (ES=.69) (for males). No other effects were significant.

Action efficiency (AE)

There was a significant effect of the Assessment period, F{2,72)=7J2, p<.0\ (from pre- test to immediate post-test and deferred post-test) (£5^.18).

Between the pre-test and immediate post-test, RMANOVA indicated a significant effect of the Assessment period, F(I,36)=8.64,/7<.O1 ( £ 5 - . 1 9 ) . The analyses also indicated a significant effect of Gender, F(l,36)=7.78,/7<.O1 {ES=.\ii). Boys performed significantly better than girls on the immediate post-test (M males=4.1 versus M females=2.8). The Bonferroni's post-hoc test indicated that the experimental group of boys had higher performances than the experimental group of girls: M exp. males=4.2 versus M exp. Females-2 (p=.006).

Between the pre-test and deferred post-test, RMANOVA indicated a significant effect of Assessment period, F(l,36)=9, p<.0\ iES=.2O) and Gender, F(l,36)=4,8, p<.05 (ES=.12). Boys performed significantly better than girls {M males=3.6 versus M females=2.8) on the deferred post-test. The Bonferroni's post-hoc test showed that the experimental group of boys had higher performances than the experimental group of girls: M exp. maies=3.8 versus M exp. Females=2.2 (p=.0\) on the deferred post-test. There was a significant interaction between Leaming condition and Assessment period F{\,36)=4, p<.05 (£5=. 10). RMANOVA by groups showed that only the experimental group of boys progressed significantly F{\,9)=\3.5,p<.0\ (£5=.60). No other effects or interaction effects were significant.

Discussion

The main purpose of the present study was to explore the effects of dyadic verbal interaction on cognitive, motor and tactical variables. Additionally, gender effect was assessed. The results demonstrate the effect of training in symmetrical dyads with verbalization for action projects and for choice relevance on the deferred post-test. This demonstrates the role in understanding of verbalization for tactical representation and for tactical choices. Action-efficient strategies developed because co-operation by verbal

180 F. DARNIS-PARABOSCHI, L. LAFONT. & A. MENAUT

interaction between peers allowed to effective tactical action in the long term. These results are consistent with those found by Lafont et al. (1999), for a team sport and by Arripe- Longueville (d'), Fleurance and Winnykamen (1995); Arripe-Longueville (d') et al. (2002a,b) for other sports and other motor skills. The results also confirm the importance of verbal exchanges (Bouthier, 1988; Grehaigne, 1999).

Following Cohen (1988) we observed moderated effects for the progress of experimental group, but small effects for learning condition. These moderate or small effects may be due to several factors. First, although they were selected as novices, some participants obtained quite good motor scores at the beginning of the tests. Moreover, the interactive session was rather brief. Finally, the motor task was a complex one used in physical education. For these reasons, the ecological validity of the situation may have attenuated the observed effects.

In the present study, no differences were found between boys and girls for choice relevance, declarative knowledge or action projects. In a preliminary study, 144 boys and girls performed equally well in tactical choices (Damis-Paraboschi, 1998). Boys were better than girls only with regard to action efficiency. This may be due to differences in socialization and experience: boys are generally more skilled than girls in team sports because they have greater practical experience of ball games (Anderson, Gebhart, Pease, & Rupnow, 1983). Moreover, studies have shown that males are generally more motivated for competition than females (White & Duda, 1994; Ryckman & Hamel, 1995). White (1991) showed that competitive coaction enhances motor performance for men, but not for women. Consequently, boys may increase their action efficiency more significantly than girls because the goal of the task and the verbal instructions may elicit competitive orientation. Concerning interaction differences between boy and girl dyads, the present findings are quite different from those reported by Arripe-Longueville (d') et al. (2002b) for morphokinetic skills. They showed that girls prefer verbal exchanges whereas boys score higher in physical involvement. Certain reasons may explain why gender differences have not emerged. However, the experimental designs and interactive situations were rather different between authors study and the present one. Nevertheless, a qualitative analysis is to be conducted on the whole corpus in reference to "conversational analysis" and to peer interactive modes within the dyads.

A c c o r d i n g to French and Thomas (1987), declarative k n o w l e d g e and procedural knowledge measured by choice relevance level are positively correlated. To improve our results we hypothesized that logical thought and the subject's operative level infiuence the ability to put inferences into words as "if... then" statements. The subject's hypothetical- deductive thought might influence his/her declarative and procedural knowledge regarding tactical choice. As expected, there was a positive correlation between choice relevance and action efficiency. Thus, procedural knowledge and motor skills are linked in team sports. Declarative knowledge was positively related to action efficiency only on the post-test. These results are consistent with those of French and Thomas (1987), Thomas and Thomas (1994) and Williams and Davids (1995) who highlighted the simultaneous importance of declarative knowledge, procedural knowledge, and motor skills in team sport learning. We found a positive correlation between action projects and choice relevance on the immediate post-test, as well as a significant effect of the assessment period. These results are in agreement with those of Grehaigne and Godbout (1995) and Grehaigne (1999) showing that tactical efficiency (measured by choice relevance) implies the capacity to produce conscious action-efficient rules {measured by action project).

Socio-cognitive learning frameworks (Perret-Clennont, 1980; Perret-Clermont & Nicolet, 1988; Doise & Mugny, 1981, 1997) demonstrate greater efficiency for interactive work over individual work, in particular for Piagetian tasks. Our study demonstrates the value of a socio- constructivist approach to team game decision-making tasks. Dyadic verbal interactions make co-constructive project actions possible as well as collaborative establishment of action- efficient rules. Since team sports are characterized by the need to cooperate, co-ordinated points of view are required to establish one or several strategies aiming at confrontation. Therefore, social interaction is necessary at all stages of the game. Verbal interactions involve the formulation of word sets, and thus conceptualization and thought-making. Awareness

LEARNING IN DYADS IN TEAM SPORT 181

processes are at the heart of meta-cognitive processes and generate the "understanding of learning" (Grehaigne & Godbout, 1995; Grehaigne, Godbout, & Mahut, 1999). Piaget (1974) drew attention to the difference between achievement and understanding. He believed that exercise achievement was task-dependent and was subsumed by intuitive or tacit know-how, whereas understanding was process-dependent. While social development psychologists underline intelligence building in social interaction (Perret-Clermont, 1980), the team sport models discussed here place much emphasis on tactical choice building in social interaction.

A socio-constructivist teaching model should enhance students' construction of tactical knowledge and the development of their decision-making skills. A reduced situation highlighting tactical problems should comprise an instructional setting in which verbalizations between partners should be encouraged in order to promote the emergence of action-efficient rules. The present study shows the importance of alternating between reduced situations, verbalization and debate about idea sequences. Indeed, it might encourage teachers to set up dyadic interaction within the classroom since peers interactions seem to develop relevant tactical choices in problem-solving situations.

These findings open up new perspectives. First, it may be of interest to create a new experimental design with longer interaction within the dyads. Various reduced situations highlighting tactical problems could be investigated with regard to verbalizations between partners. Second, it would be interesting to examine the degree of symmetry of the dyads to assess its influence on improving tactical choices. Arripe-Longueville (d") (1998) demonstrated the greater efficiency of slightly asymmetrical dyads compared to symmetrical ones for morphokiTietic tasks. Future research should confirm these results in the case of tactical choices for a team sport. Although verbalizations have not been systematically studied, it appears that interactions between peers constitute co-elaboration and co-constructions (Gilly, Fraisse, & Roux, 1988). It would be of interest to analyze verbal interactions in the experimental group with progress made in cognitive and tactical performances. Finally, future research might examine the role of contextual characteristics upon the kind of interactive process. Particularly, the infiuence of competitive contexts and the role of initial instnictions and goal task could be measured with regard to dyadic interactions in physical education and sports contexts.

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Cette etude se propose de mettre en evidence le role des interactions verbales en dyades parilaires dans t'apprentissage d'un sport collectif comme le handball. Les participants, 20 gar^-ons et 20 fdles. dgees de 11 a 12 ans. etaient repartis en deux groupes selon la condition d'appreniissage. La tdche est une situation dejeu reduite du handball: 2 attaquants contre 1 defenseur dans chaque moitie du terrain. Les participants du groupe experimental, beneficiant d'interactions verbales entre pairs, etaient supposes obtenir de meilleurs resultats aitx post-tests que ceux du groupe te/noin, n 'ayant pas interagi verbalemenl entre les sequences dejeu. Le second objectif etait d 'observer si le genre avait un effet sur les performances tactiques et sur les connaissances en jeu. L'experimentation demontre la superiorile du groupe beneftciant d 'interactions verbales en dyades par rapport au groupe n 'ayant pas interagi au regard des choix lactiques et du projet d'action. En outre des differences de genre out ete trouvees dans le sens oit les gar<,'ons obtiennent de meilleures performances que lesfilles au niveau de I 'efficaclte de I 'action. Ces resultats sont discutes dans la perspective theorique des travaux de psychologic sociale des acquisitions et du developpemenl et dans le courant de I'apprentissage par la comprehension. Cette etude experimentale demontre un interet pour une approche socio-constructivisle de la prise de decision en sports collectifs.

Key words: Dyads, Team handball. Verbal interaction.

Received: May 2003

Revision received: May 2004

Florence Darnis-Paraboschi. University Victor Segalen Bordeaux 2, Faculte des Sciences du Sport et de TEP, Laboratoire VSTIl, EA 498, 12 Av. Camille Jullian, 33607 Pessac Cedex, France. Professeur agrege d'E.P.S., docteur en STAPS a ITnstltut Universitaire de Fomiatlon des Maitres d'Aquitaine, 49 rucdc TEcoleNormale, BP219, 33021 Bordeaux Cedex, France; E-mail: fdamisp@aquitaine.itifm.fr

Current theme of research:

Cognitive and socio-cogniiive factors on the foundations of tactical abilities in team sports.

184 F. DARNIS-PARABOSCHI, L. LAFONT, & A. MENAUT

Most relevant publications in the field of Psycholog}' of Education:

Damis, F., Lafoni, L., & Menaut, A. (2002). Effels des interactions dyadiques sur la competence tactique en sports colleclifs chez des sujets de 11-12 ans. Actes du congres de la SFPS (pp. 25-28), 2 1 . 22 mars 2002. Limoges, Krance.

Damis-Paraboshi, F. Lafont, L., & Menaut, A. (2004). Verbalisations en dyades dans une silualion de cooperation et d'affrontement en E.P.S. Communieation orale au Congres International: Faut-il parler pour apprendre? Dialogues. yerbali.tation et apprentissages en situation de travad a I'ecole: Acquis et questions vives. 17, 18, 19 mars 2004, Arras, France.

Darnis, F. (2004). Place et role du developpement ccgnitif et de ^interaction sociale dans I'acte tactique et jeii.x et sports collectifs. Unpublished doctoral dissertation in STAPS, University of Bordeaux 2, France.

Lucile Lafont. Maitre de conferences HDR, Universite Victor Segalcn Bordeaux 2, Faculte des Sciences du Sport el de I'EP, Laboratoire VST2I. EA 498, 12 Avenue Camille Jullian, 33607 Pessae Cedex; B-mail: Iucile.lafont@u-bordeaux2.fr

Current theme of research:

Interactive imitation. Peers interaction. Tutoring. CoDperative learning. Modeling.

Most relevant publications in the field of Psychology of Education:

Lafont, L., & Winnykamen, F. (1999). Cooperation and competition in children and adolescents: Current issues and perspectives in physical education. In Y. Vanden Auweele, F Bakker, S. Biddle. M. Durand, & R. Seiler (Eds.), Textbook on psychology for physical educators (pp. 379-404). Champaign, IL: Human Kinetics.

Lafont L. (2002). Efficacit^ compar^e de la demonstration explicitee el de I'imitation-modelisation interactive pour l'acquisition d'une sequence dansee chez des adolescentes de 12 ^ 15 ans. STAPS, S8,69-79.

Lafont L., Bedouret T., Py Y., Ricordeau L., & Guilbeau H. (2003). Le tutorat en action: Observations et analyses. Recherche et Eormation, 43, 65-81.

Damis-Parabosbi, F. Lafont, L., & Menaut, A. (2004). Verbalisations en dyades dans une situation de cooperation et d'affrontetnent en E.P.S. Communication orale aii Congri-s International: Faut-il parler pour upprendre? Dialogues, verhalisalion et apprentissages en situation de travail a I'ecole: Acquis et questions vives, 17, 18, 19 mars 2004, Arras, France.

Munoz, E., & Lafont, L. (submitted). Adult tutoring for motor-skill acquisition: The role of different guidance methods in novices' motivation and performance.

Andr£ Menaut. Universite Victor Segalen Bordeaux 2, Faculte des Sciences du Sport et de I'Education Physique, EA 498 Vic Sportive: Tradition, Innovalicm, Intervenlion (VST2I}, 12 avenue Camiile Jullian, 33607 Pessac Cedex, France; E-mail: andre.menaut(@u-bordeaux2.fr

Current theme of research:

Cognition, strategies des acteurs et environnements sportifs. Cognition et phenom^nes collectifs dans les pratiques physiques et sportives.

Most relevant publications in the field of Psychology of Education:

Menaut, A. (1993). A propos d'un type particulier de conduite cognitive: La pens6e tactique. Bulletin de Psychologie. 4l2[XiM\). 684-693 (septembre-octobre, n" special "Cognition Education Langage").

Menaut, A. (1998). Le reel et le possible dans la pensee tactique. Contribution a une Iheorie dujeu sportif Bordeaux: PUB, Nov. 1998.

Menaut, A. (2002). L'art d'entrainer et la quete du sens: Etudes praxeologiques, L'exemple du football professionnel. Colloque International de Praxeologie Atotrice (20, 21 et 22 juin 2002). Paris.

Vallet, C , Goodall, C . & Menaut, A. (2000), L'ajustement spatio-teniporel du danseur face au stress. Science et

Motricite. 41,61-76.

Tact 11- Hopper TGfU 2007.pdf

Teaching tennis with assessment for/as learning

This material may not be reproduced, stored in a retrieval system or transmitted by any means, electronic, mechanical, photocopying without the permission of the copyright holder Author Tim Hopper. Journal of Physical Health Education, Vol 73 Number 3, 2007.

Teaching tennis with assessment ‘for’ and ‘as’ learning: A TGfU net/wall example Running Header Title: Teaching tennis with assessment for/as learning

Tim Hopper, University of Victoria

Contact Information

Tim Hopper Assistant Professor

School of Physical Education Faculty of Education University of Victoria Victoria, BC V8W 3P1

Canada Tel 1 250 721 8385 Fax 1 250 721 6601

E-mail: thopper@uvic.ca

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Teaching tennis with assessment for/as learning

Abstract

Drawing on experiences of teaching tennis courses based on a TGfU approach, this article will outline ideas for developing assessment practices where students learn to read the off-the-ball movement of players. This paper argues that assessment must move from a reliance on assessment of learning to assessment for and assessment as learning (Earl, 2003). When teachers and students become focused on assessing learning to play the game rather than assessing the skills of the game, they learn to read and understand the players’ role in game play. Such reading encourages students to make anticipatory movements that put them in positions to be successful at executing skills. From this basis the article will draw on experiences teaching high school students and first year university students (Hopper, 1990; Hopper, 2003).

2656 words including diagrams and references but excluding abstract

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Teaching tennis with assessment for/as learning

Introduction: Tennis a net/wall game It has been my experience visiting schools that few PE teachers feel comfortable

teaching tennis. Tennis lessons result in balls flying out of the court, students standing waiting their turn to hit a ball…basically a frustrating experience. Even when I see students have gained some ability to hit the ball in the court, a teacher finds it challenging to assess their skills in a way that will encourage students to play more. How can we teach tennis and assess tennis to emphasize the joy of playing a ball, the excitement of a well played point? In this paper I suggest a TGfU approach combined with assessment methods focused on student’s learning to read the game.

The notion of learning to “read” game play from a tactical understanding of the game is one associated with literacy in its broader sense, with the idea of reading the meaning of actions in a context that can be represented by a simple symbol system. To “read” game play a person must understand enough of the whole of an activity to recognize and connect the relationship patterns of the individual components.

Within the TGfU approach, tennis is one form of adult game in the net/wall games category. As developed by Hopper (1998, 2003), the net/wall games can be understood in relation to three principles of play:

1. Consistently returning the ball and move to cover centre of the opponent’s target. 2. Placement of the ball into the opponent’s area of play to make it difficult to return. 3. Spin to control the ball flight and force (power) to make a ball difficult to return.

Each of these principles offers a conceptual focus for developing lessons in any unit of instruction within a net/wall games category.

Modified games and learning to read the play of the game Tennis is a complex game to play. Too often teachers try to teach students a tennis

skill, model it and then feed them balls to hit, but rarely does this transfer into the game. To learn tennis, students need the basic motor-skills for catching, throwing, stopping and guarding. Students should learn first how to catch a bouncing ball, send a ball to a target and field a ball back to a partner. Learned in simple focused games, all these skills and others lay the foundation to play tennis. Within tennis lead-up games, the notion of how to play with a partner in a tennis-like game can be developed through throwing-catching games. As described by Hopper (2003), simple games such as the Castle game (see Fig 1) could be used to get students to learn to send the ball consistently to a target. The aim of this game “Try to hit the castle target” (small yellow pylon) and the 3 rules listed in the Fig 1 set up a tennis-like relationship between the players. In this game players toss the ball in the air, above their heads, trying to hit the yellow pylon (castle) and then the partner catches the ball after one bounce and tries to do the same from where they catch the ball. Additional rules can be added, but the height and bounce rules initially create a game where students have time to read ball flight and their opponent’s movements. When first playing this game catching then sending the ball can be the skill focus, but gradually, as the students learn to set-up for the ball being sent to the target, they can be shown how to hit the ball using their hands or a short handled racquet. As students work with partners they can learn key ideas about their movement-off-the-ball in order to execute a skill. For example, here is a description of how students should learn to move in four movement phases of recover, read, respond and react (Hopper, 2003). In the Castle game, as soon as the player sends the ball above her head aiming for the target she needs to recover to a ready position with her weight evenly distributed on toes, knees bent, feet shoulder width

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Teaching tennis with assessment for/as learning

apart and facing the target. This ready position sets her up to read the situation her shot created. If her shot was close to the targets she can make a decision to move her base position close to and opposite the target from her opponent, if her shot was away from the target she can decide to take up a position opposite where she thinks her opponent will be able to send the ball; behind the castle target and roughly in-line with the opponent. As the opponent hits the ball the player must respond with guarding movements in relation to where she judges the opponent’s hit will land, by covering this area she sets herself up to send the ball back towards the castle target. As the ball bounces the player reacts to the ball’s bounce with small adjustment movements so that she can hit a falling ball at waist/knee height in the hitting zone in front of her body. These movements set the player up with time to execute the technique of a forehand or backhand stroke with grip, swing and racquet contact being refined. For more modified games like this see http://web- uvic.ca/~thopper.

During game play the teacher would ask questions to focus students on where they are positioning themselves after they have hit the ball, how they are hitting the ball, or where they are aiming the shot. At times, skill practices would result from such questions. This TGFU approach is extremely effective at allowing students to play in tennis-like game structures and develop fundamental skill patterns. To transfer students learning into the full tennis court students need to understand how they are learning, they need to take responsibility for their learning, and for this assessment is the key.

INSERT FIGURE 1 ABOUT HERE

Assessment of/for/as learning

As noted by Earl (2003) in assessing student learning there are three approaches. (1) Assessment of learning focused on the summative achievement of the student

representing what they have learned in the unit of instruction. Skill tests at the ends of units are common examples of this type of assessment.

(2) Assessment for learning is focused on a more formative account of learning where students are given on-going feedback on their progress. For example, criteria rubrics used by the students to note their progress

(3) Assessment as learning focuses on a more self-assessment account of learning where students are given the opportunity to collect data on their progress which they can then synthesize to understand how they are learning.

Criteria assessment for learning As the students are taught to value the off-the-ball movements in increasing more

complex game situations, assessment system needs to value this learning. When I first started teaching tennis the focus was on the performance of a skill, or rather a technique. In a ball feeding situation students were assessed for hitting a forehand or a volley, etc. This approach focused on assessment of learning and was not very effective; there was limited transfer of technique into a game. I decided to create a form of practical assessment involving a progressive rubric of games and criteria for skill execution (Hopper, 1990). Figure 2 is an example of an extract from one rubric for drives in tennis. As can be seen in the table the language of recovering to a base position, reading the situation to make a decision, guarding movements to cover the target area and adjustment movements for shot execution are woven into criteria related to game situations. Initially,

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Teaching tennis with assessment for/as learning

game situations are co-operative becoming increasingly competitive. The criterion integrates game-like practices and drills taken from class. For example in row 2 in Figure 2, “brushing” refers to a progression that breaks down the forehand and backhand skills in small steps starting from contact and working back to full swing. “Competitive rally” refers to keeping the ball going with a partner by hitting the ball to spaces to make them run and recover (see http://web.uvic.ca/~thopper for more details on these and other games).

INSERT FIGURE 2 ABOUT HERE As a teacher I had great success with this form of assessment. Over time and working

with student feedback I wrote and re-wrote the criteria. In class students were encouraged to assess themselves and then periodically I would confirm their assessments. Students would work in pairs or small groups based on an area they wanted to improve (drives, service or net-play). With my help they would work in skill practice situations and/or games to meet the criteria for each level. Rapidly, students were working on different levels, making progress as they mastered the challenge described. To ensure that students worked across ability levels, I added additional criteria that awarded students an extra level of achievement if they successfully coached a peer up one level in the criteria. Also students that reached the highest levels in any one section were given the authority to assess their peers and pass them at lower levels. I found the assessment moved from assessment of learning where I had total authority of students’ grade, to assessment for learning as the students learned to support and interpret each others learning.

Evidence of success in this approach assessment and TGfU approach came in my second year of teaching in a high school. The popularity of tennis grew exponentially. So much was student demand to play tennis that we had to create a lunch time booking system for different year groups.

Assessment as learning: GPAI for reading complexity When I started working in teacher education at a university I discovered Oslin,

Mitchell and Griffin (1998) game performance assessment instrument (GPAI) which offered me a tool to focus student attention on their off-the-ball movements as well as their skill execution. Recognizing the meaning of player movements allowed students to understand how a player can read a game and make tactical decisions in order to maximize their chance of being successful.

In a similar way to how movements were described around the four R phases in the Castle game, the movements of a player in a net/wall game can be recognized in relation to the GPAI components (see italics). Recovery movement in a base position sets up the player to read the situation and make a decision movement in anticipation of the opponent’s expected shot. As the opponent strikes the ball, the player responds with movement to cover the actual target area where the ball is sent and then reacts to the ball with small movements that adjust the body position for an effective skill execution. Figure 3 shows a picture with each distinct element of the four phases blended together into one image. Initially, when looking at this picture it looks very complex, almost overwhelming to distinguish the patterns of movements.

INSERT FIGURE 3 ABOUT HERE

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Teaching tennis with assessment for/as learning

To understand and read this picture you need to recognize how each movement phase of a stroke has a distinct pattern that is related to the position of the player in the court, the flight of the ball, the opponent’s position and his stroke.

In Figure 4 single frames of the tennis stroke are shown and labeled in relation to the 4R phases and the GPAI components. Look at these phases and note the game performance assessment components of base, decision, cover and adjust. As the ball is served (a and b frames), the player recovers to a base position (c frame). This movement allows the player to read the situation and make a decision to move back or forward (d frame). As he observes the opponent strike the ball he responds by moving to the forehand side to cover the expected target area where the ball will land and set his weight in motion on the back foot (e frame). This movement allows the player to react to the bounce of the ball with the racquet taken back in preparation and footwork that adjusts his body position (f frame). From here the player has ample time to swing the racquet through the ball striking the ball as it falls in front of his body in the hitting zone (frames g and h). After the ball is struck the cycle repeats itself with the player’s momentum allowing him to return to a base position to read the situation in preparation for the next stroke. Refer back to Fig 3 again and note the flow of the player’s movement.

INSERT FIGURE 4 ABOUT HERE

An example of a GPAI form Figure 5 is an example of one format of a GPAI form I have used as a form of

assessment-as-learning that enables students to read. The images in Fig 5 are example stills of movement in the four phases as seen in Figure 4. In part of a lesson, one student is assigned the role of assessor observing another student play a game of tennis. It is hard initially for students to actually observe each movement phase. I ask them to focus on each Skill execution with the Base (recovery movement) the first time they observe. With a tick ( ) for successful execution or a cross (X) for not, each stroke in the point is noted by the observer along with the “base” movement. After 2 or 3 points the assessor can offer feedback to the player with comments to indicate their reflections on the player’s performance. After this first observation student observers can focus on “skill” and “base” again if the player needs improvement or can focus on another movement component. In Figure 5 the observer focused on “base” and “skill” in column one. The observed player did well after initial lack of movement. In the next observation the observer focused on “cover” movement and “skill” in the second column. Here the player was found wanting and missed the last shot because he was chasing the ball. After feedback focused on doing a jump step as the opponent strikes the ball, the player returned to play again. Despite an initial miss-hit the player moved a lot better, responding to the opponent’s strokes with quick footwork. The observer, now getting the hand of observing, managed to record “adjust” movements noting that the player often seemed to hit the ball too high or late. Feedback this time focused on adjusting movements to react to the ball as it crosses the net in order to strike a falling ball. There was a marked improvement after this feedback with the adjustment movements building on the other movements. The key focus in this process is to get a general record of how the player is moving, to value the off-the-ball movements within the game performance.

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Teaching tennis with assessment for/as learning

INSERT FIGURE 5 ABOUT HERE

Conclusion This paper describes how a TGfU approach can lay the foundation for teaching

net/wall games like tennis with assessment methods designed to maximize student’s ability to read the game. In my experience such an approach can allow every student to experience the joy of a well played game that they will return to again and again.

References Earl, L. (2003). Assessment as learning. Californa: Corwin Press. Hopper, T. (1990). Practical assessment in physical education. The Bulletin of Physical

Education, 26(1), 23-34. Hopper, T. (1998). Teaching games for understanding using progressive principles of

play. CAHPERD, 27(1), 1-5. Hopper, T. (2003). Four R's for tactical awareness: Applying game performance

assessment in net/wall games. Journal of Teaching Elementary Physical Education, 4(2), 16-21.

Olsen, J., Mitchell, S., & Griffin, L. (1998). The game performance assessment instrument (gpai): Development and preliminary validation. Journal of Teaching in Physical Education, 2, 213-243.

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Figure 1 The castle game

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Teaching tennis with assessment for/as learning

Figure 2 Criteria Assessment for tennis drives

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Teaching tennis with assessment for/as learning

Figure 3 Movement in first stroke of a point

Figure 4 Still frames of a forehand being played within a game performance assessment situation

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Teaching tennis with assessment for/as learning

11

Figure 5 An example of GPAI sheet with image icons for each phase of a point and example recordings made by an observer

  • Abstract
  • 2656 words including diagrams and references but excluding abstract Introduction: Tennis a net/wall game
  • Modified games and learning to read the play of the game
  • Assessment of/for/as learning
    • Criteria assessment for learning
    • Assessment as learning: GPAI for reading complexity
    • An example of a GPAI form
  • Conclusion

Tact 11- Tactical Knowledge in Tennis.pdf

Perceptual & Motor Skills: Exercise & Sport 2012, 115, 2, 567-580. © Perceptual & Motor Skills 2012

DOI 10.2466/30.10.25.PMS.115.5.567-580 ISSN 0031-5125

TACTICAL KNOWLEDgE IN TENNIS: A COMPARISON OF TWO gROUPS WITH DIFFERENT LEVELS OF EXPERTISE1

LUIS gARCÍA-gONzÁLEz

Faculty of Health and Sport Sciences University of Zaragoza

ALBERTO MORENO AND M. PERLA MORENO

Faculty of Sport Science University of Extremadura

DAMIÁN IgLESIAS

Faculty of Teacher Training University of Extremadura

FERNANDO DEL VILLAR

Faculty of Sport Science University of Extremadura

Summary.—Differences in the tactical knowledge of tennis players are described using the expert-novice approach to examine problem representation and strategy planning in 6 pre-professionals and 6 intermediate tennis players, by means of the McPherson and Thomas protocol for analysing verbal reports during game play. Statistical analyses indicated significant differences in conceptual content, struc- ture, and sophistication. These pre-professional tennis players had greater, more elaborated, and sophisticated tactical knowledge; with expertise, more complex structures are developed in long-term memory. Specific training programmes to improve tennis players’ tactical knowledge and cognitive skills may be desirable.

There is controversy about the role of long-term memory (LTM) struc- tures in controlling motor skills. Based on cognitive theory, the level of expertise in a certain sport should depend on internal mental representa- tions and on cognitive processes that intervene between stimulus inter- pretation and action selection (Hodges, Starkes, & MacMahon, 2006). Tra- ditionally, research has sought to describe these strongly related, cognitive characteristics of expert performance, with emphasis on the role of mem- ory (see Laurent & Ripoll, 2009, for a review). Knowledge structures in memory constrain decision-making. The greater and the more varied this knowledge, the better will be athletes’ anticipation and decision making (Williams & Davids, 1995; Williams, Davids, & Williams, 1999; Starkes, Helsen, & Jack, 2001). Knowledge influences other cognitive processes, directing attention, visual behaviour, and anticipation as well as response selection and execution. The knowledge accessed from memory as well as the use of strategies and tactics will depend upon the context defined by the environment, the athlete, and the task (MacMahon & McPherson, 2009).

The acquisition of specific knowledge used in athletic performance is explained through the Adaptive Control Thought model (ACT*) devel- oped by Anderson (1983, 1987, 1992). It has been applied in sport research 1Address correspondence to Luis garcía-gonzález, Facultad de Ciencias de la Salud y del Deporte, University of zaragoza, Plaza Universidad 3, CP 22002, Huesca, España.

L. GARCÍA-GONZÁLEZ, et al.568

programmes (e.g., McPherson & Thomas, 1989), which posit that the con- struction of knowledge is developed through “if .  .  . then” productions, which combine environmental conditions with actions. More specifical- ly, as the level of expertise increases, two types of adaptations develop in long term memory, permitting high level decisions: (i) action plan profiles, which refer to the information used by the athlete to make decisions dur- ing game play including concepts related to game situations, game pat- terns, opponents, etc., and which can be assessed through problem repre- sentation (McPherson & Kernodle, 2007; MacMahon & McPherson, 2009); (ii) current event profiles, which refer to the information that is kept active by the athlete for subsequent decisions, and assessed through strategic planning (McPherson & Kernodle, 2007; MacMahon & McPherson, 2009). These profiles are constructed and modified dynamically during competi- tion (McPherson, 2008).

Both profiles are predicted to allow elite or expert players easy ac- cess to and retrieval of important information to make decisions during competition and to compensate or make adjustments during time-con- strained moments (McPherson & Kernodle, 2007). Different studies with- in the expert-novice paradigm in tennis, related to knowledge and cogni- tive processes involved in this sport, conclude that highly expert players: (i) have a stronger grasp of the relationships between concepts, and they focus on more sophisticated concepts (Schack & Mechsner, 2006); (ii) ex- hibit more advanced problem representation, have more specific goals, generate more tactics and solutions in response to their goals, access and update a variety of scripts regarding game tactics, condition profiles about their own and their opponents’ behaviours, game status , and so on, to achieve specific goals or to select actions (McPherson & Kernodle, 2007); (iii) are enabled to use their knowledge structure more effectively dur- ing game play because the sophistication of sport knowledge increases with expertise (McPherson & Thomas, 1989); and (iv) plan their actions on the basis of a tactical diagnostic of past events and anticipate specif- ic contextual conditions (like opponents’ positions and opponents’ action selection; McPherson, 2000). In contrast, novice players (i) process a min- imum amount of relevant information wherein weak problem representa- tion comprises goals for execution, failed actions (regulatory concepts) or reactions to game events (McPherson, 1999a) and (ii) generate few plans containing goals and poorly interpret the conditions of past and present events. These facts imply that novice tennis players approach problems in a more general manner (McPherson & Thomas, 1989).

Players’ problem-solving processes as well as sport-specific and cogni- tive strategies emerged from the problem representation accessed during competition (French & McPherson, 1999; McPherson, 1999a, 1999b, 2000).

TACTICAL KNOWLEDGE IN TENNIS 569

Verbal reports during game play are a useful tool to evaluate knowledge representation in sport (Ericsson, 2006; McPherson & Kernodle, 2007); use of this tool shows that activation of critical input and concepts from long-term memory form an initial representation of the problem, includ- ing information and processes that players use to mediate performance and capture problem representations when performing tasks that require motor execution. In addition, this method allows examination of individ- uals’ thinking processes in a real game situation (Ericsson & Simon, 1993; McPherson, 1993, 1994; French & McPherson, 2004; McPherson & Kerno- dle, 2007).

The objective of this work was to evaluate the differences in tactical knowledge between pre-professional players and intermediate players us- ing verbal reports. Players with a higher expertise level in tennis were ex- pected to verbalize better quality tactical knowledge (broader, with more variety, more sophisticated and more structured) in both problem repre- sentation and strategy planning, during game play.

method Participants

Participants were 12 Under-18 Spanish tennis players (M age = 16.2 yr., SD = 2.2), divided into two groups: pre-professionals (n = 6) and inter- mediate (n = 6). The groups had the following characteristics: pre-profes- sionals were advanced tennis players with a high level of expertise and performance, and who were consistent over time, classified at Level 2 In- ternational Tennis Number (ITN) developed by the International Tennis Federation (ITF), for at least the last two years. Intermediate players were tennis players with medium expertise, classified as ITN Level 5. All the other features with respect to rank, age, years of training, and years of competition of both groups are presented in Table 1.

Before conducting the research, participants and their parents were informed about this study and they signed an informed consent as re- quired by the Helsinki Declaration (2008) and the local ethics committee.

TABLE 1 CharaCteristiCs of Pre-Professional and intermediate Players

Measure Pre-professional Intermediate

M SD M SD

National ranking 97.5 12.5 1,847.5 122.3 Age, yr. 16.1 2.3 16.3 2.3 Years of training 11.2 1.0 6.4 0.8 Years of competition 9.5 1.0 5.1 0.7

L. GARCÍA-GONZÁLEZ, et al.570

Variables The dependent variable was tactical knowledge, comprising problem

representation and planning strategies, referring to the knowledge used by athletes (McPherson, 2008). Athletes have access to this knowledge when they are representing a game situation through knowledge struc- tures. The independent variable was expertise, with two levels: pre-pro- fessionals (ITN Level 2) and intermediate (ITN Level 5). Interview Procedure

Verbal reports have been used to access the knowledge representation of tennis players (McPherson & Thomas, 1989; McPherson, 1999a, 1999b, 2000). The tennis players answered two questions as accurately as they could between the points of each game during competition: (i) “What were you thinking about while playing that point?” (immediate recall). This ques- tion was taken from McPherson and Thomas (1989), and requires play- ers to remember their thoughts about the previous point. Responses were framed as problem representations. (ii) “What are you thinking about now?” (planning). This question was also taken from McPherson (2000). To an- swer, players have to give information about their current thoughts and possibilities for action choices in subsequent points. Such answers were considered planning strategies (McPherson & Kernodle, 2007). The answers were recorded on a digital audiotape (Sony TCM-200DV).

Players competed within their respective groups, were instructed to play as if they were competing in a sanctioned tournament, and answered the two questions throughout an entire set, after each point. Previous re- search has indicated that participants’ performance behaviours were not affected by interviews, and interview procedures were the same as those used in other research (c.f. McPherson & Kernodle, 2007): interview ques- tions were typed on sheet of paper and attached to a clipboard, placed off court close to the baseline fence with the audiotape recorder. Players were instructed to go directly to their tape recorder and respond accurately to the questions without time constraint. Participants operated the audio- tape manually and there were no technical problems during voice record- ing. Sixteen interview points were selected at random for each player. Coding Verbal Responses

Once interviews were recorded, they were transcribed by someone not involved in this study, and later those transcriptions were revised by a tennis expert (external to this study) to ensure that tennis-specific words were correctly transcribed, leaving them ready for analysis.

Interviews were divided into phrases or information units. There could be one or more concepts in each phrase. Pauses over two seconds and sentence endings were counted as the end of a phrase. Finally, every

TACTICAL KNOWLEDGE IN TENNIS 571

concept was codified by means of a system of categories with three anal- ysis levels (for a review, see McPherson, 2000; McPherson & Kernodle, 2007).

Concept content.—Analysis Level 1 categorized the phrases in terms of concept content, so each concept was assigned to a major concept catego- ry and a sub-concept category. Within concept content, the major concept categories were: goal, condition, action, regulatory, or do concepts. Defini- tions of major concept categories were developed in McPherson and Ker- nodle (2007). Every concept identified in a major concept category was also assigned to a sub-concept category; options differ with major concept category, and provide information about the variety of concepts of goal, condition, or action (Fig. 1).

Concept sophistication.—Analysis level 2, concept sophistication, was applied only to major concept categories of goal, condition, and action. Goal concepts were classified into 3 levels: (a) hierarchical level 0, con- cepts related to skill and themselves; (b) hierarchical level 1, concepts re- lated to themselves and opponents; (c) hierarchical level 2, concepts relat- ed to win (the point, the game, or the match). The concept sophistication of each condition and action concept was classified by quality of sophisti- cation: (a) quality level 0, inappropriate or weak concept; (b) quality lev- el 1, appropriate concept without any details or features; (c) quality level 2, appropriate concept with one detail or feature; (d) level 3, appropri- ate with two or more features (McPherson, 2000; McPherson & Kernodle, 2007).

Major Concept Category

1. goals 2. Conditions 3. Actions, Regulato- ries, Do

Sub-concept categories

1.1. Executing the skill 1.2. getting the ball in 1.3. Keeping the ball in

play 1.4. Keeping the ball away

from the opponent 1.5. Preventing opponent’s

aggressive shots 1.6. Making opponent

make mistakes 1.7. Specific goals about

moving opponent 1.8. To do the same thing

or plan 1.9. Win the point or game 1.10. End the match

2.1. Their strength 2.2. Their weakness 2.3. Their tendencies 2.4. Their position 2.5. Their prior shot 2.6. Opponent’s strength 2.7. Opponent’s weakness 2.8. Opponent’s position 2.9. Opponent’s prior shot 2.10. Opponent’s tenden-

cies 2.11. Shot type 2.12. Service type 2.13. Position type 2.14. game status 2.15. Environment

3.1. Serve 3.2. Return of serve 3.3. groundstroke 3.4. Lob 3.5. Drop shot 3.6. Approach shot 3.7. Volley 3.8. Smash 3.9. Passing shot 3.10. Position move 3.11. Visual act

Fig. 1. Major concept categories and sub-concept categories for verbal reports analysis.

L. GARCÍA-GONZÁLEZ, et al.572

Concept structure.—Analysis level 3 coded concept structure or links between concepts (McPherson, 2000; McPherson & Kernodle, 2007). Con- cept structure analyzeds the number of linkages of concepts observed in each phrase, classifying phrases into 3 levels: single concepts (only one concept), double-concept linkages (two linked concepts) and triple-con- cept linkages (with three or more linked concepts). Examples of coding, applying these three analysis levels are as follows, for an intermediate and a pre-professional player. Intermediate player 3: “I was only thinking about getting the ball into the court” (goal concept; sub-concept 1.2. get- ting the ball in; goal hierarchical level 1; Single concept); Pre-professional player 1: “I was thinking about how to move Peter from side to side .  .  .” (Goal concept; sub-concept 1.7. Specific goals about moving opponent; Goal hierarchical level 2) “.  .  . so that when he was placed out of the court near to the doubles zone .  .  .” (Condition concept; Condition sub-concept 2.9. Opponent’s position; Condition quality level 3); “I make a down-the- line winner” (Action concept; Action sub-concept 3.3. groundstroke; Ac- tion quality level 2; Structure, triple-concept linkage). Reliability of Coding System

Data coding was carried out by two coders. Before assessing the reli- ability of the coders, they received eight training sessions. In these sessions, coders trained with 20% of all verbal reports, chosen randomly (Tabachnick & Fidell, 2007). After coding training sessions, inter-coder and intra-coder reliabilities were assessed. For that purpose, coders coded 10 verbal reports. Another codification of the same verbal reports was carried out 10 days lat- er. Values in Cohen’s kappa index of .87 of intra-coder reliability and values of .85 of inter-coder reliability were achieved, considered high or near com- plete concordance (Landis & Koch, 1977; Altman, 1991). Data Extraction

To extract the data and perform the statistical processing, the follow- ing procedure was applied for each sub-variable. For concept content, to- tal concepts was the sum of all concepts generated for each major concept category; variety of concepts was the sum of all sub-concept categories generated for goals, conditions, and actions,2 irrespectively. Concept so- phistication had two scores, goal sophistication was the total number of concepts from each hierarchy; condition and action sophistication were the total of concepts generated in each category. Concept structure was scored as the sum of all individual concepts (single concepts) plus one- concept linkages (double concept) plus two or more concept linkages (tri- ple concepts). The values presented in Tables 2 and 3 are frequencies. 2In the original papers about this verbal protocol, variety of sub-concepts is measured only for goals, conditions, and actions (i.e., McPherson & Kernodle, 2007).

TACTICAL KNOWLEDGE IN TENNIS 573

Statistical Analysis Descriptive and inferential data analyses were performed in agree-

ment with previous research that used these same instruments (McPher- son, 1999a, 1999b, 2000; McPherson & Kernodle, 2007). Means, standard deviations, and mean ranks were calculated. For inferential data analy- sis, the Mann-Whitney U test was used. This was justified by the small sample and was based on the assessment of the normality test (Shapiro- Wilks test). In each Mann-Whitney U test conducted for each subvariable, frequency data were transformed to ranks. Effect size (r) was calculated separately for each subvariable, r = z/ N (Rosenthal & DiMatteo, 2001) to know the extent of the differences found, because this minimizes the influence of the sample size. Statistical power was also calculated in each analysis. The 95% confidence interval (CI) was included for each variable.

results Frequencies and U values for conceptual content, conceptual sophis-

tication, and conceptual structure are shown in Table 2 for problem repre- sentation and in Table 3 for planning strategies. Problem Representations

In concept content of problem representation, the concepts most often verbalized by pre-professional players were condition concepts, and in in- termediate players, goal concepts. Significant differences were also found between groups in the total of condition concepts, variety of condition concepts, total of action concepts, and total of regulatory concepts, with significantly higher frequencies in pre-professional players.

In concept sophistication, the two groups obtained similar results with respect to sophistication of goal concepts, with no significant differ- ences at any level. In condition concepts sophistication and action con- cepts sophistication, significant differences were found at Level 2 (appro- priate concepts with one feature) and Level 3 (appropriate concepts with two or more features), with significantly higher frequencies in pre-profes- sional players.

In concept structure of problem representation it shows that pre- professional tennis players generated a significantly higher number of double and triple concept phrases than intermediate players. At the three aforementioned analysis levels, the effect size was high in the mea- surements with significant differences, with values of over .60, so the level of expertise of the players had a considerable effect on these vari- ables (Field, 2005). Planning Strategies

In concept content, the most verbalized concepts were goal concepts, both in pre-professional players and intermediate players. There were sig-

L . G

A R

C ÍA

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, et a l.

574TABLE 2 means, mean ranKs, standard deviations, and U values for measures of ConCePt

Content, soPhistiCation, and struCture for level of exPertise in ProBlem rePresentation

Variable Pre-professional Intermediate U Z p* ES SP 95%CI

M MR SD M MR SD

Concept content Total goals 15.33 5.33 6.77 19.17 7.67 5.03 11.00 −1.13 .26 .32 .20 13.4, 21.1 Variety goals 4.83 6.42 0.75 4.83 6.58 0.40 17.50 −0.10 .92 .03 .05 4.5, 5.2 Total conditions 31.50 8.83 10.21 15.17 4.17 9.23 4.00 −2.25 .02 .65 .83 15.3, 31.3 Variety conditions 9.83 9.50 1.72 5.17 3.50 1.83 0.00 −2.90 .01 .84 .99 5.6, 9.4 Total actions 13.67 8.92 4.08 8.00 4.08 3.16 3.50 −2.34 .02 .68 .77 7.9, 13.7 Variety actions 6.17 8.33 1.94 4.17 4.67 1.72 7.00 −1.79 .07 .52 .47 3.9, 6.5 Total regulatory 5.00 9.42 1.26 1.33 3.58 1.21 0.50 −2.84 .01 .82 1.00 1.7, 4.6

Concept sophistication goal hierarchies

0-Skill & selves 9.67 5.33 3.93 12.17 7.67 4.07 11.00 −1.12 .26 .32 .19 8.3, 13.5 1-Selves & opponent 2.67 6.00 2.16 3.33 7.00 2.16 15.00 −0.50 .62 .14 .08 1.7, 4.3 2-Win attributes 3.00 6.25 2.75 3.67 6.75 3.55 16.50 −0.24 .81 .07 .06 1.4, 5.3

Condition qualities 1-Appropriate-no features 9.00 6.92 2.44 9.33 6.08 7.25 15.50 −0.40 .69 .12 .05 5.9, 12.5 2-Appropriate-one feature 13.33 8.83 5.35 5.50 4.17 3.83 4.00 −2.26 .02 .65 .83 5.6, 13.3 3-Appropriate-two features 9.17 9.50 3.71 0.50 3.50 0.83 0.00 −2.94 .01 .85 1.00 1.5, 8.1

Action qualities 1-Appropriate-no features 4.67 6.25 3.07 5.50 6.75 2.81 16.50 −0.24 .81 .07 .08 3.3, 6.9 2-Appropriate-one feature 4.67 9.25 1.36 2.17 3.75 0.98 1.50 −2.70 .01 .78 .95 2.3, 4.5 3-Appropriate-two features 4.33 9.33 2.33 0.33 3.67 0.51 1.00 −2.80 .01 .81 .98 0.7, 4.0

Concept structure Single concepts 13.00 7.42 2.09 11.83 5.58 1.17 12.50 −0.91 .36 .26 .23 11.3, 13.5 Double-concept linkages 9.83 9.50 1.94 5.83 3.50 1.60 0.00 −2.91 .01 .84 .97 6.1, 9.5 Triple-concept linkages 4.67 9.42 2.16 0.67 3.58 0.82 0.50 −2.83 .01 .82 .99 1.0, 4.3

Note.—*Bilateral asymptotic significance. MR = Mean Rank; ES = Effect Size; SP = Statistical Power.

TA C

T IC

A L K

N O

W LED

G E IN

T EN

N IS

575 TABLE 3

means, mean ranKs, standard deviations, and U values for measures of ConCePt Content, soPhistiCation, and struCture for level of exPertise in Planning strategies

Variable Pre-professional Intermediate U Z p* ES SP 95%CI

M MR SD M MR SD

Concept content Total goals 21.33 7.50 3.88 18.67 5.50 3.67 12.00 −0.97 .33 .28 .23 17.5, 22.4 Variety goals 6.33 9.17 1.03 4.33 3.83 0.51 2.00 −2.71 .01 .78 .99 4.5, 6.2 Total conditions 19.83 8.42 11.33 9.67 4.58 7.52 6.50 −1.85 .06 .53 .45 8.0, 21.5 Variety conditions 7.50 8.83 1.76 4.17 4.17 2.13 4.00 −2.27 .02 .65 .84 4.2, 7.5 Total actions 5.83 7.50 3.48 4.00 5.50 2.68 12.00 −0.97 .33 .28 .17 2.9, 6.9 Variety actions 3.83 8.42 1.72 2.17 4.58 0.75 6.50 −1.95 .05 .56 .58 2.0, 4.0 Total regulatory 1.33 8.17 1.03 0.33 4.83 0.51 8.00 −1.75 .08 .50 .57 0.2, 1.4

Concept sophistication goal hierarchies

0-Skill & selves 12.50 7.25 1.87 11.50 5.75 3.56 13.50 −0.73 .47 .21 .09 10.2, 13.8 1-Selves & opponent 2.50 7.50 1.76 1.50 5.50 1.37 12.00 −0.99 .32 .28 .20 1.0, 3.0 2-Win attributes 6.33 6.92 3.26 5.67 6.08 3.55 15.50 −0.40 .68 .12 .06 3.9, 8.1

Condition qualities 1-Appropriate-no features 4.17 5.67 3.65 6.00 7.33 4.60 13.00 −0.81 .42 .23 .12 2.5, 7.7 2-Appropriate-one feature 9.17 8.67 6.01 3.17 4.33 3.18 5.00 −2.09 .04 .60 .51 2.6, 9.7 3-Appropriate-two features 6.50 9.50 3.27 0.50 3.50 0.54 0.00 −2.93 .01 .84 .99 1.0, 5.9

Action qualities 1-Appropriate-no features 2.17 6.08 0.98 3.00 6.92 2.60 15.50 −0.42 .68 .12 .11 1.4, 3.8 2-Appropriate-one feature 1.50 6.08 2.07 1.33 6.92 0.81 15.50 −0.41 .68 .12 .05 0.5, 2.4 3-Appropriate-two features 2.17 9.50 0.75 0.00 3.50 0.00 0.00 −3.11 .01 .90 .99 0.3, 1.9

Concept structure Single concepts 11.83 7.67 2.23 10.50 5.33 1.22 11.00 −1.18 .24 .34 .25 10.0, 12.3 Double-concept linkages 10.17 9.33 1.83 6.17 3.67 1.72 1.00 −2.76 .01 .80 .97 6.4, 9.9 Triple-concept linkages 4.33 9.50 1.63 0.67 3.50 0.52 0.00 −2.94 .01 .85 .99 1.1, 3.9

Note.—*Bilateral asymptotic significance. MR = Mean Rank; ES = Effect Size; SP = Statistical Power.

L. GARCÍA-GONZÁLEZ, et al.576

nificant differences between groups in the variety of goal concepts, of con- dition concepts and of action concepts, with higher frequencies in pre-pro- fessional players.

In concept sophistication of planning strategies, the data obtained are similar to those of problem representation. The significant differences found were in levels 2 and 3 of the condition concepts and in level 3 of the action concepts, with significantly higher frequencies in pre-professional players.

In concept structure of planning strategies, pre-professional players generated a significantly higher number of double and triple concepts than intermediate players. The effect size of the level of expertise was high, over .60, in the measurements with significant differences (Field, 2005).

disCussion Dealing with the initial hypothesis, where it was said that players

with a higher level of expertise in tennis would develop a better quality of tactical knowledge (broader, with more variety, more sophisticated and more structured) in both problem representation and strategy planning during game play, the data show that the group of pre-professional ten- nis players developed a larger number of concepts on average than did intermediate tennis players. Consequently, knowledge employed during game play is expected to be greater. Despite the fact that the number of goal concepts was similar in both problem representation and in strategy planning, the total numbers of condition, action, and regulatory concepts developed by the pre-professional group were significantly higher than those of intermediate players, confirming one of the hypotheses.

Several researchers have pointed to the development of procedural or tactical knowledge according to expertise; knowledge is greater in players at higher competitive levels (Doods, Griffin & Placek, 2001; Moran, 2004). In this regard, the presence of a larger number of condition concepts in players with higher expertise represents a development of superior plan- ning processes (McPherson & Kernodle, 2003). A significantly larger num- ber of regulatory concepts are verbalized by pre-professional players, rep- resenting a greater capacity for self-assessment (McPherson, 1999a; Ruiz, Sanchez, Duran, & Jimenez, 2006). This indicates a construction of the necessary procedures to execute tasks (McPherson, 1993), and favours the possibility of athletes increasing their understanding of the factors that in- fluence their performance (MacMahon & McPherson, 2009). In this sense, the real distinguishing element between players with different levels of expertise can be found in the quality and distribution of the condition and action concepts and not in the goals (McPherson, 1993).

With regard to the variety of knowledge, the greater variety verbal- ized by the group of pre-professional players in goal concepts, condition concepts, and action concepts implies that intermediate players have a

TACTICAL KNOWLEDGE IN TENNIS 577

more global approach to the sport situation, only processing a few rel- evant elements of the task (McPherson, 1999a). When players develop more expertise, their approach can be more tactical because they have ac- quired more relevant information (McPherson, 1994; McPherson & Ker- nodle, 2003, 2007).

In addition, within the analysis of the conceptual content, appar- ently the pre-professionals, through their problem representation, make decisions based mostly on the environmental conditions that appear in the game context (i.e., scoreboard, opponent’s tendencies, weaknesses or strengths of the opponent or of the player him- or herself, etc.) and on the actions that occur (shots executed during the game) as a consequence of the action plan profiles (more complex profiles developed in their long term memory) that let them develop more advanced problem representa- tions (McPherson & Kernodle, 2007; McPherson, 2008). Strategy planning seemed to be based on a more varied selection of goals, conditions and actions in pre-professional players. They may keep relevant information active, updating it as the game is played, as current event profiles, due to more complex constructions in long term memory (McPherson, 2008; McPherson & MacMahon, 2008).

Referring to conceptual sophistication, problem representation and strategy planning had very similar characteristics, because pre-profession- als developed a significantly higher number of condition and action con- cepts in a more detailed and sophisticated way. Once again, with higher ex- pertise, more sophisticated output is observed, consistent with the findings of McPherson (1993). Referring to condition concepts, the players update, modify and test the environmental aspects to interpret what is happen- ing. All this supports their response selection in a continuous way, based on assessments of the strengths, tendencies or weaknesses of their oppo- nents (McPherson & Kernodle, 2003). In this regard, the predominance of concepts without nuances in intermediate players and of concepts with one, two, or more nuances in pre-professional players, indicates a change from superficial processing of the environment in initial stages towards in- depth information processing, with more tactical levels when expert level is achieved (McPherson & Kernodle, 2003). Thus, it is possible to state that the major difference between the groups was the tactical content of the concepts generated during the game (McPherson, 1993).

On a third level of analysis, there were significantly larger numbers of double and triple concepts in verbal responses to both questions in the pre-professional players. Tactical knowledge was more structured, with a greater interrelationship of concepts, developing more cohesive and so- phisticated action plans. In experts, a larger number of productions and “condition-action-goal” links were developed (McPherson, 2000; McPher-

L. GARCÍA-GONZÁLEZ, et al.578

son & Kernodle, 2003). Finally, as a synthesis, it can be said that the tactical knowledge rep-

resented in pre-professional players’ responses was more varied and so- phisticated, with more in-depth interpretation and with more tactical as- pects (Chi, glaser, & Farr, 1988; McPherson, 1993; McPherson & Kernodle, 2007). On the other hand, intermediate players still try to solve game sit- uations in a global way, with less environmental interpretation, process- ing less of the relevant information during their performance and gener- ating a smaller number of action plans. Their plans tend to contain only goals, or weak interpretations of present and past events (McPherson, 1993; McPherson, 1999a). Pre-professional players planned their actions on the basis of the tactical diagnosis of representative situations and an- ticipated specific environmental conditions (McPherson, 2000). Adapta- tion in action plan profiles and current event profiles are developed along- side physical sport expertise, allowing more expert players to develop and plan their response selection and enhance tactical decisions during com- petition (McPherson & Kernodle, 2007). Conclusions

Differences found in tactical knowledge between the two groups rep- resenting two levels of tennis expertise suggest a continuum in the rele- vant knowledge base that increases with experience and expertise. Cogni- tive differences suggest the need to stimulate use of tactical knowledge in an explicit manner in the stages of tennis expertise.

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Tact 12- Action Research TGfU Project.pdf

HAY04358

Austin, Haynes & Miller 1 Using a Games Sense Approach …

USING A GAME SENSE APPROACH FOR IMPROVING FUNDAMENTAL MOTOR SKILLS

Paper Presented at

AUSTRALIAN ASSOCIATION FOR RESEARCH IN EDUCATION

CONFERENCE

Melbourne, Victoria. December, 2004,

by

Bradley Austin, John Haynes and Judith Miller

School of Education

University of New England

ABSTRACT

Children in a rural township in northern NSW were measured for efficiency level in the performance of five fundamental motor skills. Children (average age: 11 years) were assessed using the NSW Get Skilled Get Active skill checklist (2000). Based on the recommendation that 240-600 minutes of instructional time is required to master one skill, (New South Wales Department of Education and Training, 2000: 79) a ‘needs based’ selection process was instigated to take one skill and provide remedial intervention using a Games sense approach. Soccer was the sport of choice of the students and therefore the kick was the priority skill for this group to improve. The pre-test scores revealed zero students at the ‘mastery’ level for the kick and one student was at the ‘near mastery’ level (Booth et al., 1997). The Games sense approach was selected, to maintain high motivation and to test the efficacy of this approach. More specifically, the children were involved in two lessons of 45 minutes for six weeks (540 minutes), which focused on the skills associated with soccer. Post-test results showed overall improvements in the level of mastery performance of the kick. Implications of this research include the teaching strategies employed to increase fundamental motor skill proficiency.

HAY04358

Austin, Haynes & Miller 2 Using a Games Sense Approach …

INTRODUCTION

As part of a final year of the University of New England Bachelor of Education degree (Primary) all students are required to undertake, what is termed an

internship. This normally involves placement of the trainee teacher within a

primary school, under the supervision of a regular practising ‘classroom’ teacher. The class range in primary schools is from kindergarten (5 year old children)

through to year six (12 year old children). The internship for the trainee teacher takes place over a continuous ten-week period during the final term of study.

During this time an action research project is required to be undertaken.

The student undertaking this research project had received additional training in

the Physical Education area. This training was part of an attempt by the Physical

Education Team from the School of Education (UNE) to address a perceived need for better-prepared generalist primary school teachers in the K-6 Physical

Education Key Learning Area (Miller, Haynes & Dickson 2004).

As Action Research related to Fundamental Motor Skills is the basis of this study,

an outline this process is provided, along with the a review of the literature. McKernan (1996:5) provides the following ‘minimalist definition’ of action

research.

Action Research is the reflective process whereby in a given problem area, where one wishes to improve practice or personal understanding, inquiry is carried out by the practitioner - first, to clearly define the problem; secondly, to specify a plan of action - including the testing of hypotheses by application of action to the problem. Evaluation is then undertaken to monitor and establish the effectiveness of the action taken. Finally, participants reflect upon, explain developments, and communicate these results to the community of action researchers. Action research is a systematic self-reflective scientific inquiry by practitioners to improve practice.

McKernan’s definition includes the stages of an Action Research study. The first

stage, i.e., the planning stage involves the search for, and the identification of a

genuine research question (which should result in more than a ‘yes’ or ‘no’ - answer) (Macintyre, 2000:30). The second stage (aiming to answer this question)

is then formulated, and a method of reporting the findings is designed. This stage

also needs to carefully reflect the offerings, which come from the undertaking of

HAY04358

Austin, Haynes & Miller 3 Using a Games Sense Approach …

the previous stage. Thirdly, this stage involves beginning to collect evidence.

Macintyre (2000:59) suggests that individuals should ask themselves; What action(s) can I take to gather evidence to answer the research question? And

recommends that it could be done, by asking: What? How? When? Where? and with Whom? (Macintyre 2000:60). It is the “Why” question that is the basic

assumption behind this action research project. Fourthly, the reflecting stage

provides the opportunity to analyse what has occurred to date.

Grundy (1995) suggests that Action Research is about “making rational

judgements on the basis of the evidence (and) about what (has) occurred and how worthwhile it was” (1995:16). This provides the opportunity for the researcher to

analyse the ‘evidence,’ which Grundy refers to as the data. The reflection stage is required to determine the true findings. The researcher needs to get to the core of

the matter, and make an informed change. This entails more than just ‘applying

make-up gloss’ (Grundy 1995:16). A revised plan, arising from the reflection stage, and the subsequent cycle which follows, provide the opportunity for the

researcher to redefine the problem, consider what has been discovered from the first cycle, and set about rediscovering/rectifying the issues involved in a slightly

different manner.

In terms of this action research study, the emphasis has been placed on the first

cycle. An outline of a possible second cycle has been included for consideration.

Linking the stages of McKernan (1996) with the Kemmis’ (1988) action research model (see Figure 1) provides an accurate picture of the cyclical nature of this

process, involved in action research. Figure 1: The Action Research Spiral

Source: (Kemmis, 1988)

Plan.1 Reflect.1

Act & Observe.1 Revised Plan.1

Reflect.2

Act & Observe.2 …Plan.2 …

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Austin, Haynes & Miller 4 Using a Games Sense Approach …

THE LITERATURE

There is a wide range of literature available related to the development of fundamental movement skills (FMS). The New South Wales Department of

Education and Training describes them as “the building blocks for movement. They are skills, which children need to participate successfully in all types of

games, physical activities and sports” (2000:11). Furthermore, the importance of

fundamental motor skills to movement choices for children is stated:

“research shows that children who are competent in fundamental movement skills are more likely to enjoy sports and activities, and develop a lifelong commitment to physical activity ... students who have achieved proficiency in fundamental movement skills have been found to have better self-esteem, socialisation skills and a more positive attitude towards physical activity. Research also indicates that the improvement in self-esteem and confidence in performing fundamental movement skills has a flow-on effect to other areas of a child’s education” (NSW DET 2000:11-12).

Furthermore, there is consistent reporting that children in Australia are not

performing to the expectations of educators in terms of proficiency or mastery of fundamental motor skills (Booth et al., 1997;Walkley et al., 1993). However, one

feature that shows some variation within the literature relates to the age at which

individuals should be considered ‘proficient’ (that is, displaying competence in all areas of a specific skill). Gallahue and Ozmun (1998) provide a comprehensive

model of motor development. These authors consider that motor development is a “sequential progression of movement abilities throughout the entire life span”

(1998:80). As Gallahue and Ozmun (1998:79) detail:

“the process of motor development reveals itself primarily through changes in movement behaviour. We all, i.e., infants, children, adolescents, and adults, are involved in the lifelong process of learning how to move with control and competence in response to changes we face daily in a constantly changing world”.

Whilst this concept is extended beyond the boundaries of sport-specific movement, it can be implied that the skills an individual develops are in direct

response to daily challenges. Hence, one way to view the problems associated

with the lack of skill development may not be a result of poor co- ordination, or

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lack of ability - it can be attributed to a lack of exposure in a range of learning

environments either in traditional ‘technique’ approaches or to specific sports activities.

The hourglass model proposed by Gallahue and Ozmun (1998:81) is well known

for its categorisation of the stages of motor development and their approximate

age associations. Notwithstanding, the focus of the fundamental movement stage according to Gallahue and Ozmun, (1998) is a process of ‘exploring’, i.e., it is a

time when young children are actively involved in experimenting with the movement capabilities of their bodies ... “(children) are learning how to respond

with motor control and movement competencies” (1998:83).

Gallahue and Ozmun’s (1998) model prompts questions such as; Are children at

a stage where they can be classified as ‘mature’ by the age of 6 or 7 years? Broad

interpretation by Pangrazi (1998:19) may indicate that the answer is probably ‘no’, when he states “when growth is rapid, the ability to learn new skills

decreases ... children go through a period of rapid growth from birth to age five. From age six to the onset of adolescence, growth slows to a steady but increasing

pattern”. Furthermore, Pangrazi states “a five or six year variation (in

maturational age) exists in a typical classroom” (1998:21). A liberal interpretation of this statement indicates that ‘mature’ status (a Gallahue and

Ozmun term) can occur as young as 3 or 4 years of age, and the upper limits can be 10 or 11 years of age, i.e., at the end of Primary school!

To add empiricism to the debate, the NSW Department of Education and Training (2000:65) simplifies the concept of teaching fundamental movement skills (FMS)

into stages of ‘focused teaching’, ‘practise and development, benchmark (or proficiency) and ‘consolidation’. The focused teaching of all twelve fundamental

movement skills (as outlined by Department of Education and Training) occurs

during the three years of stage one with benchmarks not expected until mid stage two to mid stage three depending on the skill. As such, this guide has an

expectation the students displaying ‘mature’ characteristics of skill performances between the approximate ages of eight and eleven years. In contrast, a planning

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guide released by the Education Department in Victoria (1996:5) sets differing

expectations for the achievement of mastery in some of the same skills. Of five FMS relevant to this study (kick, dodge, skip, 2 handed strike and the sprint), only

one skill - the 2-handed strike displays parity for expected age of proficiency between the two Departments of Education. Thus highlighting the disparity

within the literature as to the ‘most appropriate age’ for teaching FMS and the age

expectations of the most proficient performance for a range of skills termed fundamental.

Pangrazi (1998) asserts that the best time to teach skills is during the Primary

years of schooling, however, due to difference in ‘maturation’ between

individuals there will be a difference in the levels of proficiency attained by individuals of the same chronological age, hence the benchmarks should be used

as a guide. As to the question of how the various fundamental movement skills

should be taught, both the New South Wales (2000) and Victorian Department of Education Victoria (1996) concur. In addition, as part of the recommendations for

the teaching of FMS, the support material provided advises that a minimal number of skills should be taught at any one time. Furthermore, the New South Wales

package suggests it “takes between 240 and 600 minutes of instruction time to

become proficient in one fundamental movement skill” (New South Wales Department of Education and Training, 2000:79).

SITUATIONAL ANALYSIS

The research site for this project is a Primary School with an enrolment of

approximately 550 students. The school is situated within a rural township in

northern New South Wales. The number of enrolments has been declining over the last decade, with forecasts predicting this number will drop below 500 in the

coming years. A snapshot of the school’s 2003 population shows there are slightly more male students (53%) than female students, and approximately one in

ten students is aboriginal. This is the only Kindergarten to Year Six school in the

township. Currently 40 people are employed across all areas of the school, with about half this number (n = 19) full-time classroom teachers. Seven of these

teachers are male (approximately 36%) - doubling the state average of 17%

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(Bagnall, 2001:24). However, like most schools, it is facing a number retirements

during the remainder of this decade. The average age of the teaching staff is over 50 years of age.

The school population draws students predominantly from within the township, as well as from rural holdings in the surrounding shire and from smaller villages

(whose residents use the town as their major goods and services centre). The community is now ranked second in New South Wales in terms of the oldest

average age. Due to current environmental factors (drought) and the resulting

downturn in services provided by the Local, State and Federal governments, new families are not attracted to the area, and the population is in steady decline

The Action Research study was conducted with a stage three (year six) class. There were 28 students in this class comprising of 16 boys and 12 girls, who were

between 10 and 12 years of age. These students appeared to have a diverse range of abilities in terms of the academic, sporting and social endeavours. An analysis

of the class shows that academically, there are some top range stage three

students, in terms of State-wide numeracy and literacy test results. Conversely, there is a number of students who are working below the expectations of a stage

three student.

Notably, the class contained twelve students (n = 12) who had represented the

school at regional level this year in sports such as swimming, athletics, cricket, touch football and horse sports. Half of these students progressed to become

NSW State representatives. The classroom teacher is a member of the Australian

Schools Sporting Council.

Internship

The ten-week internship program consisted of three phases. Phase 1 was a two week supervised practicum; Phase 2 consisted of a four week associate teacher

role; whilst Phase 3 involved a four week engagement co-teaching Personal

Development, Health and Physical Education (PDHPE) across all stages of the school (this phase was undertaken with another intern from the University of New

England).

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The study, reported here, was conducted throughout the entire ten-week block, with maximum time allocated to the research during weeks five to ten of the

practicum. The decision to focus upon the fundamental movement skill theme arose as a result of activities and games conducted during the first month of the

practicum (among the activities that were undertaken were basketball, soccer and

t-ball). During these lessons the basic playing skills of these students were observed and found to be at an acceptable level, however, the movements

appeared to be lacking in refinement and proficiency.

A number of issues emerged as a result of preliminary assessment of skill levels

of the students in this study. The formulation of the research question took account of the following considerations:

• Of the five fundamental movement skills initially assessed, the two most poorly performed skills included the kick; and the two-handed strike - no students demonstrating proficiency or ‘mastery’ level in either skill.

• The results of the 1997 NSW Physical Activity Survey (Booth et al., 1997: 44-45) indicate both the kick and the two-handed strike were the last to be mastered and had the lowest number of students assessed at mastery level. This is the case for students in Years 4, 6, 8 and 10.

• The survey of 28 students (average age 11 years) regarding their sporting histories revealed only one student indicated that they did not like participating in sport.

• Additionally, 18 of the 28 students indicated that the reason they enjoy participating, in sport, is because it is ‘fun’.

• When asked to record any sports that they had played outside of school in the previous twelve months, the most common sport was soccer, followed by indoor volleyball and basketball.

• When comparing the data for “sports participated in outside school” to those released by the Australian Bureau of Statistics (ABS) (2003) there are many similarities. Although swimming topped the Bureau’s study (the fact the local swimming pool is not open year round may contribute to these figures), soccer is the second most popular sport played by Australian children, followed by netball, tennis and basketball.

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• Similarly, the ABS findings state: ‘for both boys and girls, participation in organised sport peaked at the age of 11 years. However, across all ages boys were more likely to participate than girls ... there was also a higher percentage of boys participating in more than one sport (32% of boys compared with 20% of girls)” (2003).

The fundamental motor skill of the ‘kick’ was the focus of the research. Noting

that half of all the children participated in an organised soccer match “outside of school in the preceding twelve months” - more than four times the national

average. Preliminary data revealed that none of the 28 students were able to demonstrate proficiency in the ‘kick’.

THE RESEARCH QUESTION

Hence, the question of this study became: If a ‘game sense’ approach to the

teaching of the fundamental movement skill was implemented for the ‘kick’,

would a change in the level of proficiency occur in this particular cohort?

METHODOLOGY

It has been suggested that the researcher asks: “What action(s) can be taken to

gather evidence to answer the research question? The answer needs to be detailed

under the headings of What? How? When? Where? and with Whom?” (Macintyre, 2000:60). The following sections outline the response to this

question under the suggested headings:

The Framework

Firstly, the question pertaining to ‘What?’ This answered by the research question,

namely, What if a ‘game sense’ approach to the teaching of the fundamental movement skill was implemented for the ‘kick’, would a change in the level of

proficiency occur in this particular cohort?

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Secondly, the ‘How? is based on the teaching strategies and methods employed to

assist students develop proficiency for the ‘kick’. Thus the issue was deciding how to approach the teaching of the skill. Should a “traditional skills and drills,

technique” be implemented or the more flexible ‘game sense’ approach be used? Using ‘game sense’ to teach physical skills focuses on the development of tactics

and strategic thinking, with the added complementary issue of maintaining

motivation. The Australian Sports Commission’s Game Sense (1997) document suggests there:

is limited value in technique practise that doesn’t take into account other factors in the execution of the skill ... the game centred approach focuses on the teacher designing practices that progressively challenge and motivate players to develop an understanding of the strategies, skills and rules required to succeed in games - it makes the game the focus of the practice session (rather than the technique), and challenges the players to think about what they are actually doing and why (1997:2).

The motivating factor behind the decision for choosing the game sense approach

for this study, ahead of the technique approach, was due to the students’ response to the question posed to them “Which approach to Physical Education was

preferable?” The response was ‘games’ because it is ‘fun’. Details of the actual

intervention are elaborated upon in the section below headed the ‘Intervention’.

Thirdly, the ‘When?’ question! The ‘intervention’ program was implemented in conjunction with the scheduled Physical Education lessons over a six-week

period, involving three lessons of 45 minutes duration per week (approximately

660 minutes of instruction). This allocation lies at the maximum of the recommended time allocation of the NSW Get skilled: Get Active program (New

South Wales Department of Education and Training, 2000: 79).

Fourthly, the question ‘Where?’ Of necessity the lessons were conducted on the

school ovals and paved surfaces. Suitable space to effect the intervention was not a problem, however, as the location of the school was in the northern highlands of

NSW the climatic conditions sometimes posed a problem with windy (average

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wind speed 10 km/hr) and cool weather (average daily temperature range 0.0°C to

14.6°C (FEHPS, 2004) during the time the program was implemented.

Finally, ‘With Whom?’ The 28 year six students formed the cohort for this study. The study was conducted with the assistance of the Supervising teacher, and a

colleague who was co-teaching during the PDHPE segment of the practicum.

Two UNE PDHPE staff members oversaw the project. These peers provided feedback and constructive criticism of the process. Grundy states that:

action research is a form of social practice. As such, it recognizes that social practices like teaching and learning take place among and between people. While action research might be directed towards practitioners, it is not an individual process. It is by its history and philosophy collaborative (1995:10).

Data Collection

Data were collected at varying times throughout the study period. The data and

observations were subject to triangulation through the two staff members present

during the intervention. The supervising teacher and the researcher (teacher trainee) plus co-teacher trainee as well as students themselves made the

observations and assessments. Triangulation attempts to reduce bias, although “it

is not so much a technique for monitoring, as a more general method for bringing different kinds of evidence into some relationship with each other so that they can

be compared and contrasted” (Elliott, 1991:82).

Preliminary Testing

Prior to the intervention program a range of fundamental movement skills (i.e. the kick; dodge; skip; two- handed strike and sprint run) were tested using the New

South Wales Department of Education and Training’s Get Skilled: Get Active

package. Of the 28 students in the class, the maximum number of students considered ‘proficient’ in achieving each of the components described in the

checklists in any one of the skills was three students (n = 3). The skills of the stationary kick, the dodge, and the two-handed strike resulted in no (n = 0)

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students being considered proficient. This provides a broad picture of the skill

level of the participants in this Action Research.

The performances of the kick were assessed from four perspectives. The first was the internship trainee teachers (the primary researcher/first author), the second

was the supervising teacher, the third was the co-internship trainee, and fourth

was the students in the class self-assessment and peer assessment.

The initial findings of self and peer assessment showed that students considered themselves to be proficient kickers, however, the trainee teachers and the

supervising teacher assessments revealed the students did not achieve proficiency

in specific parts of each component. One problem was that many of the students were performing a ‘toe kick’, rather than using the top of the foot to make contact

with the ball. This is highlighted by the fact that only two students were classified

as proficient in this component. The main problem was that no (n = 0) students bent their kicking leg to the 90°, required for proficiency.

When the students were initially asked to analyse their own performance all but one overestimated their own technique. This information was tracked throughout

the remainder of the study. Only some aspects of the multiple levels of

assessment are included in this paper, as the focus is the game sense intervention.

Instruments:

Data were collected using a number of instruments, including: checklists, surveys and observation sheets, as outlined below:

• Completion of checklists from Get Skill: Get Active package (New South Wales Department of Education and Training, 2000).

• Surveys completed by the subjects, designed to determine their sporting involvement.

• Self/Peer checklists and information sheets which allowed subjects to reflect upon their own level of attainment as well as providing information that allowed for a greater understanding of the requirements to achieve skill proficiency.

• Teacher observation sheet.

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• School survey records from previous years, containing information about student performance.

The testing process began with a survey of the subjects to ascertain their sporting

involvement. The results were tabulated and soccer was determined to be the most popular sport. The skills checklist was administered for all five fundamental

motor skills – the kick was noted to be one of the skills that children performed

poorly. The intervention program was designed using the Game Sense approach to address the low performance of the kick and the need for skills for a game that

was popular for the majority of the class. The supervising teacher, the trainee teacher(s) and the students employed the skill checklist to assess the performances

of children in the class for the kick. The final survey was conducted once the

intervention program concluded.

THE INTERVENTION

The intervention process took place during weeks after the completion of the data analysis of the initial five skills. During weeks seven to ten, the intervention took

place each Monday, Tuesday and Wednesday afternoons for 45 minutes for a total

of twelve sessions. When students were absent during times of data collection, make-up sessions were conducted, to ensure that all students received an equal

amount of time participating in the program. It should be noted that the prevailing climatic conditions had an impact on the way the students approached these

sessions, and the vigour, which they showed towards participation.

Throughout the intervention period, all data (i.e., from the checklists completed by

the principal researcher, teaching colleagues; and the students, in regard to their own development, and that of their peers) were collected and were maintained on

a regular basis. General observations were made whenever possible, and details

recorded. The triangulation of data from student self assessment may be considered a variable in the intervention, as it allowed students to self-assess and

peer assess. This process contributed to the cognitive aspect of the Games Sense approach of learning in terms of verbalising and visualising the components of the

kick.

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The intervention program was taken largely from the Australian Sports Commission publication entitled “Games Sense Cards; 30 Games to develop

thinking players” (Australian Sports Commission, 1999). More specifically those games classified as “invasion games” were the focus of the intervention. The

publication includes, the purpose, equipment, how to play safely, focus questions

and variations for each activity. In addition, two other games were adapted with the accompanying questions specifically designed to target the ‘kick.

Those activities targeted from the Game Sense Cards (Australian Sports

Commission, 1999) included:

* “Defend the Cone” (p. 51) * “Tag ball” (p. 53) * “5-point player” (p. 55) * “End ball” (p. 57) * “2 on 1” (p. 59) * “Dribblers and robber” (p. 61) * “3 minutes” (p. 63) * “Keep the ball” (p. 65)

Two additional ‘soccer-type’ games were also included which were adapted from

(Blake & Volp, 1964). The adaptations for the latter two games included the

composition of the ‘Games sense’ technique addressing the key questions asked of the subjects.

* “Three-zone soccer” (p. 102) * “Alley soccer” (p. 104)

Overall, standard lessons included a ‘warm-up”, skill development (focusing on the games sense approach), cool down and brief conclusion.

RESULTS

From observation, conducted over the course of the teaching cycle, it was evident

improvement had occurred in the students’ performances. Whilst the

improvements did not result in a large number of students being considered proficient, it was a positive reflection on the progress being made by the students.

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For the testing analysis small groups of students assessed their peers’ performance

using the Get Skilled Get Active checklist. The researcher completed the same checklist. In terms of the peer assessments, there were 109 observations, with 18

peers considered proficient at the mastery level, and a further 19 considered ‘near- mastery’. Mastery level is defined as having all components demonstrated in all

but one trial. Near Mastery is demonstrating all but one component in all but one

trial (Booth et al., 1997).

During peer assessment, students were asked to make constructive feedback comments on the performance of their classmates. Some of the comments that

were made included:

* “Kim needs to work on making his shoelaces contact the ball.” * “Everyone kept their eye on the ball. Some people followed through with their leg but not as high as the girl (above).” * “All eyes were forced [sic] on the ball.” * “I think most people should concentrate on the follow-through and the preparation.” * “I think Bobby did an excellent kick but she just needs to work on the non-kicking foot beside the ball.”

These comments indicated the students were able to discuss and recognise the

skill as a sequence of related components, rather than just the one component.

The benefit in real-terms of this reflection activity was observed in the performances in the subsequent lessons.

The researcher reassessed the kick in terms of the six components. From pre

intervention testing, there was an increase in the number of students assessed as

proficient (n = 8) compared with (n= 4) before intervention, and (n= 14) at the near-mastery level.

More specifically, the number of children who demonstrated an improvement for

each of the components of the kick is shown in Table 1.

Table 1: Change in Component Proficiency: Pre to Post Intervention

Component Pre Intervention Post Intervention No. of Children No. of Children

Eyes focused on ball 20 24

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Forward & sideward swing of opposite arm 4 11 Step forward with non-kicking foot near the ball 2 9 Bend knee of kicking leg 90°during the back swing 0 8 Contact the ball with the top of the foot 2 8 Kicking leg follows through towards the target 5 8

The above Table shows the data for the ‘kick’, which was analysed by the

principal researcher, the co-internee and the supervising teacher. The number of students who demonstrate improvement for each component is illustrated.

Students Perspective

The subject evaluation survey conducted at the conclusion of the intervention was

designed to gauge the effectiveness of the unit of work from the perspective of the

students. Results emanating from subject responses showed that they thought 3 subjects had reacher proficiency, with 12 achieving near-mastery. Some of the

student’s comments included the following:

• When asked whether or not they felt they received “enough teacher

instruction in relation to developing each component of the ‘kick’, the majority of the students (n = 18), indicated that they enjoyed the style of

teaching, and it made a difference to their level of enjoyment, however, they felt that they would have been able to develop greater proficiency

with more instruction, and more focus on refining individual components

of the skill. • In terms of time allocation, the students were asked whether they felt they

spent enough time practising the skill to become proficient. Although

approximately 60 minutes more time was allocated to the intervention than the maximum time recommended, 50% (n = 14) indicated they still needed

more time. • It was noted by many of the students that they were unaware of the

accepted technique for kicking a ball before the intervention began.

CONCLUSION

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The results presented for the perspective of the research questions posed,

indicated that for this year six class, students improved in skill level for the fundamental motor skill of the kick. Two methods of establishing the data were

considered a strength of the design. Specifically, by surveying the levels of sporting involvement of the students, and skill process assessment, a convincing

level of relevance was provided for the selection of the kick as the skill to

improve.

The high levels of motivation and interest in the Physical Education lessons cannot be discounted as an outcome of the Game Sense approach. Eager and

enthusiastic students engage in the learning process more readily and

commensurate results can be expected with such as approach. Although the techniques approach to skill development may be more focused (and familiar) in

terms of students knowing what the teacher wants – the sustained interest and

cognitive stimulation of the problem solving/Games sense approach to learning has been highlighted in this project.

The range of assessment approaches provides a challenging progression for

trainee teachers and supervising teachers comparisons help in collecting more

reliable data. This was particularly relevant in the use of the skill checklists. Furthermore, the implementation of self and peer assessment for the students

demonstrates an initial overestimation of skill level by children in Year 6. However, there is the peripheral benefit gained by the students in terms of their

understanding of the components of the kick. Replication of this approach is

recommended.

Overall, students were exposed to 540 minutes of Physical Education time. However, practitioners know that approximately 30% of that time would be

devoted to skilled movement and practise, which is noted by other researchers

(Siedentop 1991:41). As such many of the students would not have been ‘exposed’ to the full time recommendation needed to learn and consolidate a skill

at the most efficient or proficient level. However, the Games Sense approach has provided an effective method of gaining and maintaining children’s interest in the

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participation and performance of the kick in the context of soccer. More

conclusively, the Game Sense approach has resulted in an increase in the number of children in this class being considered to have achieved the mastery or near

mastery level of skill performance, which was the question posed in the project.

The approach described in this paper is one method of addressing the inadequate

level of fundamental motor skill performances, and represents a viable methodology. The interconnectedness of the university requirements for trainee

teachers as part of their internship demonstrates the valuable contribution Action Research projects can have for future teachers, the students that they work with

and the importance of teachers acting as researchers in their professional practice.

Enhancing the skills of teacher trainees through specialist PDHPE practicums, such as those at University of New England have the potential to enhance the

status of PDHPE in the schools, as well as improve the skill levels of children in

the primary grades.

REFERENCES

Australian Bureau of Statistics. (2003). Culture and recreation: Children’s participation in sport and leisure activities, Year Book 2003. Retrieved 24th September,2003,http://80www.abs.gov.au.ezproxy.une.edu.au/ausstats/abs @nfs/)/FEC2DFAF7A7D7OD5CA256C32002415A9?open

Australian Sports Commission. (1999). Game Sense Cards: 30 Games to develop thinking players. Belconnen ACT: Australian Sports Commission.

Bagnall, D. (2001, June 5). Lost Boys. The Bulletin, pp. 24 - 28.

Blake, W. O., & Volp, A. M. (1964). Lead - up Games To Team Sports. Englewood Cliffs, NJ: Prentice- Hall Inc.

Booth, M., Macaskill, P., McLellan, L., Phongsavan, P., Okely, T., Patterson, J., et al. (1997). NSW schools Fitness and Activity Survey 1997 Summary. Ryde: New South Wales Department of Education and Training.

den Duyn, N. (1997). Game Sense: Developing Thinking Players. Canberra: Australian Sports Commission.

Department of Education Victoria. (1996). Fundamental Motor Skills: A Manual for Classroom Teachers. Melbourne: Community Information Services.

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Elliott, J. (1991). Action Research for Educational Change: Open University Press.

FEHPS. (2004). The weather, from http://fehps.une.edu.au/X/Weather/

Gallahue, D. L., & Ozmun, J. C. (1998). Understanding Motor Development: Infants, Children, Adolescents, Aduts (4th ed.). Boston: McGaw-Hill.

Grundy, S. (1995). Action Research as Professional Development, Occasional Paper No 1. Paper presented at the Innovative Links Project AGPS, Canberra.

Kemmis, S. (Ed.). (1988). Action Research in Retrospect and Prospect (3rd ed) Geelong, Victoria: Deakin University Press.

Macintyre, C. (2000). The Art of Action Research in the Classroon. London: David Fulton Publishers.

McKernan, J. L. (1996). Curriculum Action Research; A Handbook of Methods and resources for the Reflective Practitioner. London: Kegan Page.

Miller, J., Haynes, J., & Dickson, S. (2004). Tertiary Educators Addressing Challenges to Primary School Physical and Health Education. Paper presented at the ACHPER, Wollongong, NSW.

New South Wales Department of Education and Training. (2000). Get Skilled: Get Active. Ryde: NSW DET Curriculum Support Directorate.

Pangrazi, R. P. (1998). Dynamic Physical Education for Elementary School Children (12th ed.). Needham Heights, MA: Allyn and Bacon.

Siedentop, D. (1991) Developing Teaching Skills in Physical Education. (3rd ed) Mayfield Publishing Co. Mountain View Ca.

Walkley, J., Holland, B., Treloar, R., & Probyn-Smith, H. (1993). Fundamental motor skill proficiency of children. ACHPER National Journal 40(3), 11- 14.

Tact 12-TGfU and Soccer Coaches.pdf

Learning a new method: Teaching Games for Understanding in the coaches’ eyes

Stephen Harveya∗, Christopher J. Cushionb and Ada N. Massa-Gonzalezc

aDepartment of Physical Education and Sport Studies/Institute for Research in Education, University of Bedfordshire, Bedford, UK; bSchool of Sport and Exercise Sciences, Loughborough University, Loughborough, UK; cDepartment of Nutrition & Exercise Sciences, Oregon State University, Corvallis, USA

(Received 29 July 2009; final version received 15 October 2009)

Background: Coaches’ knowledge and actions are both the product and manifestation of a personally experienced involvement with the coaching process; they are linked to the coach’s history and both are attributable to how they were learned. Changing established coaching practice can be problematic, particularly as coaching lacks a critical tradition, and coaches are more likely to be seen sticking with ‘safer’, ‘tried and tested’, traditional methods. Butler recently noted in 2005 that approaches such as Teaching Games for Understanding (TGfU) offer a way for practitioners to challenge their practice, move from a ‘comfort zone’ and open themselves up to self-reflection. Purpose: With this in mind, the purpose of this study was to explore how two interscholastic soccer coaches incorporated TGfU into their coaching practice. Methods: Two interscholastic soccer coaches; Brad, an experienced Head coach of the program and coach of the varsity team (n ¼ 18), and Jeff, a first-year coach in the program and the coach of the first-year team (n ¼ 16) (both pseudonyms) and their players participated in the study. The study was conducted over the length of one 12-week interscholastic soccer season and involved a four-week pre-observation followed by an eight-session TGfU soccer unit focused on the defensive off-the-ball aspects of performance. Data collection was conducted in three stages: (1) participant observation of the two coaches and their players using Metzler’s benchmarks as discussed in 2000; (2) data from these observations were used to construct questions for semi-structured interview schedules with the two coaches and players (n ¼ 3) following each TGfU session; and (3) an end-of-unit interview with the two coaches. The data were analysed using the procedures and techniques of grounded theory. Following analysis, three overall themes emerged: (1) coach perceptions of using TGfU; (2) coach pedagogy; and (3) players’ perceptions. Results and discussion: Findings showed that the two coaches’ values, beliefs and dispositions were challenged by the TGfU approach, and TGfU was a way in which the coaches were able to recognize potential areas for improvement and development in their coaching practice. In addition, the institutionalized context of the coaching practice made it difficult for Brad to develop his use of TGfU while Jeff, in contrast, observed early in the intervention how TGfU could help develop not only his own coaching practice but advance player learning through the appropriate use of questioning and stepping back. Conclusions: (1) While this study showed that both coaches altered their coaching practice to a varied degree by using TGfU, neither coach totally adopted TGfU into

ISSN 1740-8989 print/ISSN 1742-5786 online

# 2010 Association for Physical Education DOI: 10.1080/17408980903535818

http://www.informaworld.com

∗Corresponding author. Email: stephen.harvey@beds.ac.uk

Physical Education and Sport Pedagogy Vol. 15, No. 4, October 2010, 361 – 382

their coaching practice and it had not influenced them sufficiently to impact their coaching identity. (2) There is scope for larger scale and/or longitudinal coaching interventions that attempt to move sports coaches toward more athlete-centred coaching practices. As a result, a case could be made for more TGfU/Game Sense within formal coach education, not only as a means to develop athlete-centred coaching, but also as a way for coaches to understand theories of learning that underpin practice.

Keywords: Teaching Games for Understanding; coaches; coaching practice; soccer

Introduction

Coaches’ knowledge and actions are both the product and manifestation of a personally experienced involvement with the coaching process; they are linked to the coach’s history and both are attributable to how they were learned (Cushion 2006). Coach learning, and therefore knowledge and practice, remains largely based on experiences and the interpretation of those experiences (Cushion, Armour, and Jones 2003; Cushion 2006; Gilbert and Trudel 2006). This is despite the implementation and availability of formal coach education programmes. Indeed, formal coach education remains largely ad hoc and low impact in comparison to coaches’ wider experiences and subsequent collective understandings (Nelson et al. 2006; Gilbert and Trudel 2006). Consequently, coaches’ resulting practice is ‘guided primarily by tradition, circumstance and external authority’ (Tinning 1988, 82; see also Williams and Hodges 2004). Indeed, coaching has established a ‘traditional’ pedagogy or practice that is characterised by being highly directive or auto- cratic, and prescriptive in nature (Williams and Hodges 2004; Potrac and Cassidy 2006). This perspective is supported by behavioural research that has tended to find ‘instruction’ as the largest behaviour utilised across a range of sports including soccer (e.g. Miller 1992; Millard 1996; Kahan 1999; Cushion and Jones 2001; Potrac, Jones, and Cushion 2007). In addition, coaches’ practice tends to be underpinned by a linear, process-product approach to learning, where ‘skills’ are to be mastered first and form the basis for games play (Cassidy, Jones, and Potrac 2009).

This has been brought into stark relief in a recent study of elite youth soccer players. Williams, Yates, and Ford (2007) studied 27 youth coaches, working at three different levels of performance from elite academies to competitive clubs. The research looked at 81 different practice sessions with players aged between U9 and U16. While there were differences in practice activities between performance levels, across the entire sample almost 50% of practice time was spent in physiological training (i.e. warm-up, cool- down, conditioning, stretching activities) and technical practice (i.e. repetitive drills and grid work focused simply on technical development under no pressure). In contrast, a rela- tively small proportion of time was spent in practicing skills under pressure in possession, and small-sided games.

Changing established coaching practice can be problematic particularly as, not unlike physical education (Cushion, Armour, and Jones 2003), coaching lacks a critical tradition, and coaches are more likely to be seen sticking with ‘safer’, ‘tried and tested’, traditional methods that prove their knowledge and expertise (Potrac, Jones, and Armour 2002; Coakley 2004; Jones, Armour, and Potrac 2004; Cushion, Armour, and Jones 2006; Cushion and Jones 2006; Potrac, Jones, and Cushion 2007; Cushion 2007, 2008, 2009). ‘The consequence of such action is that athletes are, in turn, increasingly socialized into expecting instructional behaviours from coaches, and thus resist other coaching methods’ (Potrac, Jones, and Cushion 2007, 40) as these are deemed consciously, or subconsciously, to be associated with performance accomplishment. Thus, practice becomes an historical

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and traditional thread where experiences are a powerful, long lasting, and continual influ- ence over pedagogical perspectives, practices, beliefs and behaviours (Cushion 2008, 2009). The main driver for practice therefore becomes tradition or uncritical inertia (Fernan- dez-Balboa 1997; Cushion, Armour, and Jones 2003).

A catalyst for changing what coaches do requires that they recognize the assumptions that underlie and inform their practice. Indeed, Light (2008) argues that is necessary to be aware of the assumptions about learning that underpin any method of teaching, particularly when such assumptions challenge beliefs about learning. Alternate approaches to practice have been suggested as one means to challenge beliefs about learning (Light 2008) and subsequent received wisdom about what good coaching is. Indeed, exposing coaches to approaches such as guided discovery, problem solving and Teaching Games for Under- standing (TGfU) might facilitate such a response (Cassidy, Jones, and Potrac 2004; Butler 2005; Light 2008; Potrac and Cassidy 2006). In particular, TGfU has been utilized with teachers to challenge established practices and beliefs (Butler 1996) and has been shown to challenge entrenched cultures within physical education teacher education programmes (Butler 2005; Howarth 2005; Light and Butler 2005).

TGfU is important as a vehicle for changing practice because it is a model of teaching that requires the learner to be at the centre of the learning process, repositioning the role of the coach to one of a facilitator (Dyson, Griffin, and Hastie 2004), thus challenging traditional coaching practice. TGfU was proposed by Bunker and Thorpe (1982) but also has roots in the work of Mahlo (1974) and Deleplace (1969, 1974) where they investigated the modelling of practice in team games. From the work of Mahlo and Deleplace, a school of thought emerged that recognized cognitive processes to be necessary for the correct execution of motor skills within game situations (see Gréhaigne, Richard, and Griffin 2005 for a review). The roots of the tactical approach in the United Kingdom were largely a result of Bunker and Thorpe’s dissatisfaction with the ‘skills first’ orientation adopted in school physical education programs (see Werner, Thorpe, and Bunker 1996 for a review). Bunker and Thorpe (1982), as Mahlo and Delelplace, were interested in the effective integration of skills into contextualized situations.

Therefore in TGfU practice starts within the context of an initial game form, or game concept. The initial game form is interrupted in order for the coach to ask athletes questions regarding which elements of game play the athletes need to improve and address a tactical problem. To place emphasis on this tactical problem the coach can add extra challenges to the game by adopting the pedagogical principle of modification exaggeration (Thorpe, Bunker, and Almond 1984; Holt, Strean, and Bengoechea 2002), for example, adding restrictions such as a no-go zone in the centre of the playing area to force the players to switch the point of attack, thus emphasizing the tactical problem of scoring. Skills/ techniques are then introduced ‘second’ or ‘when needed’ and ‘within the context’ of this initial game form. Therefore, the coach can have the players break out into skill devel- opment practices that are game-related and relevant to the inherent weaknesses that have been highlighted to the coach when assessing players in the initial game form. The practice session then culminates with an open game (no restrictions on players/teams), where coaching and questioning is still focused on the initial tactical problem introduced by the coach after the initial game form. TGfU has a core belief of empowering learners (Butler 2005) and places the teacher as a co-learner or partner in learning (Davis and Sumara 1997).

In order for players to be prepared for the challenges the game brings, coaches need to structure a learning environment that is focused on random, distributed and variable practice situations. With its focus on the learner, the TGfU approach centres on how the teacher/ coach can help the learner solve the games problems rather than focusing on what is

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wrong with the learner’s performance (Butler 2005). As Light and Fawns (2003) articulated, ‘knowing the game’ is to play it and demonstrate knowledge-in-action (Schön 1983). For this to occur it is imperative that the coach can prepare and manage an effective learning environ- ment so as to allow the players to engage in the ‘ongoing conversation’ of games that involves the interplay between action and language (Light and Fawns 2003). In this sense, TGfU is a useful vehicle for challenging coaches as it not only uses game-specific activities instead of ‘drills’, but also has at its heart the use of questioning. Rather than simply telling athletes what to do the coach has to use questioning, prompts, and feedback that lead the ath- letes to discover solutions to various sport-related problems (Potrac and Cassidy 2006).

Despite the many potential benefits of using TGfU espoused in the literature there remains a dearth of research specifically assessing coaches’ use of TGfU (Light 2004, 2005; Harvey 2005). Perhaps unsurprisingly, the majority of research has considered phys- ical education (PE) teacher’s experiences (Butler 1996; Turner 1996; Barrett and Turner 2000; Brooker et al. 2000; Turner, Allison, and Pissanos 2001; Light 2003a, b, c; Gurvitch, Metzler, and Lund 2008). This research has usefully begun to identify some themes relating to teachers’ and coaches’ experience. This included confirmation that TGfU offered a new way of thinking about teaching and coaching in terms of conceptualizing understanding of skills and tactics. In addition, the pedagogical expertise and knowledge required to implement TGfU is significantly challenging and can lead to frustration. While coaches are repositioned in practice sessions, to stand back, observe more, act as a facilitator and to be less directive, paradoxically, they have to come out of their ‘comfort zone’ (Barrett and Turner 2000; Howarth 2005) to see the big picture, and to learn when to ask and when to tell (Rovegno 1998).

Taken together this research lends some support to Turner and Martinek’s (1999) asser- tion that TGfU should be used as an approach to help teachers/coaches develop a wider range of pedagogical skills and more expansive content knowledge. Butler (2005) also noted that TGfU offers a way for practitioners to challenge their practice, move from a ‘comfort zone’, and open up to self-reflection. Moreover, Light (2004) noted the benefits of using TGfU to accomplish this aim when interviewing six coaches on their use and experiences of using game sense (an Australian adaptation of TGfU). Light concluded that: ‘Research on coaches’ experiences using tactical approaches such as GS would further enrich our understanding of the complexity in learning in and through sport’ (2004, 130). However, there remains a considerable challenge to address embodied and unarticulated beliefs about learning (Light 2008) and coaching. This is further complicated when coaches often have low self-awareness (Cushion 2009) and use the language of an alternative approach but retain a ‘traditional’ method of coaching (Davis and Sumara 2003). These issues notwithstanding, there is some evidence of TGfU impacting learning in recent intervention studies in physical education, college and coaching settings (e.g. Holt, Ward, and Wallhead 2006; Harvey et al. 2010; Lee and Ward 2009; MacPhail, Kirk, and Griffin 2008). Such intervention requires moving beyond explanation and justi- fication, and actively encouraging discussion, conscious thinking, and reflection on practice assumptions (Davis and Sumara 2003; Light 2008).

While research into physical education teachers is enlightening, coaches do not exhibit the same pedagogical characteristics as teachers (Hardin and Bennett 2002; Nash and Collins 2006). These differences have been ascribed to differences in the use of knowledge in prac- tice for the different roles (Kreber 2002), as well as the considerable differences in training times for PE teachers and coaches. Whatever the cause, these findings act as a reminder that we cannot blithely assume the transfer of research findings from one context to another. Indeed, to fully understand the holistic nature of coaching, it has been argued that research

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focus should be given to the world of individual coaches, and how they operate within their given contexts (Potrac, Jones, and Armour 2002). To this end, research should address indi- vidual coaches’ interpretations of their experiences and the process by which meanings and knowledge are used to guide actions (Potrac, Jones, and Armour 2002).

The purpose of this study was to explore the perceptions and experiences of two inter- scholastic soccer coaches incorporating TGfU into their practice. The TGfU intervention was used as a tool to examine and challenge the coach’s assumptions about learning and coaching. The study placed emphasis on the, sometimes contrasting, individual interpret- ations of the process of TGfU model adoption by the two coaches, one novice and one more experienced.

Method

Case study research

Data were collected using a case study methodology. Berg (2007) defines a case study as ‘a method involving systematically gathering enough information about a person, social setting, event, or group to permit the researcher to effectively understand how the subject operates or functions’ (283). The purpose of the case study was to gather ‘rich, detailed and in-depth information’ (283) on a single phenomenon and ‘uncover the manifest inter- action of significant factors characteristic of this phenomenon’ (284). In this way, the researcher ‘is able to capture various nuances, patterns, and more latent elements that other research approaches might overlook’ (284) and tends to focus on a ‘holistic descrip- tion and explanation’ (284) of the phenomenon studied.

Context of high school sport in America

An American high school interscholastic soccer program and its coaches acted as the case study context. The school had two teams; one team will be referred to as the ‘varsity’ team and one the ‘first-year’ team. The difference between these two teams is based on the level of the players’ previous experience. The experiences of the varsity teams’ players were predominantly competitive clubs and interscholastic soccer. These experiences were characterized by participation in structured coaching programmes that had, as a feature, deliberate practice (Côté, Baker, and Abernethy 2003). In contrast, none of the players in the first-year team had played club soccer. Their previous experiences were limited to recreational programs such as the American Youth Soccer Organization (AYSO). Typically these programs consist of parent coaches, and a focus on deliberate play (Côté, Baker, and Abernethy 2003).

The school’s varsity team competed in the state championships, firstly in a district league where the performance in this league would determine whether they made the state ‘play-offs’. The school had previously been successful in these state championships winning the state title and the district title in past seasons. The first-year team competed in various competitive matches, but these were not tied to any particular district champion- ship, and the focus of the matches was to give them some initial experiences of competing in 11 vs. 11 matches for the high school.

The value of high school interscholastic sport in the United States is well established with extensive media coverage in daily newspapers, producing reports, statistics and thoughts about matches being played. Coaches and players are also interviewed as to their thoughts on matches and team performances. In addition, attendance at high school

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sporting events are also large (e.g. over 5000 spectators attend the state high school soccer final) especially when games are played on Friday evenings. High school sport, thus, offers a way of bringing together local communities, and these communities celebrate the achieve- ments of their high school sports teams and provide a sense of spirit and pride among stu- dents, fans, schools and communities. Moreover, the school and the state athletic activities association see ‘athletics’ as part of the valuable education of youth and adolescents and are integral to the school curriculum with the impact of values taught through these programs being classed as ‘immeasurable’ (Oregon Schools Activities Association 2009).

Participants

Two high school coaches participated in the study, both of whom had played soccer competitively in school (high school/college). The varsity team coach (Brad, pseudonym) was 33-years old, and the highest playing level he reached was playing college soccer at a Division 3 university in the north-western United States. He had seven years of practical coaching experience in the same high school soccer program, but had no formal coaching qualifications. Brad was also employed full-time in the same school as a school counsellor.

The first-year team coach (Jeff, pseudonym) was 20-years old, and the highest playing level he reached was club soccer. However, he had reached the United States Youth Soccer Association National Championship finals with his club team, and decided not to play soccer at college. Jeff was in his first year of coaching in the high school soccer program and had no formal coaching qualifications. He was also a full-time undergraduate student majoring in business at a local university.

The team coaches agreed to undertake a course of professional development by learning to coach using the TGfU approach before the pre-season period of training. The players were also recruited for the study before the pre-season. Their ages ranged from 14- to 18-years old. Informed consent was received from all participants using standardized procedures for the protection of human subjects, approved by the Institutional Review Board at a large Pacific Northwest University in the United States.

Intervention procedure

In preparation for the intervention three 90-minute meetings were conducted between coaches and research staff. These consisted of: week one – an initial meeting to establish an overview of each session’s content (the concepts of defensive off-the-ball performance was the topic for the intervention) and to take into account the needs of the players; week two – watching a video and working through a book chapter;1 week three – a follow-up meeting which was interactive throughout allowing coaches the opportunity to ask ques- tions pertaining to session content and any other issues about the TGfU approach. As a result of the work conducted during the initial preparation and training phase, a ‘coach’s packet’ was developed and given to the coaches. The packet consisted of eight sample scripted TGfU session plans.

The intervention lasted the length of the high school soccer season (not including the play-off period), which was from August until to the beginning of November (12 weeks) and had two distinct phases. Phase one was a pre-practice phase that was conducted over four weeks, and phase two consisted of eight practice sessions and seven assessment sessions completed by each team (see Table 1). The team practiced each day from mid-August before formal schooling began, and daily after school once school began at the start of September.

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For the first two weeks of phase one, and before the study’s actual practice sessions, the first author attended training and joined in as a player at some of the practice sessions. This was a two-way process that enabled the coaches and players to become familiar with the researcher, and conversely, enabled the researcher to become familiar with the participants by learning players’ names and observing their playing ability and level. The type of training typically observed consisted of warming-up, fitness work, basic skill drills, and some game play, which was not generally associated with the content of the skill drills completed beforehand. Indeed, the coaches and their sessions were observed and it was noted that they typically played games during training, but neither coach had any previous knowledge or practice with the TGfU approach. In the subsequent two-week period the research team completed baseline game performance assessment sessions (see Harvey et al. 2010).

The second phase consisted of eight practice sessions completed by each team over an 8-week period. Butler (1996) acknowledged that teachers indicated the need for structured support throughout a process of change. Therefore, in this study the two coaches were supported throughout the intervention by the first author. The first author was also present at each of the practice sessions and clarified any issues with the session plans prior to their delivery, and supported the coaches throughout.

Intervention sessions were focused on coaching the defensive aspects of performance (see Table 1) related to the ‘tactical problem’ of preventing scoring by defending space in the field (Mitchell, Oslin, and Griffin 2006).

The general format for each of the coaching sessions closely followed the format out- lined by Metzler (2000) and den Duyn (1997):

(1) Introduction to ‘tactical problem’ and ‘initial game form’: make suggestions to, and ask participants ‘why’ they think the tactical problem is important to them being able to successfully play the game;

(2) Use of effective communication skills; (3) Instruction: use of effective instructional techniques during game play. Instructor

thinks about ‘when to ask’ and ‘when to tell’; ‘where and when’ to introduce skill practice; ‘when’ to stop the whole group or small groups for instruction;

Table 1. Schedule of sessions for the teams involved in the study.

Session Number Session Content

1 – 4 Baseline Assessment Games (B1 – B4) 5 Closing Down (FP) 6 First Intervention Assessment Game (INT-1) 7 Marking (POP) 8 Covering (POP) 9 Dealing with Crosses (Exaggerated SSG) 10 Goalkeeper Communication (Exaggerated SSG) 11 Second Intervention Assessment Game (INT-2) 12 Defending the Final 3rd (POP) 13 Covering 2 (Exaggerated SSG) 14 11 vs. 11 Game 15 Pressuring (Exaggerated SSG) 16 Third Intervention Assessment Game (INT-3)

Notes: B1 – B4, Baseline Assessment Sessions; INT-1, Intervention Assessment Session 1; INT-2, Intervention Assessment Session 2; INT-3, Intervention Assessment Session 3; POP, phase of play; FP, functional practice; SSG, small-sided game.

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‘how’ to modify ‘initial game form’ by shaping, focusing or enhancing play (Launder 2001);

(4) Review of lesson content and ‘tactical problem’ with questions, and provide an introduction to the next session.

Each session began with an initial game form outlined in the coach’s packet which was followed by observation and questioning by the coach. Further challenges and/or pro- gressions to the initial game form were also imposed by the coach as the session unfolded (using techniques highlighted in (2) and (3) above). The intervention sessions were different to both teams’ usual coaching sessions that had followed a traditional teaching approach of (1) warm-up, (2) skill practice, (3) modified game, and (4) game.

Each session lasted for approximately 45 – 60 minutes, about half of the regular length of the team’s usual training session and sessions included four small-sided games (SSGs; smaller representative/exaggerated versions of the full-sided game of soccer using two goals), three phases of play (POP; an attack versus defence game into one goal) and one functional practice (FP; a small game in a certain section of the field that focuses the tactical/technical abilities of the players; see Table 1). The research team set up the seven assessment sessions for the purposes of evaluating the development of the players’ off-the-ball game performance. The two team coaches just observed during these assess- ment sessions which lasted approximately 10 minutes in length (see Harvey et al. 2010).

Data collection

Within the case study, data were collected using participant observation and interviews with both coaches and players. All of the sessions were observed live and videotaped.

Participant observation

Participant observation involved the observation of the coaches and players during the course of the eight intervention sessions. The extent of participation varied from spectator to assisting the coaches with the organization of sessions and advising coaches during the practices (as described above). During sessions, coaches were supported by the research team who answered questions regarding the up-and-coming session, or forthcoming ses- sions in the coach’s packet. The coaches also asked the researchers during sessions about how to adapt the session to meet the needs of the players to ‘get the game right’ (Thorpe and Bunker 2008). For example, in session three of the eight-session intervention, Jeff asked the first author constantly about why the session was not working, if he was doing anything wrong and what his options were in adapting the session to get a good game going. In this particular case, Jeff was given options to choose from and the session was constantly adjusted ending with Jeff deciding to use the pedagogical tool of the ‘coach as a player’ to develop the players understanding of ‘covering’. Importantly, the researcher only offered options to the coach and never actively coached the teams.

Comprehensive field notes were produced and the sessions were re-watched on video to add detail to the notes and check the comprehensiveness of the observation. To ensure that field observations were focused a field observation sheet was drawn up to reflect Metzler’s (2000) TGfU benchmarks for both the coaches and players. For the coaches this obser- vation sheet included information about when the coach manipulated his options of when to employ game-centred or technique-led coaching, how the coach took a ‘step back’ to observe, and his use of questioning – whether he followed the game sense

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sequence when coaching, and whether he was adhering to other benchmarks such as enga- ging the players quickly, the frequency of question-and-answer sessions and progression he used, how he allowed students to make decisions during practice sessions, etc. Although these observation sheets were completed ‘live’ to ensure that nothing was missed by the first and third author, video-taped records of each of the sessions from each coach were watched to add to the robustness of their live observations (see Harvey et al. 2010).

Interview

After each session a short interview was conducted with the coaches and players (n ¼ 3). These were based on observations from the session, with the purpose of seeking clarification on what had been observed, to understand something of the cognitive process the coaches and players had been engaged with, and to get something of an overall perception of each session.

At the end of the intervention both coaches were interviewed. Semi-structured inter- views drew questions from the observations of the sessions, the previous interview tran- scripts, and the broader TGfU literature. These interviews not only sought to gain the coaches’ perceptions of the intervention, but probe further their assumptions concerning learning and the structure of practice.

Integrating interviews and field observations facilitated an understanding of the inter- vention from the participants’ perspective, what motivated participants’ behaviour, and what meaning the intervention had for the participants (Griffin and Templin 1989; Smith and Cushion 2006). Indeed, such triangulation of research methodologies (i.e. using two or more ways to gather data) has been previously recommended (Denzin 1989; Patton 2003) and helps to accurately present findings from the participant’s perspective (Griffin and Templin 1989; Smith and Cushion 2006).

Data analysis

The qualitative data were analysed based upon the procedures and techniques of grounded theory (Côté et al. 1993; Smith and Cushion 2006). Grounded theory is an inductive meth- odology for developing theory grounded in data systematically collected and analysed (Saury and Durand 1998). It consists of two main operations: (1) breaking down the data into meaningful units, and (2) grouping units with similar meanings into broader categories. The objective of this analysis was to organise and interpret the unstructured qualitative data obtained from the interviews with the coaches.

The first step involved a detailed line-by-line examination of the field notes and inter- view transcripts and involved highlighting sections of text into meaningful and significant excerpts. Tesch (1990) defined these ‘meaning units’ as a ‘segment of text. . . comprehen- sible by itself and contains one idea, episode or piece of information’ (116). Second, similar features between meaning units were identified. This procedure, referred to as ‘creating cat- egories’ (Côté et al. 1993; Smith and Cushion 2006), involved comparing meaning units and grouping them together to organise common meaning units into distinct sub-categories. Sub-categories were named according to the common features that all its meaning units shared (Côté, Salmela, and Russell 1995). For instance, the following meaning unit was part of a sub-category labelled transfer of learning (see Tables 2 and 3):

The process of learning in the match situation is going to be a lot more successful and effective than just skill learning and skill because part of the skill is to being able to master it and do it in the match. (Brad, varsity team coach)

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As the data analyses proceeded, a further level of interpretation emerged that compared sub-categories to organise them into larger and more inclusive themes (Côté, Salmela, and Russell 1995; Smith and Cushion 2006). For example, all the sub-categories that referred to

Table 2. Emerging themes and sub-categories included within each following the inductive analysis.

Major theme Sub-theme

Coach perceptions of using TGfU

† Support of research team † Transfer to game † Conflict of agendas between intervention and ‘normal

practice’ † Work ethic and motivation of the players † Personal life vs. coaching † Complex vs. simple intervention games

Coach pedagogy † Questioning † Practice using the model † Planning † Old vs. new coaching style † Knowledge † Assessing players † Stepping back † Curriculum

Table 3. Raw data examples from emerging themes and sub-categories included in theme 1: coach perceptions of using TGfU.

Raw data Sub-theme Major theme

. . . they are using the stuff that they are learning. You know one of the biggest things I saw was actually, we had kind of defensive over load when one of the outside defense got beat, we had to work on covering for him. . . I can see that happening all the time now. . . A person will get beat and they will come over and help out. (Jeff, first-year coach)

Transfer to game Coach perceptions of using TGfU

I think that also that there were other things going on outside of training sessions like matches and how we were playing in our matches erm that that affected the training sessions. (Brad, varsity coach)

Conflict of agendas between intervention and normal practice

The ones. . . that were easy to draw up and say ok this is what we are going to do or be able to spell it out and then for the kids to understand it straight away were easier. The ones that had multiple boxes with multiple ideas were difficult and they did not have the patience for it, I was ok with it but I would rather do something simpler and then build in the pieces later rather than starting with a complex drill and trying to run off without it especially as it was new. (Brad, varsity coach)

Complex vs. simple modified games/situated practices

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questioning linked to planning and were assembled into a more embracing and broad theme labelled Coach Pedagogy.

Following analysis, three overall themes emerged: (1) coach perceptions of using TGfU; (2) coach pedagogy; and (3) players’ perceptions. The sub-categories represented within themes 1 and 2 which pertained to the coaches are summarised in Table 2 and examples of raw data from one of these two themes is presented in Table 3.

Results and discussion

The following section provides a brief overview of the coaches’ pre-intervention practice, observed during phase one. This is followed by a discussion of the main themes: coach perceptions, and coach pedagogy. Coach perceptions include aspects of transfer, conflict of agendas and complex vs. simple games. The coach pedagogy theme focuses on the coach’s ability to use pedagogical tools within the TGfU approach and specifically addresses the pedagogical tools of planning and questioning. Obviously, while these sec- tions are presented separately there is an inherent overlap between the coach’s perceptions and their use of the TGfU pedagogy.

Pre-observations

Data collected in phase one of the study outlined coaches engaged in traditional coach-led practice with a skill/drill emphasis coupled with physical conditioning, an approach not uncommon in soccer coaching (Williams, Yates, and Ford 2007). Although games were played at the end of sessions it was unclear how these were connected to the other aspects of the session. Typical practice was to play a ‘windows’ game at the end of practice, and Brad always joined in this game as these data illustrate:

Brad is using a ‘windows game’ at the end of practice. There are three teams; two play against each other while the third is spread around the edge of the practice acting as ‘windows’ or wall/ bounce pass opportunities for the two teams. The players are just playing and Brad has joined one of the teams to play. Brad is not intervening in the practice, and it is not clear how this links to the theme of the session observed. (Field notes)

At the outset of the intervention Brad was initially dismissive of the TGfU approach suggesting it was ‘nothing new’ and ‘it just reinforced what we were already doing’. This perception was perhaps based on the fact the he played games in practice, the differ- ence being he was simply ‘playing games’ (Metzler 2005, 419). Importantly, Brad was not connecting the session content with the game at the end, and he was not using any games or game forms at the beginning of sessions to develop players understanding before skill work. Skill work preceded game play and this skill work was frequently disconnected from the one ‘windows’ game he eventually played.

Brad stated that his theory of planning was to ‘kinda just run practices based on how we did the day before. . . I do not set up a curriculum’. As Wragg et al. (2000, 217) expressed in the context of teaching: ‘The way people teach is often the way they are. . .’ It was clear from his initial reaction to TGfU and from his practice that Brad had developed, over time, a way of coaching that he was comfortable with, and that he perceived ‘got results’. Bruner (1999) describes such implicit theories as ‘folk pedagogies’; i.e. strong views about how people learn and what is ‘good’ for them.

The problem, of course, is that this approach can be both limited and limiting rooted, as it is, in personal experience and strong (often unchallenged) beliefs about good, better or the

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best ways to coach. It is likely that a coach may never realise the influence of personal experience, nor appreciate the ways in which their powerful assumptions about coaching are guiding practice. Critical reflection is required to challenge such beliefs, which are often deeply ingrained and tacit (Butler 2005). Brad initially saw the intervention as a way of ‘building his library of drills’ rather than a way of challenging, changing and extend- ing his practice. However, the demands of the TGfU approach meant that Brad had to try and manipulate the learning environment to achieve the learning outcomes and goals required by this approach (Light and Wallian 2008).

Because Jeff was new to coaching in this context, his sessions followed a similar pattern in terms of how they were conducted. Jeff was drawing on his past experiences as a player receiving coaching, and to a degree mimicking the accepted practice modelled by Brad. However, although like Brad, Jeff remarked that TGfU was not ‘anything hugely different’ he acknowledged the athlete-centred perspective of the TGfU approach, noting that it ‘was obviously more focused around them [the players, sic]’. It also helped Jeff in viewing himself as a partner in learning while using TGfU (Davis and Sumara 1997; Light 2004, 2005; Light and Wallian 2008) as these data illustrate:

I guess my role on this is I give them a drill, I explain it to them, I let go, go for a little bit, I will pull them in and I ask them questions. I know that during, at first for a little bit they are doing the stuff wrong, and I think, so my role will be asking them questions trying to get them to really think about it, rather than me just telling, telling them. . . And their role will be during the drill trying to figure it out, what we are playing. When I ask them the questions trying to figure it out, what they are trying to do and think through it, you know, really get the mental aspect of the game and so. Trying to get them to really think about what they are supposed to be doing, trying to get them to find the answers on their own, in their own way. (Jeff, first-year coach)

Coach perceptions of using TGfU

All coaching philosophies will underpin approaches to learning and practice. ‘Espoused’ theory and ‘theory-in-use’ are defined by Argyris and Schön (1974), and distinguish between what people say they will do (espoused theory), what they believe in and their theory-in-use; what they actually do (Brookbank and Magill 2007). Indeed, Brookbank and Magill (2007) argue that practitioners will operate with a model of learning based on an implicit theory-in-use (or a ‘folk pedagogy’) which does not always duplicate their espoused theory of learning.

The data in this case suggests a positive response to TGfU and leads the coaches to highlight the benefits of a change in practice structure. For example, the data seem to suggest that the coaches grasped one of the key tenets of the TGfU approach, namely the transfer of learning to match play from practice situations (Light 2005; Mitchell, Oslin, and Griffin 2006). Indeed, Brad stated that he liked the fact that TGfU used match-type understanding practices as it aided their players’ learning in contextualised situations they would face in the game:

The process of learning in the match situation was a lot more successful and effective than just skill learning and skill because part of the skill was being able to master it and do it in the match. (Brad, varsity coach)

Jeff was able to give more specific examples than Brad about how he thought the TGfU sessions had allowed his players to improve in their competitive match play. Jeff’s percep- tions were that after session six the players were ‘improving a lot’ and learning from the

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TGfU sessions. Jeff observed that the players were transferring the knowledge learned from training sessions to the match play environment and he saw his players covering for out-of- position team mates:

. . .they are using the stuff that they are learning. You know one of the biggest things I saw was actually, we had kind of defensive over load when one of the outside defense got beat, we had to work on covering for him. . .I can see that happening all the time now, a person will get beat and they will come over and help out. (Jeff, first-year coach)

However, observation of actual coach behaviour demonstrated something of the deep- seated pervading theory-in use, this was particularly the case with Brad, the more experi- enced coach, as these data illustrate:

Brad is developing player’s knowledge of ‘defending crosses’ in a small-sided modified 3 vs. 3 vs. 3 game with four static ‘wingers’ who are confined to a wide ‘channel’ with two in each half of the field. The ‘wingers’ are static in that they can only play in their own half of the field. Brad has not placed any of the players in bibs so that they could be identified to a specific team. Players do not have any way of identifying which players are on which team. The practice begins regardless and Brad joins in. Brad becomes frustrated as the practice is not working. He shouts to one of the defending players ‘you need to defend that!’ Seconds later he receives a pass and shoots only for his shot to go over the crossbar. He calls himself ‘old’, passes the ball to a player on the opposing team (as the teams were not identifiable). Minutes later he misses another shot and cusses, and cusses again when one of the players misses him with an attempted pass. To compound his frustrations the practice is breaking down as the players do not know which team they are on. Brad dismisses the players request for bibs, ‘you can tell who is on your team by looking before you enter the field of play’. At the end of the session Brad states that the ‘practice just didn’t work’ without comment on the problems he had with organising the practice. Brad does not seem to recognise that his participation impacted the organisation of the practice and did not allow him to ‘step back’ to observe and rectify the issues that arose, to question players and set appropriate new challenges and progressions for the practice when things were not working quite right. (Field notes)

Brad’s theory-in-use had a behavioural and dualistic approach to pedagogy (Light 2008). These assumptions and beliefs become apparent through coaching practice but act implicitly on the coach. This disposition to act, or basis for practice is part of what Bourdieu (1990) describes as habitus. The coach’s habitus is a set of dispositions that are created and re- formulated in the unification of objective structures (constraints of the coaching environ- ment) and personal history (the coach’s experience) (Jarvie and Maguire 1994). Habitus acts below the level of consciousness but serves to structure practice. To be embodied in the habitus, information need not be rendered discursive; it may be tacit knowledge, even knowledge embodied in modes of action (Calhoun 1995). Consequently, the coach’s habitus was a significant factor shaping the type of practice and behaviour. ‘The habitus, the product of history produces individual and collective practices, and hence history, in accordance with the schemes engendered by history’ (Bourdieu 1977, 82). So a coach’s history, in part, influences practice as do the contextual forces that actively shape the coach- ing process, shaping what is coached and why it is thought these things are important. These forces also act to condition the habitus of the players and coaches. In this case, the coach’s past experiences and understandings about ‘how things should be done’ were important, as were team results and winning that acted as a significant contextual force.

In this respect, both coaches highlighted that the TGfU intervention interfered with their preparations for up and coming games. Indeed, Jeff noted that the tactical issue ‘was a good thing to work on but was not the most pertinent thing that needed to be worked on’.

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However, this was a greater issue for Brad who was coaching the varsity team. This team hoped to maintain a high win/loss record to qualify for the up-and-coming state championship play-offs. The play-offs gave the team the chance to advance to the state championship final, a championship the current interscholastic program had won in the past with a different group of players. Brad hoped to maintain this win-loss ratio so that the team could also win their district league, a championship they had won many times in the past and in recent seasons with the current group. Thus, the institutional-cultural context, for Brad particularly, was one where performance was important and one that possibly, at the outset of the study, made his practice quite resistant to change.

Winning and the importance of winning leads to coaching becoming outcome-oriented rather than player-centred. Training time is a finite resource, so coaches need to work on, and be seen to be working on (Light 2004, 2005), those aspects of play that will get results. In addition, ‘telling’ players what do to do gives coaches a notion of control of the coaching process, and the impression of a more effective use of practice time (Potrac, Jones, and Cushion 2007). Developing a ‘new’ way of working that encourages more input and ownership from the players can be seen as a ‘waste’ of precious training time. Indeed, TGfU researchers have previously reported that the time constraints in various coaching contexts make it difficult for many coaches to utilise TGfU in their coach- ing practice because of the time it requires for students to learn (Light 2004).

Linked to the use of time is the need for coaches to reflect on and reinterpret their experi- ences, or risk the danger of leaving their coaching untouched by new knowledge and insight (Cushion, Armour, and Jones 2003). Reflective dialogue about coaching practice enables coaches to unearth their theory-in-use. In this case Brad espoused the aims and objectives of TGfU but was frustrated by the results for him and his players:

When they start to become frustrated the rate of play deteriorates, the way they play deteriorates and they go in and they moan at each other and they complain with and to each other. . .there is no continuity left and things just start to crumble. (Brad, varsity coach)

Brad’s complaints about how the TGfU intervention interfered with his coaching practice, the way he was coaching his team, and the player’s reaction to this meant that after session five he wanted to distance himself from the intervention. At this point, Brad complained that he and his players found some of the games that the team played too complex. He argued that he preferred simpler games:

the ones. . .that were easy to draw up and say ok this is what we are going to do or be able to spell it out and then for the kids to understand it straight away were easier. The ones that had multiple boxes with multiple ideas were difficult and they did not have the patience for it, I was ok with it but I would rather do something simpler and then build in the pieces later rather than starting with a complex drill and trying to run off without it especially as it was new. (Brad, varsity coach)

This perspective is perhaps reflective of Brad’s approach to coaching rather than a commen- tary on the complexity of the games. Indeed, a behavioural approach to learning would see tasks broken up into smaller pieces, and practice progress from unopposed to opposed, from simple to complex.

Conversely, there were no such issues about the games being too complex from Jeff. However, Jeff’s overall focus seemed to be more on development of the players. Although his team played competitive games they were not in a league and results did not matter, except to the players and how they were progressing. Therefore, Jeff could operate without the pressure of results, and feeling the need to control the coaching process.

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I could notice that, for one they were a lot more skilled as players and they had a lot better understanding of the game. We could look at their individual jobs of what they were supposed to do. (Jeff, first-year coach)

This was also helped by the fact that Jeff was new to coaching and coaching in the program. He had previously ‘had coaches that asked questions’, and as such he seemed to understand the ‘big idea’ behind TGfU, and certainly that it was about asking questions with ‘more of a focus on them [the players, sic]’. It could be argued that the habitus guiding Jeff’s practice was more aligned to the outcomes and principles of TGfU. This, in-turn, meant that his perceptions of the TGfU method were more positive.

I normally I get into it. I understand. . .. Asking questions, and at the same time as much as I am getting more comfortable with it, they start understanding it more, how I present the question and what kind of answers they are giving back. They are getting a lot more knowledge of the game. (Jeff, first-year coach)

This engagement with the intervention also meant that Jeff solicited support from the research team. He asked questions about the games selected for the study, and sought advice from the research team during practice sessions. All factors that enabled him to incorporate TGfU into his coaching practice more readily.

The first year team is working on ‘covering’. In this practice six attackers are playing against four defenders in a ‘scrimmage’ in the attacking half of the field. However, Jeff is struggling to ‘get the game right’, and consequently play is slow and bitty. He shouts, ‘You need to work harder’. At this point the player’s heads seem to drop as Jeff is frustrated with their lack of effort. Jeff turns to the research staff beside him and asks, ‘how can I change the organization to improve this?’ After a brief conversation he modifies the practice slightly by changing the way the ball is played to the winger. This has little effect, so Jeff stops the practice and brings the players in. During this gathering he adds a progression to the practice giving the defending team a ‘target’, in that, when they win possession from the attacking team they have to play the ball out of defence by running it out themselves or combining between each other after they win it back from the attackers. This, he says, will prolong the attacks and make the practice less ‘manufactured’. This progression seems to motivate the players and intensity of the practice improves. However, Jeff still remonstrates with the players to ‘work harder’. Jeff decides to use himself, the coach, as a defending midfield player to enhance the strategical purposes of the game. At the same time more attackers are added so the practice is now eight attackers vs. five defenders (four defenders and one defensive midfielder – Jeff). Once situated in the practice Jeff facilitates the organisation of the defence, prompting them to ‘step up’ and ‘drop in’ and stating to them the ‘need to talk’ to him and the other defenders about their positioning. Jeff’s involvement also enables him to highlight various ‘if-then-do’ moments to the players as well as ask individual players questions in-between ‘plays’ about decisions or movements they made on the field, (i.e. ‘when the ball goes here where do you think you should you be?). (Field notes)

Coach pedagogy

In this section some of the themes that came out from the coaches and their use of the TGfU pedagogy will be addressed, in particular planning and questioning. Planning, because this was a major difference in practice between the two coaches, and questioning, as this is central to the TGfU method (Butler 1996), while both issues impacted the use of TGfU significantly.

Brad’s coaching practice had developed to ‘plan based on how we did the day before’. Essentially, this approach demonstrates a lack of session planning, and by Brad’s own

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admission, overall curriculum planning. As a modus operandi this way of doing things became problematic for Brad when trying to incorporate TGfU into his coaching practice. In this respect, attempting to implement TGfU acted as an important reflective device chal- lenging Brad’s limited planning and demonstrating its importance to coaching practice:

I think I needed to be more prepared as far as the questions go because I do not think that I was asking very good questions. I did not have questions in mind for the most part and I think that would make a huge difference, you know, you had given us some sheets to look at and that helped a lot with questions, you know but the first time that you do it you are going to get a little bit different feel for it and then once you have done it you know. (Brad, varsity coach)

On the other hand, Jeff explained how he planned for the TGfU sessions in detail.

I thought the drills were explained really well, besides getting these pieces of paper. I was able, for the most part, be able to look at it, read it and be able to put the drill together. It was good, just asking them questions and having good responses for the most part. (Jeff, first-year coach)

Brad’s approach is not uncommon; indeed, the perception of coaches/teachers that they do not have to plan to coach when using TGfU is evident in the TGfU literature (e.g. Howarth 2005). This results in a ‘roll out the ball’ (Metzler 2005) mentality possibly reflected in the comment by Brad about TGfU being ‘nothing new’. This suggests a lack of understanding about the TGfU approach and its requirements, as in this case being viewed as simply ‘playing games’ (Metzler 2005, 419) rather than searching for ‘teaching moments’ (Metzler 2005, 418) that occur in the game and interject where appropriate.

The importance of planning when using any teaching method, not just TGfU, should not be understated. Indeed, Griffey and Housner (1991) found that planning was a characteristic that distinguished experienced and inexperienced teachers. Brad’s approach to coaching, day-by-day ad-hoc sessions, leant itself to his instructive/behavioural coaching as he could deal with coaching issues as they arose developing a largely reactive learning environment. Attempting to use TGfU clearly demonstrated to Brad the requirements of a pro-active learning environment and the need to structure practice and learning in advance. Brad admitted that he needed to ‘sit down and prepare questions that were a little more applicable to our situation rather than generalized questions’. This need was also reflected in some of the comments players made about this aspect of his use of TGfU, in particular, poor questioning:

I think the questions were definitely relevant to what we have been doing but I felt the majority of the questions were overly rhetorical and you could sort of just sit there and blow wind. . .and be like, yeah, yeah, yeah, and so I think that it is important that the majority of the people know the answer to but at the same point no-one is actually learning anything if you are just going over the same old same old. (Neal, varsity player)

The coaches’ habitus, their disposition and experiences, act as a filter through which all new knowledge must pass (Cushion, Armour, and Jones 2003). As a result anything that appears as a challenge may be contested either directly or indirectly. As stated earlier, Brad was initially dismissive of the TGfU approach suggesting it was ‘nothing new’. However, as Bourdieu (1987), reminds us, resistance can be alienating and with the sessions not working, at the end of session five Brad sought help from the research team. This support enabled Brad to reflect on his coaching practice and go some way to identifying his implicit ‘theory-in-use’. Submission can be liberating (Bourdieu 1987) enabling more freedom and a more positive experience. Indeed, the ‘submission’ of Brad to the TGfU approach was not a

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deliberate or conscious concession to the ‘power’ of TGfU, it was instead an unconscious fit, a meshing between his habitus, the players and requirements of the context.

The collaboration with the research team aided Brad as he was able to take a step back to observe and reflect on the play (read student learning in the game context) and ask questions of the research team about his planning for, and management of, the training environment (e.g. how and when to modify the games, when to stop play and question, when to bring players out of the game for individual questioning etc.). Arranging the coaching session in this way meant the players were more active participants for the duration of the session and they were asked questions by Brad and by the various ‘game forms’ due to the way they were constructed and manipulated. For Brad, this experience allowed him to begin to reform his coaching identity as he realised that he needed to plan for, and manage, the TGfU sessions by reflecting in and on action (Schön 1983). As a result, the players became more active participants in practice, where engagement and dialogue about this engagement helped develop the coaching and learning taking place. What is more, the support and facilitation of Brad’s learning by the research team aided this tran- sition (Culver and Trudel 2006).

Light and Wallian (2009) stated that constructivist approaches to teaching and coaching such as TGfU require that the coach set up and manage an effective learning environment. The fact that Brad struggled to step back and observe game play, and found the manipu- lation of the training environment difficult, especially in the earlier part of the study reflect the fact that he may have become ‘lost in the chaos’ of TGfU (Light 2005).

In contrast, Jeff found help in the use of the research team from the beginning of the study where he used them to ask questions during the practices, in order to ‘tweak’ the games prepared for the study to ‘get a good game going’ (Rovegno et al. 2001).

Sometimes I was just really confused, but it was always nice to have Steve [the lead researcher] there or someone else there to kind of like go up to them and asked them what we were actually supposed to do and what the idea behind it is. (Jeff, first-year coach)

For Jeff, ‘getting the game right’ (Thorpe and Bunker 2008) possibly led to the games having more meaning for the players and they therefore gained greater understanding and motivation for the TGfU pedagogy (Gréhaigne, Richard, and Griffin 2005; Chen and Light 2006). What is more, Jeff’s skilful use of tools such as ‘freeze replays’ and ‘the coach as a player’ in session three (described above) for example, also showed the begin- nings of some understanding of the TGfU pedagogy. However, it was questioning that Jeff frequently mentioned during his interviews as one of the key aspects of the TGfU pedagogy, and this was also evident from the field observations. As he stated:

It just more that anything is that the [TGfU] sessions just force me to ask questions, force me to just kind of step back and take some time and let them to figure out the answers for themselves. (Jeff, first-year coach)

Jeff saw the need to step back and facilitate by being a partner in learning (Davis and Sumara 1997; Light 2004, 2008; Light and Wallian 2008). The fact that TGfU shifts the power differential between coach and athlete has been found in previous studies on coaches’ use of games-based teaching methods such as TGfU (see Light 2004). Jeff’s effective use of questioning stimulated his players’ higher order thinking skills as this player describes:

Oh, yes. He is doing a good job asking questions. He is asking and first I did not understand what he was asking. And then I thought it was. . .guess it is a little bit different, he puts it a little bit different than what we are used to hearing. (Thomas, first-year player)

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Gréhaigne, Richard, and Griffin (2005) highlighted how an ability to get players to verbalise knowledge allows this knowledge to be brought to a level of consciousness and stimulate reflection-on-action (Schön 1983). While much of sports knowledge is often tacit (Williams, Davids, and Williams 1999) TGfU should bring knowledge to the conscious level through dialogue and discussion with coaches and players. This dialogue and discussion provides an environment for players to begin to internalise knowledge (Daniels 2001) so it can be dis- played as knowledge-in-action (Schön 1983) during the game (Light and Fawns 2003).

Concluding thoughts

As well as acting as a filter through which all new knowledge must pass (Cushion, Armour, and Jones 2003) coaches’ habitus and their experiences reflect a practitioner’s values, beliefs and dispositions about their practice. Findings from this present study showed that the two coaches’ values, beliefs and dispositions were challenged by the TGfU approach, and like Butler (2005) stated TGfU was certainly a way in which the coaches were able to recognize where there were potential areas for improvement and development in their coaching practice. What is more, the institutionalized context of the coaching practice (i.e. Brad working at more of a performance level’ and the fact that he had been coaching in the same program for the last seven years) made it difficult for Brad to develop his use of TGfU. In contrast, Jeff observed early in the intervention how TGfU could help develop not only his own coaching practice but advance player learning through appropriate use of questioning and stepping back (Light 2004).

However, one thing of note is that while both coaches did alter their coaching practice to a varied degree by the end of the TGfU intervention, neither coach had totally adopted TGfU approach into their coaching practice. The utilisation of the TGfU approach had not influenced them sufficiently to impact their coaching identity (Lave and Wenger 1991). It is difficult to say if the changes from the intervention will have led to a permanent change in coaching practice, or if during the subsequent high school soccer season with its inherent pressures and difficulties the coaches went back to their ‘typical’ coaching prac- tices from before the intervention began.

In addition, while we rationalised the use of a case study method in this particular study, clearly there is scope for larger scale and/or longitudinal coaching interventions that attempt to move sports coaches toward more athlete-centred coaching practices (Kidman 2001, 2005). There is some evidence that such interventions can change practice (Light and Evans 2010). With this in mind a case could be made for more TGfU/Game Sense within formal coach education, not only as a means to develop athlete-centred coaching, but also as a way for coaches to understand theories of learning that underpin practice.

Note 1. The video the coaches watched was the ‘Game Sense’ video (den Duyn 1997; published by the

Australian Sports Commission; ASC) which overviewed the format and pedagogical progression of the games sense approach. The book chapter the coaches worked through was Chapter 13 from ‘Instructional models for physical education’ (Metzler 2000).

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Teaching games for understanding in American high-school soccer: a quantitative data analysis using the game performance assessment instrument Stephen Harvey a , Christopher J. Cushion b , Heidi M. Wegis c & Ada N. Massa-Gonzalez c a Carnegie Faculty of Sport and Education, Leeds Metropolitan University, Leeds, UK b School of Sport and Exercise Sciences, Loughborough University, Loughborough, UK c Department of Nutrition and Exercise Sciences, Oregon State University, Corvallis, OR, USA Version of record first published: 14 Dec 2009.

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Teaching games for understanding in American high-school soccer: a quantitative data analysis using the game performance assessment instrument

Stephen Harveya�, Christopher J. Cushionb, Heidi M. Wegisc

and Ada N. Massa-Gonzalezc

aCarnegie Faculty of Sport and Education, Leeds Metropolitan University , Leeds, UK; bSchool of Sport and Exercise Sciences, Loughborough University, Loughborough, UK; cDepartment of Nutrition and Exercise Sciences, Oregon State University, Corvallis, OR, USA

(Received 1 February 2008; final version received 31 December 2008)

Background: Previous research examining the effectiveness of the Teaching Games for Understanding (TGfU) approach has been equivocal. This has been hampered by a dependence on a comparative (i.e., ‘which method is best?’) theoretical framework. An alternative ‘practice-referenced’ framework has the potential to examine the effectiveness of TGfU against anticipated learning outcomes. Furthermore, there has been limited research examining the effects of using the TGfU approach on game play performance in coaching settings. Aims: This study had three purposes/aims: (a) to assess the practice-referenced approach, and consider if this is a viable framework for evaluating the effects of teaching and learning (i.e. performance) with TGfU; (b) to test the robustness of the defensive off- the-ball elements of game performance using the Game Performance Assessment Instrument (GPAI) in a coaching context, with small units of players; (c) to assess how ‘alignment of practice’ contributed to the development of overall game performance and involvement of high-school soccer players. Methods: One varsity (n ¼ 18) and one first-year (n ¼ 16) team of soccer players from a single American high-school boys’ soccer programme received eight TGfU coaching sessions (45 – 60 mins in length). Sessions focused on defensive aspects of off-the-ball game performance (i.e. adjust and cover skills) were delivered by their respective coach, who had been trained to employ the TGfU approach. Changes in game performance were assessed in a modified three vs. three soccer game during baseline (n ¼ 4) and intervention (n ¼ 3) phases of the study. Data were collected on four individual measures (decision making, skill execution, adjust and cover) and two overall measures of game performance (game performance and game involvement) from the GPAI. Changes in game performance measures between baseline and intervention phases of the study were examined using a series of 11 paired-sample t-tests; effect size changes were also calculated. Results: Results revealed significant changes between baseline and intervention phases in appropriate adjusts for both teams and inappropriate covers and overall appropriate game performance for the first-year team. No significant changes between baseline to intervention phases of the study in inappropriate game performance constructs were noted.

ISSN 1740-8989 print/ISSN 1742-5786 online

# 2010 Association for Physical Education DOI: 10.1080/17408980902729354

http://www.informaworld.com

�Corresponding author. Email: s.harvey@leedsmet.ac.uk

Physical Education and Sport Pedagogy Vol. 15, No. 1, January 2010, 29 – 54

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Conclusions: This study has shown evidence that the practice-referenced approach is an appropriate theoretical framework for evaluating the effects of a TGfU intervention with high-school soccer players, centred on defensive aspects of off-the-ball game performance. Game-situated teaching and learning (i.e. aligned practice) led to faster responses and quicker reactions within the game environment off-the-ball (i.e. to movements of the ball and/or team-mates). Thus, there was an improvement in the numbers of appropriate game responses by both varsity and first-year teams. Finally, the GPAI was found to be sensitive and robust in measuring the changes in defensive off-the-ball game performance made by the two teams of high-school soccer players over the two phases the study.

Keywords: practice-referenced; assessment; defending; off-the-ball skills; game play; soccer

Introduction

Between half and two thirds of physical education curriculum time consists of teaching games (Mandigo et al. 2004; Werner, Thorpe, and Bunker 1996) and there remains an emphasis on games within the physical education curriculum. Yet, reviews (e.g., Hastie 2003) of games experiences within physical education remain highly critical and reveal a number of criticisms including, for example, a lack of content mastery and irrelevant content. In going some way to addressing these issues, it seems clear that there remains a need to identify effective ways to instruct students to play games that develop both improved game play and participation. Indeed, Hopper (2002) noted that in order to develop these outcomes students must not only be ‘just playing games’ (Metzler 2000) but receive skilful and progressive instruction.

One such instructional strategy or model of instruction advocated is Teaching Games for Understanding (TGfU) (Bunker and Thorpe 1982; Butler 1997; Griffin, Mitchell, and Oslin 1997; Hopper 2002; Kirk 2005; Turner and Martinek 1995). TGfU was developed as a result of dissatisfaction with the emphasis on technique-based approaches to games teaching, at the expense of understanding tactics and strategies (Bunker and Thorpe 1982; Hastie and Curtner-Smith 2006; Holt, Ward, and Wallhead 2006). Central to the criticisms of the technique-based approach was the development of inflexible techniques that did not enable the performer to respond to game situations; a lack of transfer from practice to games (Holt, Ward, and Wallhead 2006). In the TGfU approach, skill execution is not neglected, but developed after understanding the game’s strategies and tactics.

Given the criticism of games experiences and the development of alternative approaches to teaching games, the past two decades have seen considerable discussion and research about the most effective method to teach games, and research appears to have been polarised into a comparison between TGfU and traditional technique-based approaches (e.g., Allison and Thorpe 1997; Griffin, Oslin, and Mitchell 1995; Lawton 1989; Mitchell, Griffin, and Oslin 1995; Tallir et al. 2003; Turner 1996; Turner and Martinek 1992, 1999). The outcome of this research has been equivocal with findings pro- viding partial support for the TGfU approach. These findings from comparative ‘which method is best?’ research studies has led researchers to suggest alternative approaches for evaluating the TGfU approach (e.g., Kirk and MacPhail 2002; McMorris 1998; Rink, French, and Graham 1996).

One of the more promising approaches to evaluating the TGfU approach is the ‘prac- tice-referenced approach’ (Kirk 2005, 216). Kirk’s rationale for this approach is centred on TGfU as an effective teaching approach:

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The practice-referenced approach, in short, is concerned with making judgments about the use- fulness of TGfU for achieving learning appropriate to the model itself and to the circumstances in which it has been applied. (Kirk 2005, 218)

Thus, it is not about whether TGfU is better than other approaches, but about ‘what’ we teach and how we can integrate technical skills into game play to develop students’ ‘under- standing’ and allow them to become successful games players (Metzler 2000, 2005a, 2005b). Whilst the comparative approach has much to offer, the fact that much of the previous research has been centred on comparing the approaches has compounded the debate about ‘which method is best?’. Instead, it has been suggested by Metzler (2005b) that researchers should be exploring how a model can achieve those outcomes for which it has been designed. He suggested that trying to compare models that promote different types of outcomes with processes they do not hold in common is the empirical equivalent of comparing apples to oranges.

The practice-referenced approach is designed to be utilised in naturalistic settings and fits into the routine circumstances and the real-time issues the teacher/coach and his/her class/group face on a day-to-day basis, and is much like a ‘teaching experiment’ (Rovegno et al. 2001). Within this approach, units of work are implemented according to the context of the situation, learning outcomes are set, and the participants are evaluated based on these learning outcomes. The practice-referenced approach has been aligned to constructivist approaches to teaching and learning (Kirk and MacDonald 1998; Kirk 2005; Pope 2005). For example, after playing an initial game form, e.g., a four vs. four game, the teacher/coach would identify with the participants a specific tactical problem i.e., ‘preventing a team from scoring’. The teacher/coach would then modify this game into a series of practices or practice scenarios that are aligned (similarities exist between consecutive practices, between practice scenarios and the real game) (Launder 2001), and that offer opportunities to practice various aspects of defensive play, before returning to the original game form. The unit is then evaluated against the learning outcomes, which could be the learning of specified game skills and/or the transfer of new learning from practice to game conditions (see Metzler 2005b; Rovegno et al. 2001).

In the case of ‘working towards legitimacy’, Griffin, Brooker, and Patton (2005) stated that more data-based development work is required with TGfU, especially field-based research in naturalistic settings. Indeed, there is also a dearth of empirical studies into the effects of the TGfU approach in youth soccer settings, leaving TGfU with only an intui- tive and tacit basis (Stratton et al. 2004).

Harvey (2003) utilised a non-comparative practice-referenced approach within a coach- ing environment to examine the effects of a 12-session TGfU intervention that focused on aspects of defending performance in youth soccer players. Findings from this study indi- cated that a spiralled (replication of the teaching/coaching session with supplementary modifications to concepts such as time, space and number of players) and aligned TGfU intervention improved overall game performance of the defensive players and the specific skills of adjust and cover. These findings are encouraging and further research is required that utilises a practice-referenced approach to assess possible utility of the TGfU approach.

A further issue with utilising games-based teaching approaches such as TGfU has been the lack of authentic (i.e. genuine/real world and ongoing) measurement instruments to assess players game performances during actual game play. Indeed:

demonstrating a model’s [or teaching approach’s] effectiveness requires measurement tech- niques sensitive to changes in learning over the course of a unit . . . and which reflect the specific, major outcomes intended by the model’s design. (Metzler 2005b, 194)

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More recently, two such assessment instruments have been forwarded in the literature; the Team Sport Assessment Procedure (TSAP) (Gréhaigne, Godbout, and Bouthier 1997) and the Game Performance Assessment Instrument (GPAI) (Griffin, Mitchell, and Oslin 1997; Oslin, Mitchell, and Griffin 1998). The TSAP was originally devised to measure invasion game play performance in soccer, but this instrument has recently been adapted to measure game performance in volleyball (Griffin and Richard 2003; Richard, Godbout, and Griffin 2002). The TSAP is based on the two basic notions of (a) receiving the ball; and (b) playing the ball. From observation of these aspects of play, an overall ‘volume of play’ (VP), and ‘efficiency index’ (EI) can be calculated and transformed into one global ‘performance score’ (PS). Although the TSAP is a promising observation instrument, it is largely focused on assessing offensive on-the-ball elements of game play performance and involvement.

Griffin, Mitchell, and Oslin (1997) and Oslin, Mitchell, and Griffin (1998) developed the GPAI to evaluate ‘game performance behaviours that demonstrate tactical understand- ing, as well as the player’s ability to solve tactical problems by selecting and applying appropriate skills’ (Oslin, Mitchell, and Griffin 1998, 231). In addition, the GPAI was intrinsically linked to the development of their version of TGfU, the Tactical Games Model (TGM), which was a simplification of the original TGfU approach. The GPAI gave physical education teachers the opportunity to link what was being to taught and learned in games-based physical education to the assessment of their students/pupils (Richard, Godbout, and Griffin 2002).

Griffin, Mitchell, and Oslin (1997) and Oslin, Mitchell, and Griffin (1998) indicated seven tactical components associated with effective game performance. Of these seven components, two are assessed on-the-ball (decision making and skill execution), and the other five off-the-ball (adjust, support, cover, guard/mark, and base). Two benefits of using the GPAI to assess performance are that (a) it can be adapted to various sports and game activities; and (b) it has the ability to measure both on- and off-the-ball skills (both offensive and defensive) (Mitchell, Oslin, and Griffin 2006). For example, in an invasion game, on-the-ball components of play such as skill execution and decision making may be assessed, as well as off-the-ball components such as how well a player supports team-mates when their team has possession of the ball. Similarly, when a team does not have the ball, assessment of how well a player adjusts to the changing position of the ball as it is circled by the opposition’s offence or how well the player covers to provide defensive help to team-mates may be undertaken.

At present, the use of the GPAI has been largely restricted to physical education settings with little empirical testing in sports coaching/youth soccer settings (Stratton et al. 2004). What is more, there has been little empirical evaluation and testing of certain off-the-ball skills associated with game performance in invasion game contexts, such as the defensive skills of adjust and cover. Hopper (2003) reported research using these tactical skills, but in net/wall game contexts. Finally, game performance evaluation has also been restricted to individual player analyses, and not how players operate as small units of players.

There remains a need to establish means to assess performance (and thus learning) authentically in games-based situations (Griffin, Brooker, and Patton 2005) to provide practitioners with a realistic evaluation of players’ performance (i.e. learning) within their coaching context (without resorting to product evaluation measures, i.e. win/loss records). The practice-referenced approach, along with the GPAI, has the potential to contribute to this. Furthermore, as Launder (2001) contests, there remains a lack of understanding of transferable learning and the means to construct practices to facilitate this. Consequently, the purposes of this study were threefold. First, to assess the practice-referenced approach,

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and establish whether this is a viable framework for evaluating the effects of teaching and learning (i.e. performance) with TGfU. Second, to test the robustness of the defensive off- the-ball elements of game performance using the GPAI in a coaching context, with small units of players. Finally, and linked to the first purpose, to assess how ‘alignment of practice’ contributes to the development of overall game performance and involvement of high-school soccer players.

Methods

Participants

Participants were the boys’ varsity (n ¼ 18; age range 14 – 18 years), and first-year (n ¼ 16; age range 14 – 15 years) teams of an American high-school interscholastic soccer pro- gramme and their two coaches. Players in the varsity squad predominantly played competi- tive club and interscholastic soccer, where they participated in structured coaching programmes that had, as a feature, deliberate practice (Côte, Baker, and Abernathy 2003). In contrast, none of the players in the first-year squad had played club soccer, and previous experiences were limited to recreational programmes such as the American Youth Soccer Organisation (AYSO) programme, which is characterised by parent coaches and a focus on deliberate play (Côte, Baker, and Abernathy 2003).

The varsity coach was 33 years old, and the highest playing level reached was playing college soccer at a National Collegiate Athletic Association (NCAA) Division III university in the north-western USA. He had seven years’ practical coaching experience in the same high-school soccer programme in which he was currently engaged, but had no formal coaching qualifications. As well as coaching in the high-school soccer programme, the varsity coach was also in full-time employment as a student counsellor.

The first-year coach was 20 years old, and the highest playing level achieved was club soccer but had reached the United States Youth Soccer Association National Championship finals with his club team, and decided not to play soccer at college. The coach was in his first year coaching in the high-school soccer programme and had no formal coaching qua- lifications. As well as coaching in the high-school soccer programme, the first-year coach was a full-time undergraduate business major at a local university.

Players were recruited for the study before the pre-season period of training after the team coaches agreed to undertake a course of professional development by learning to coach using the TGfU approach. Informed consent was received from all participants using standardised procedures and was approved by the Institutional Review Board for the protection of human subjects at a large Pacific North West University in the USA.

Procedures and context

Coaches training in TGfU

A 4.5-hour training programme was conducted with the two coaches over a three-week period prior to the study. This consisted of: week one: an initial 1.5-hour meeting to establish an over- view of each session’s content to take into account the needs of the players; week two: a 1.5- hour session to watch a video and work through a book chapter;1 week three: a 1.5-hour follow-up meeting which was interactive throughout allowing the coaches opportunities to ask questions pertaining to session content and any other issues about the TGfU approach. In addition, the coaches were supported throughout the intervention by a coach’s packet con- taining the eight scripted TGfU session plans. The first author was also present at each of the

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practice sessions and clarified any issues with the session plans prior to their delivery. Prior to the study neither coach had any previous knowledge or practice with the TGfU approach and a typical practice session would include basic skill drills and full-sided games.

Validation of coaches’ use of TGfU

Video recordings from four of the eight sessions of the TGfU intervention were randomly chosen by a trained independent observer to validate the coaches’ use of TGfU. Videos were coded using the validation protocol designed by Turner and Martinek (1999). This vali- dation instrument required that the observer made judgments about each teaching session based on the following criteria: (a) the players spent most of the practice in games or game-related situations; (b) the players spent the practice learning specific skills taught by the coach before playing the game; (c) the coach started the lesson with skill instruction; (d) the coach intervened in game play or in game-play situations to discuss strategies with players; (e) the coach based their practice on observations of an initial game or game- related situation (e.g., 3 vs. 1, 3 vs. 3); (f) the major emphasis of the practice was skill develop- ment; (g) the major emphasis of the practice was tactical instruction in games or game like practices. The validation protocol yielded ‘yes’ responses to items a, d, e, and g, and ‘no’ responses to items b, c, and f if the coach was following a game-based teaching approach.

Against this protocol, results indicated that the TGfU approach was validly used 100% of the time during all the learning activities in the four observed sessions. One of the criteria (item c) in one session yielded a ‘yes’ instead of ‘no’, as the coach’s briefing to the players about the upcoming ‘initial game form’ (learning activity) was inappropriate as it included some skill instruction.

In addition, a field observation sheet was constructed to observe the coach’s use of TGfU which consisted of questions related to Metzler’s (2000) benchmarks. Within this the research team were able to validate further the coaches’ use of TGfU in line with its construc- tivist, student-centred approach. For example, the research team noted the frequency of the coaches’ question and answer sessions and whether these segments were in proportion to a tactical problem (i.e. preventing scoring by ‘pressuring the ball carrier’). Moreover, the research team examined how frequent the coaches’ setting of new challenges occurred in order to progress the practice, and whether decisions about adding new challenges were made in conjunction with their players. Finally, the independency of players’ decision making was monitored. Where appropriate the coaches were prompted and reminded of the principles of TGfU and how these were related to the tactical problem to be solved.

Intervention sessions

This particular study focused on aspects of players defending as a unit of three players. Intervention sessions were therefore focused on coaching the off-the-ball defensive aspects of performance (see Table 1). These sessions were related to the ‘tactical problem’ of preventing scoring by defending space in the field (Mitchell, Oslin, and Griffin 2006) in order to improve performance in a three vs. three assessment game (see Figure 1).

The general format for each of the coaching sessions followed closely the one outlined by Meztler (2000) and the Australian Sports Commission (ASC) (1997):

(a) Introduction to ‘tactical problem’ and ‘initial game form’: make suggestions to participants and ask them ‘why’ they think the tactical problem is important to them being able to successfully play the game.

(b) Use of effective communication skills.

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(c) Instruction: use of effective instructional techniques during game play. Instructor thinks about ‘when to ask’ and ‘when to tell’; ‘where and when’ to introduce skill practice; ‘when’ to stop the whole group or small groups for instruction; ‘how’ to modify ‘initial game form’ by shaping, focusing or enhancing play (Launder 2001).

(d) Review of lesson content and ‘tactical problem’ with questions, and provide an introduction to the next session.

Each session began with an initial game form outlined in the coach’s packet which was followed by observation and questioning by the coach. Further challenges and/or pro- gressions to the initial game form were also imposed by the coach as the session unfolded (using techniques highlighted in b and c above). An example of a session on the ‘pressing concept’ that was conducted in the eighth and final intervention session can be seen in Appendix 1. The intervention sessions were different to both teams’ usual coaching sessions that followed a traditional teaching approach of: (a) warm-up; (b) skill practice; (c) modified game; (d) game.

Each session lasted for approximately 45 – 60 minutes, about half of the regular length of the teams’ usual training sessions, and included four small-sided games (SSGs; smaller representative/exaggerated versions of the full-sided game of soccer using two goals), three phases of play (POP; an attack versus defence game into one goal) and one functional practice (FP; a small game in a certain section of the field that focuses the tactical/technical abilities of the players) (see Table 1). Each team completed the eight intervention sessions and seven assessment sessions over a 12-week period. This included a four-week pre- observation and baseline assessment phase (see Table 1); followed by an eight-week inter- vention phase within which three intervention assessments were conducted (see Table 1).

Assessment game

A modified three vs. three game was played on the central portion (width of the 18-yard box) of half of a regulation soccer field (see Figure 1) to assess the impact of the interven- tion sessions on the various aspects of game performance. Each member of each team (varsity and first-year) was assigned, dependent on playing position, to either a defensive

Table 1. Schedule of sessions for the teams involved in the study.

Session number Session content

1 – 4 Baseline assessment games (B1 – B4) 5 Pressuring and closing down 1 (FP) 6 First intervention assessment game (INT-1) 7 Marking (POP) 8 Covering (POP) 9 Dealing with crosses (exaggerated SSG) 10 Goalkeeper communication (exaggerated SSG) 11 Second intervention assessment game (INT-2) 12 Defending the final third (POP) 13 Covering 2 (exaggerated SSG) 14 11 vs. 11 game 15 Pressuring closing down 2 (exaggerated SSG) 16 Third intervention assessment game (INT-3)

Notes: B1 – B4 ¼ Baseline Assessment Sessions; INT-1 ¼ Intervention Assessment Session 1; INT-2 ¼ Intervention Assessment Session 2; INT-3 ¼ Intervention Assessment Session 3; POP ¼ Phase of Play; FP ¼ Functional Practice; SSG ¼ Small-sided Game.

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group (varsity n ¼ 8; first-year n ¼ 7) or an attacking group (varsity n ¼ 8; first-year n ¼ 8) for purposes of this game with the remaining players being goalkeepers varsity (n ¼ 2; first-year n ¼ 1). Each team (varsity and first-year) played its own three vs. three game and the same assessment game was used throughout the study.

Figure 1. Assessment game.

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Using this game form, four baseline assessments were made before the intervention began to: (a) ascertain a baseline playing level within this game; and (b) remove the learning effect of being introduced to this game. Three further assessment games occurred during the intervention phase of the study, after sessions 1, 5, and 8 (see Table 1). All of these assess- ment games were 20 ‘plays’ in length.

Each ‘play’ began when the goalkeeper cleared the ball to one of the three attackers (who were situated on the half-way line in-between one of the out gates for defenders) (see Figure 1). As the ball travelled from the goalkeeper, three defenders (who were situated on the edge of the 6-yard box as the goalkeeper cleared the ball) stepped up from the 6-yard box line to confront the three attacking players as they brought the ball toward the goal (see Figure 1). The players would then ‘scrimmage’ for the duration of the ‘play’. A play ended when: (a) an attacker scored; (b) an attacker had a goal shot that missed the goal; (c) the ball went out of bounds; (d) the defenders won the ball back from the attackers and played the ball through one of the ‘out gates for defenders’; or (e) when the goalkeeper received the ball for the second time (see Figure 1). At the end of the play the next three defenders would step out and ‘scrimmage’ the next three attackers in line (see Figure 1). Groupings were systematically varied to enable each defender to play approximately 7 – 10 plays out of the 20 total plays in each assessment session. Due to the way the plays in the assessment game were constructed, it was possible that the length of these plays could have varied between baseline and intervention phases of the study when using the same assessment game. To control for this, paired-sample t-tests between the first baseline assessment, fourth baseline assessment, and intervention assessment 3 (the final intervention assess- ment) were conducted for both teams of players. Results revealed no statistically significant differences in the length of the ‘plays’ between the different phases of the study when using the same assessment game (more detail on these results can be seen in Appendix 2).

Data collection

Players’ performances were video-recorded as they worked together as ‘small units of three players’ during each of the assessment games. Four individual constructs of game perform- ance from the GPAI (Griffin, Mitchell, and Oslin 1997; Oslin, Mitchell, and Griffin 1998) were then analyzed from video-tape utilising the game play descriptors shown in Table 2. Decision making (DM) and skill execution (SE) data were collected when defensive players had and did not have possession of the ball, and adjust and cover data were collected when defensive players did not have possession of the ball. Thus, observers coded all aspects of game performance of the defensive units of three players (i.e. on-the-ball and off-the-ball actions, both in attack and defence).

Each assessment game was watched four times by coders, each time coding for one of the four GPAI constructs (DM, SE, adjust and cover). Total numbers of appropriate and inappropriate actions were tallied for each of the 20 individual ‘plays’. Overall measures of appropriate/inappropriate game performance (GP) and game involvement (GI) were also calculated (see Table 2).

Throughout the baseline assessment sessions it was hypothesised that the game performance indices would remain stable for both teams. From the first intervention assess- ment onwards, an upward data trend in the appropriate actions would hope to be observed with a lowering in the number of inappropriate actions.

Griffin, Mitchell, and Oslin (1997) recommend calculating indices of performance for each construct based on the ratio of appropriate to inappropriate actions for an individual construct. However, using and index can sometimes mask the true nature of the

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performance. For example, a player or small unit of players may make one good decision and one bad decision and receive and index score of 0.5 (1/(1 þ 1) ¼ 0.5. Conversely a player or small group of players may make ten good decisions and ten bad decisions and receive the same index score of 0.5 (10/(10 þ 10) ¼ 0.5). This is problematic because the same absolute score may mask improvement, i.e. the players are more engaged and making more decisions. Thus, it may be more appropriate to examine the score in relative terms, that is the volume of actions. Therefore, the appropriate and inappropriate actions will be presented separately in this study and not as indices (for further discussion on this issue see Memmert and Harvey 2008).

GPAI inter-observer reliability

Inter-observer reliability (IOR) was calculated using the agreements/(agreements þ disagreements) � 100 measure, which takes into account not only the amount of agreement

Table 2. Criteria used to assess game performance on the GPAI for soccer.

Game component Criteria

Decision making (on- and off-the- ball in both attack and defence)

Players make appropriate choices about ‘what to do’ both on- and off-the-ball: (a) On-the-ball: players pass to an open team mate, run ball through an open goal or clear the ball to the side. (b) Off-the-ball: players close attackers down to win possession, by acting as the first defender to the ball, the second supporting defender or the third cover defender.

Skill execution (on- and off-the-ball in both attack and defence)

Players effectively execute techniques in the context of the game situation, i.e., ‘when and how to do it’ on- and off- the-ball: (a) On-the-ball: appropriate execution of motor movement. For example, was the push pass successful? Did the player help the team maintain possession of the ball and/or move the ball into a position to allow them to make an attack on their opponent’s goal? (b) Off-the-ball: appropriate execution of motor movement. Correct movement to or away from the ball in offense, altering body position to changing position of the ball in defence, etc.

Adjust (off-the-ball in defence only) The players move keeping their distances from each other as the ball moves. Must remain a maximum of 10 yards apart.

Cover (off-the-ball in defence only) The two players not involved ‘on-the-ball’ provide support for the first defender who travels to the ball.

Appropriate game performance (on- and off-the-ball in both attack and defence)

Appropriate decisions made þ appropriate skill executions made þ appropriate adjusts made þ appropriate covers made/4.

Inappropriate game performance (on- and off-the-ball in both attack and defence)

Inappropriate decisions made þ inappropriate skill executions made þ inappropriate adjusts made þ inappropriate covers made/4.

Game involvement (on- and off-the- ball in both attack and defence)

Total number of appropriate decisions made þ appropriate skill executions made þ appropriate adjusts made þ appropriate covers made þ number of appropriate skill executions made þ number of inappropriate skill executions made þ number of inappropriate decisions made.

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between the observers, but disagreements (van der Mars 1989). Prior to data collection, two trained coders independently undertook IOR checks on two assessment games not used in the final data analysis. IOR was above 80% (82 – 96% range). In order to establish the timing of coding decisions the two coders also reviewed the assessment games together. During this process decisions that were not made at the same time were re-coded as disagree- ments. IOR was recalculated on completion of this process and remained above the 80% level.

The same process was followed during data collection. Four assessment games from different time points of the study were used for systematic IOR checks. Results revealed IOR coefficients above the 80% IOR level (range 80 – 92%) using the agreements/ (agreements þ disagreements) � 100 measure (van der Mars 1989). To control for obser- ver drift (i.e. unintended changes in the accuracy of the observers’ performance), assess- ment games from different time points of the study were used for the systematic IOR checks and all data were coded over a two-week time period.

Data analysis

In order to ascertain which constructs contributed to significant differences in performance from the different time points, paired-sample t-tests were completed on the data. Tests were completed on appropriate and inappropriate components separately to establish within-team differences (varsity and first-year) in the individual constructs of DM, SE, adjust and cover and the overall constructs of GP and GI for each of the sets of 20 plays at each time point. The t-tests were completed for the same time points for each team from baseline assessment 1 (B1) to baseline assessment 4 (B4), and B4 to the third intervention assessment (INT-3). In total, 11 t-tests were completed for each team at each time point. An alpha level of p ¼ .01 was chosen to reduce the risk of a type I error due to the number of t-tests being com- pleted. Finally, measures of Cohen’s d effect size (Cohen 1988) were used to assess the substan- tive significance (i.e. meaningfulness) of changes for each of the constructs for assessment points B1 – B4 and B4 – INT-3 respectively. Effect sizes were calculated using the following formula: ES ¼ (MB1 – MB4)/SDpooled, where MB1 is the mean of baseline assessment 1; MB4 is the mean baseline assessment 4; and SDpooled is the pooled standard deviation from baseline assessment 1 and 4. They were interpreted using the following categories: small (,0.41); mod- erate (0.41 to 0.71); and large (.0.71) (Thomas, Salazar, and Landers 1991). All statistical ana- lyses were conducted using Statistical Package for Social Sciences (SPSS) Version 12.0.

Results

The following section presents the results which evaluate the three purposes of the study: (a) to evaluate the ‘practice-referenced approach’; (b) test the robustness of the GPAI; and (c) assess how ‘alignment of practice’ contributes to the development of game performance and involvement. The first section of the results will focus on purposes (a) and (b), evalu- ating the ‘practice-referenced approach’ and examining the robustness of the GPAI. This first section will solely consider the results of the individual game performance behaviours directly associated with the defensive off-the-ball game components (i.e. adjust and cover). The results of the other two individual indices (i.e. decision making, skill execution) will be considered in the second part of the results section under the heading of ‘alignment of practice’, as will the results of the overall game component indices (game performance and game involvement).

Results are depicted in Figures 2 – 7 and Tables 3 – 6. The tables show the changes in ranges of appropriate and inappropriate actions, percentage differences and effect size

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changes for the four individual and two overall game performance constructs being measured between the baseline (B1 – B4) and intervention (INT-1 – INT-3) phases of the study. The Figures show the mean numbers of appropriate and inappropriate actions for the four individual and two overall game performance constructs being measured, again, over the baseline and intervention phases of the study.

Evaluation of the ‘practice-referenced approach’ and robustness of the GPAI

The varsity team improved on some of the individual aspects of defensive off-the-ball performance associated with the TGfU intervention. For example, the varsity team made more appropriate adjusts and covers over the course of the intervention. Indeed, the change in their appropriate adjusts at intervention assessment 3 (M ¼ 1.80, SD ¼ 1.20) when compared with baseline assessment 4 (M ¼ .65, SD ¼ 0.5) was statistically signifi- cant; (t(19) ¼ – 3.708, p ¼ .001; see Figure 2 and Table 4) and showed a large effect (d ¼ 1.22; see Table 3). Although not statistically significant, a large effect (d ¼ .85; see Table 3) was also noted in the amount of appropriate covers at intervention assessment 3 (M ¼ 1.60, SD ¼ 1.14) when compared with baseline assessment 4 (M ¼ .80, SD ¼ .70) (see Figure 2 and Table 4).

The varsity team increased the mean number of inappropriate covers at intervention assessment 3 (M ¼ 1.30, SD ¼ .73) when compared with the amount at baseline assessment 4 (M ¼ .70, SD ¼ .73; see Figure 2 and Table 4) and a large effect was noted (d ¼ .82; see Table 3) and this difference approached significance (t(19) ¼ – 2.698, p ¼ .014; see Figure 2 and Table 4). This was due to the reduction in inappropriate covers to their lowest levels

Figure 2. The mean numbers of appropriate and inappropriate adjust and cover scores for the varsity team throughout the baseline and intervention sections of the study. Notes: B1 – B4 ¼ Baseline Assessment Sessions; INT-1 – INT-3 ¼ Intervention Assessment Sessions; a – t-tests revealed a significant decrease in inappropriate actions in time period B1 – B4; b – t-tests revealed a significant increase in inappropriate actions in time period B4 – INT-3; c – t-tests revealed a significant increase in appropriate actions in time period B4 – INT-3.

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during the study at baseline assessment 4, this difference being significant when compared to baseline assessment 1 (M ¼ 1.35, SD ¼ .75) (t(19) ¼ 3.901, p ¼ .0009; see Figure 2 and Table 4). The changes in inappropriate adjusts were minimal in both phases of the study, with only small effect sizes being noted over the course of the baseline phase (d ¼ 0.34; see Table 3) and when comparing scores at intervention assessment 3 with baseline assess- ment 4 (d ¼ 0.26; see Table 3). Indeed, levels of inappropriate defensive off-the-ball actions for the varsity team were only slightly higher during the intervention period when compared with the baseline assessment period (see Figure 2 and Table 4).

The first-year team improved on both the appropriate elements of defensive off-the-ball performance associated with the TGfU intervention. The changes in appropriate adjusts and covers at intervention assessment 3 (M ¼ 2.25, SD ¼ 1.71; M ¼ 1.95, SD ¼ 1.10, respect- ively) were statistically significant when compared with baseline assessment 4 (M ¼ .95, SD ¼ .69; M ¼ 0.85, SD ¼ .67): (t(19) ¼ – 2.903, p ¼ .009) and (t(19) ¼ 3.399, p ¼ .003), respectively (see Figure 5 and Table 6). Both results yielded large effect sizes (d .1), and the percentage change for these constructs were also high (137 and 129% respectively; see Tables 5 and 6). The first-year team also reduced the number of inappropriate adjusts at inter- vention assessment 3 (M ¼ 1.50, SD ¼ 1.10), when compared with baseline assessment 4 (M ¼ 1.90, SD ¼ 1.02), and although inappropriate covers were reduced to their lowest levels at baseline assessment 4 (M ¼ 1.15, SD ¼ .95), they were lower at intervention assess- ment 3 (M ¼ 1.30, SD ¼ 1.17) than at baseline assessment 1 (M ¼ 1.65, SD ¼ .93; see Figure 5 and Table 6). Nevertheless, percentage and effect size changes between baseline assessment 4 and intervention assessment 3 were small (see Table 5).

Figure 3. The mean numbers of appropriate and inappropriate decision making and skill execution, scores for the varsity team throughout the baseline and intervention sections of the study. Notes: B1 – B4 ¼ Baseline Assessment Sessions; INT-1 – INT-3 ¼ Intervention Assessment Sessions; a – t-tests revealed a significant decrease in inappropriate actions in time period B1 – B4; b – t-tests revealed a significant increase in inappropriate actions in time period B4 – INT-3; c – t-tests revealed a significant increase in appropriate actions in time period B4 – INT-3.

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In summary, statistically significant and/or practically meaningful changes (reflected in effect sizes; see Tables 3 and 5) in performance were observed between baseline assessment 4 and intervention assessment 3 for both squads/teams of players on the appropriate aspects of defensive off-the-ball performance that the TGfU intervention specifically targeted (i.e. appropriate adjusts were increased for both teams while the first-year team also increased their appropriate covers; see Figures 2 and 5, and Tables 3 – 6). However, minimal changes in the inappropriate actions associated with defensive off-the-ball game performance were observed (see Figures 2 and 5, and Tables 3 – 6), although there were indications that the inappropriate aspects of adjust and cover were beginning to be reduced over the latter part of the intervention for the first-year team (see Figure 5 and Table 6).

Alignment of practice

In order to evaluate how the alignment of practice affected performance in the TGfU context, the results of the two individual indices of decision making and skill execution will be used (see Figures 3 and 6, and Tables 3 – 6). Decision making and skill execution were composed of both on- and off-the-ball actions. For example, the players were given a rating for an appropriate decision not only in the act of defending the goal, but when they won the ball back from the offensive team, and attempted to play the ball through one of the ‘out gates

Figure 4. The mean numbers of appropriate and inappropriate GP and GI scores for the varsity team throughout the baseline and intervention sections of the study. Notes: B1 – B4 ¼ Baseline Assessment Sessions; INT-1 – INT-3 ¼ Intervention Assessment Sessions; a – t-tests revealed a significant decrease in inappropriate actions in time period B1 – B4; b – t-tests revealed a significant increase in inappropriate actions in time period B4 – INT-3; c – t-tests revealed a significant increase in appropriate actions in time period B4 – INT-3.

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for defenders’ (see Figure 1). This was to ensure that after winning possession, the defenders did not stop playing or simply kick the ball out of bounds. Thus, the assessment game was representative of the transitional nature of invasion game play and could be considered an ecologically valid game play environment.

In addition to the two individual constructs of decision making and skill execution, this section will additionally consider the results of the overall game component indices, game performance and involvement (see Figures 4 and 7, and Tables 3 – 6). Overall game per- formance and involvement were calculated using the results of the four individual variables measured in the study, and give a holistic view of the defending team’s performance during the aligned practice sessions (see Table 2 for calculations).

The varsity team had lower levels of appropriate decision making and skill execution during the intervention phase (M ¼ 2.50, SD ¼ 1.50; M ¼ 1.75, SD ¼ 1.48, respectively) when compared with baseline (M ¼ 2.30, SD ¼ 1.49; M ¼ 2.35, SD ¼ 2.00, respectively; see Figure 3 and Table 4), but the percentage change and effect size change between these study phases were small (see Table 3). However, the varsity team decreased levels of inap- propriate decision making and skill execution over the course of the baseline to their lowest value during the study (M ¼ .95, SD ¼ .76; M ¼ 1.45, SD ¼ 1.05, respectively), and in the case of inappropriate decision making this reduction was significant at baseline assess- ment 4 when compared with baseline assessment 1 (t(19) ¼ 3.760, p ¼ .001) (see Figure 3 and Table 4). The low levels of inappropriate actions at baseline assessment 4 meant that the subsequent increase in inappropriate skill execution (M ¼ 1.75, SD ¼ 1.07) was

Figure 5. The mean numbers of appropriate and inappropriate adjust and cover scores for the first- year team throughout the baseline and intervention sections of the study. Notes: B1 – B4 ¼ Baseline Assessment Sessions; INT-1 – INT-3 ¼ Intervention Assessment Sessions; a – t-tests revealed a significant decrease in inappropriate actions in time period B1 – B4; b – t-tests revealed a significant increase in inappropriate actions in time period B4 – INT-3; c – t-tests revealed a significant increase in appropriate actions in time period B4 – INT-3.

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statistically significant at intervention assessment 3 when compared with the baseline assessment 4 (t(19) ¼ – 3.115, p ¼ .005; see Figure 3 and Table 4) and a moderate effect was noted (d ¼ 0.67) (see Table 3).

When considering the two overall indices measured on the GPAI, the varsity team increased their overall level of appropriate and inappropriate game performance and overall level of game involvement at intervention assessment 3 (M ¼ 2.06, SD ¼ 1.32; M ¼ 1.45, SD ¼ .75; M ¼ 13.80, SD ¼ 7.53, respectively) when compared with scores at baseline assessment 4 (M ¼ 1.38, SD ¼ .83; M ¼ .96, SD ¼ .52; M ¼ 9.30, SD ¼ 4.59, respectively; see Figure 4 and Table 4); moderate and large effect sizes of d ¼ .62 (50% change), d ¼ .76 (51% change) and d ¼ .72 (48% change) were noted, respectively (see Table 3). These changes occurred due to the reductions in both appropriate and inappropriate game performance, and game involvement scores at baseline assessment 4 (see earlier) when compared with baseline assessment 1 (M ¼ 1.58, SD ¼ .87; M ¼ 1.58, SD ¼ .69; M ¼ 11.90, SD ¼ 4.69, respectively; see Figure 4 and Table 4). During the base- line phase, inappropriate game performance was reduced by 39% (d ¼ 1.01; see Table 3). Thus, the effect of higher appropriate and inappropriate game performance scores over the course of the intervention cancelled each other out with overall game performance levels during intervention remaining similar to levels seen in the baseline phase, although, as a consequence of higher levels of appropriate and inappropriate actions, game involvement levels increased over the course of the intervention.

Figure 6. The mean numbers of appropriate and inappropriate decision making and skill execution scores for the first-year team throughout the baseline and intervention sections of the study. Notes: B1 – B4 ¼ Baseline Assessment Sessions; INT-1 – INT-3 ¼ Intervention Assessment Sessions; a – t-tests revealed a significant decrease in inappropriate actions in time period B1 – B4; b – t-tests revealed a significant increase in inappropriate actions in time period B4 – INT-3; c – t-tests revealed a significant increase in appropriate actions in time period B4 – INT-3.

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The first-year team’s scores on appropriate decision making and skill execution vari- ables remained stable over the course of the baseline phase. During the intervention they improved scores of both appropriate decision making and skill execution at intervention assessment 3 (M ¼ 3.85, SD ¼ 1.93; M ¼ 3.40, SD ¼ 1.90, respectively) when compared with baseline assessment 4 (M ¼ 2.55, SD ¼ 1.90; M ¼ 1.75, SD ¼ 1.52, respectively; see Figure 6 and Table 6). However, inappropriate decision making and skill execution increased slightly at baseline assessment 4 (M ¼ 1.90, SD ¼ 1.12; M ¼ 1.70, SD ¼ 1.26, respectively) when compared with baseline assessment 1 (M ¼ 1.75, SD ¼ 1.80; M ¼ 1.50, SD ¼ 1.70, respectively), and although levels were decreased over the latter part of the intervention, the levels were still higher than baseline (M ¼ 2.25, SD ¼ 1.89; M ¼ 2.75, SD ¼ 1.65, respectively; see Figure 6 and Table 6).

When considering the two overall indices measured on the GPAI, the first-year team significantly improved their overall level of appropriate game performance at intervention assessment 3 (M ¼ 2.86, SD ¼ 1.50) when compared with baseline assessment 4 (M ¼ 1.53, SD ¼ 1.05) and this was statistically significant (t(19) ¼ 2.951, p ¼ .008; see Figure 7 and Table 6), with a large effect (d ¼ 1.03; see Table 5). Inappropriate game per- formance was also increased over the first part of the intervention between intervention assessment 1 and 2 and was higher at intervention assessment 3 (M ¼ 1.95, SD ¼ 1.26) when compared to baseline assessment 1 (M ¼ 1.65, SD ¼ 1.31) and 4 (M ¼ 1.66,

Figure 7. The mean numbers of appropriate and inappropriate GP and GI scores for the first-year team throughout the baseline and intervention sections of the study. Notes: B1 – B4 ¼ Baseline Assessment Sessions; INT-1 – INT-3 ¼ Intervention Assessment Sessions; a – t-tests revealed a significant decrease in inappropriate actions in time period B1 – B4; b – t-tests revealed a significant increase in inappropriate actions in time period B4 – INT-3; c – t-tests revealed a significant increase in appropriate actions in time period B4 – INT-3.

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SD ¼ 0.82; see Figure 7 and Table 6). Thus, overall levels of game involvement were higher as a result of higher levels of appropriate actions at intervention assessment 3 (M ¼ 19.85, SD ¼ 10.54) when compared with baseline assessment 1 (M ¼ 11.20, SD ¼ 7.83) and 4 (M ¼ 11.45, SD ¼ 7.83; see Figure 7 and Table 6). A large effect was noted for the

Table 3. Ranges of game play actions, percentage difference (% diff.) and effect sizes (Cohen’s d) from baseline for varsity team.

Construct

Range of actions per play over time points

B1 – INT-3 % diff. B1 – B4

Cohen’s d B1 – B4

% diff. B4 – INT-

3 Cohen’s d B4 – INT-3

Appropriate actions Decisions made 0 – 9 15 .23 9 .13 Skill executions 0 – 9 212 .19 34 .34 Adjusts 0 – 5 238 .56 177 1.22 Covers 0 – 5 236 .53 100 .85 Game performance 0 – 5.50 213 .24 50 .62 Inappropriate actions Decisions made 0 – 5 246 .95 52 .55 Skill executions 0 – 6 241 .73 59 .67 Adjusts 0 – 4 219 .34 18 .26 Covers 0 – 3 248 .88 86 .82 Game performance 0 – 4.25 239 1.01 51 .76 Game involvement 3 – 36 222 .56 48 .72

Notes: % differences with a minus ( – ) sign refer to scores where the % difference between the two assessment periods was negative, i.e. scores on this construct decreased over these two assessment periods; effect sizes were calculated using the following formula: ES ¼ (MB1 – MB4)/SDpooled, where MB1 is the mean of baseline assessment 1; MB4 is the mean baseline assessment 4; and SDpooled is the pooled standard deviation from baseline assessment 1 and 4; effect sizes were interpreted using the following categories: small (,.41); moderate (.41 – .71); and large (..71) (Thomas, Salazar, and Landers 1991).

Table 4. Mean differences (Mdiff) and p-values of game performance measures for varsity team (n ¼ 20).

Assessment comparison of means B1 – B4 B4 – INT-3

Construct Mdiff p Mdiff p

Appropriate actions Decisions made 0.30 .493 0.20 .724 Skill executions 20.25 .535 0.60 .329 Adjusts 20.40 .133 1.15 .001��

Covers 20.45 .142 0.80 .025 Game performance 20.20 .506 0.68 .098 Inappropriate actions Decisions made 20.80 .001�� 0.50 .115 Skill executions 20.75 .052 0.65 .005��

Adjusts 20.25 .204 0.20 .446 Covers 20.65 .0009�� 0.60 .014�

Game performance 20.62 .002�� 0.49 .015�

Game involvement 22.60 .121 4.50 .044

Notes: Construct p-values marked �differ at the p � .01 level in the paired-sample t-test. Construct p-values marked �� approached significance at the p � .01 level in the paired-sample t-test. t-tests were only completed by comparing the means of B1, B4 and INT-3 assessments. Mean differences with a minus ( – ) sign refer to scores on this construct that decreased over these two assessment periods.

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change between intervention assessment 3 and baseline assessment 4 (d ¼ .90; see Table 5). In conclusion, the first-year team showed greater improvements on the appropriate aspects of game play performance than they did the inappropriate aspects.

The results demonstrate some changes in decision making and skill execution, as well as in the overall aspects of game performance associated with the TGfU intervention.

Table 5. Ranges of game play actions, percentage differences (% diff.) and effect sizes (Cohen’s d) from baseline for first-year team.

Construct

Range of actions per play over time points

B1 – INT-3 % diff. B1 – B4

Cohen’s d B1 – B4

% diff. B4 – INT-3

Cohen’s d B4 – INT-3

Appropriate actions Decisions made 0 – 10 11 .14 51 .68 Skill executions 0 – 8 215 .20 94 .96 Adjusts 0 – 6 46 .40 137 1.00 Covers 0 – 5 26 .06 129 1.21 Game performance 0 – 6.75 3 .05 88 1.03 Inappropriate actions Decisions made 0 – 8 9 .10 18 .23 Skill executions 0 – 9 13 .13 62 .72 Adjusts 0 – 5 12 .18 221 .38 Covers 0 – 4 230 .52 13 .14 Game performance 0 – 5.75 1 .01 17 .27 Game involvement 2 – 49 2 .03 73 .90

Notes: % differences with a minus ( – ) sign refer to scores where the % difference between the two assessment periods was negative, i.e. scores on this construct decreased over these two assessment periods. Effect sizes were calculated using the following formula: ES ¼ (MB1 – MB4)/SDpooled, where MB1 is the mean of baseline assessment 1; MB4 is the mean baseline assessment 4; and SDpooled is the pooled standard deviation from baseline assessment 1 and 4; effect sizes were interpreted using the following categories: small (,.41); moderate (.41 – .71); and large (..71) (Thomas, Salazar, and Landers 1991).

Table 6. Mean differences (Mdiff), p-values of game performance measures for first-year team (n ¼ 20).

Assessment comparison of means B1 – B4 B4 – INT-3

Construct Mdiff p Mdiff p

Appropriate actions Decisions made 0.25 .600 1.30 .065 Skill executions 20.30 .499 1.65 .013�

Adjusts 0.30 .162 1.30 .009��

Covers 20.05 .866 1.10 .003��

Game performance 0.05 .858 1.33 .008��

Inappropriate actions Decisions made 0.15 .715 0.35 .538 Skill executions 0.20 .599 1.05 .060 Adjusts 0.20 .599 20.40 .258 Covers 20.50 .096 0.15 .685 Game performance 0.01 .966 0.29 .465 Game involvement 0.25 .874 8.40 .017�

Notes: Construct p-values marked � differ at the p � .01 level in the paired-sample t-test. Construct p-values marked �� approached significance at the p � .01 level in the paired-sample t-test. t-tests were only completed by comparing the means of B1, B4 and INT-3 assessments. Mean differences with a minus ( – ) sign refer to scores on this construct that decreased over these two assessment periods.

Physical Education and Sport Pedagogy 47

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Changes in decision making and skill execution scores during the intervention phase for the varsity team when compared with baseline were due to either increases in appropriate actions or reductions in inappropriate actions at baseline assessment 4 (see Figures 2 – 4). In terms of the overall aspects of game performance, the varsity team only increased game involvement, and this was due to increases in both the appropriate and inappropriate aspects of game play during the intervention phase. Similarly, it seems that alignment of practice, through the use of SSGs, FPs and POP, was more effective in developing the appropriate elements of decision making and skill execution for the first-year team, which resulted in increases in overall game performance and game involvement.

Discussion

Previous research investigating the TGfU approach to teaching and learning has primarily been focused on a comparative experimental theoretical framework to answer one main research question: ‘which method is best?’. Alternative theoretical frameworks have been suggested (Kirk 2005) and used in recent research (i.e. MacPhail et al. 2008; Rovegno et al. 2001) that focus on the assessment of learning and performance against learning outcomes set at the beginning of a unit of teaching. These learning outcomes are then assessed over the course of the unit to monitor changes in behaviour. Thus, the practice-referenced theoretical framework used in the present study intends to evaluate the teaching, learning and assessment cycle laid out in the practice-referenced framework (see also Metzler 2005b).

With this in mind, the present study had three main aims. First, to assess the practice- referenced approach, and establish whether this is a viable framework for evaluating the effects of teaching and learning (i.e. performance) with TGfU. Second, and linked to the first purpose, to assess how ‘alignment of practice’ contributes to the development of overall game performance and involvement of high-school soccer players. Finally, to test the robustness of the defensive off-the-ball elements of game performance using the GPAI in a coaching context, with small units of players.

The results from this study support the notion that the practice-referenced approach is a viable framework for assessing learning with TGfU in the context to which it has been applied (Kirk 2005). While the exact causes of the changes in defensive aspects of off- the-ball game performance that occurred in this study are still to be delineated, the study shows that there is an association between the players’ learning of defensive aspects of off-the-ball game performance and the TGfU unit that was taught. Indeed, the learning of the defensive aspects of off-the-ball game performance replicates findings from previous research using a similar methodology with a single team of players (Harvey 2003).

The current results also provide some support for the notion that alignment of practice, through the use of SSGs, FPs and POP, was effective in developing the appropriate elements of defensive off-the-ball game performance (i.e. adjust and cover skills) targeted by the TGfU intervention. Nonetheless, when considering the scores of on- and off-the-ball elements of game performance simultaneously (i.e. in the assessment of decision making and skill execution, as well as the aspects of overall game performance and game involve- ment), statistically significant changes were only noted for the appropriate elements of overall game performance for the first-year team, although practically meaningful changes (i.e. effect size changes) were also noted for the varsity team.

The findings of the present study demonstrated that many of the changes associated with the TGfU intervention were with the appropriate elements of game play performance. This may suggest that the inherent knowledge structures for these two mechanisms may

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be different (McPherson 1994), and different teaching approaches may be more effective for on-the-ball aspects of play in comparison to the off-the-ball components of play. For example, coaches may need to plan practice to develop purposely limiting the numbers of inappropriate actions made by players. What is more, further investigation into these aspects during game play, going beyond simple behavioural analysis and/or over a longer intervention period may be warranted in order to support these assertions. Further research may look to add clarity to the cognitive processes players go through in making decisions not only on-the-ball but also off-the-ball, and what types of small- sided and/or modified games are most effective in enhancing decision making, reading the game and anticipatory skills to facilitate transfer into match play (Williams et al. 1994). Indeed, the verbal protocol analysis technique (e.g., McPherson 1994) has been a fruitful method for examining developments in tactical knowledge and understanding in sports such as tennis, baseball and volleyball, but it has yet to be brought into the inva- sion games arena (Turner 2003).

The GPAI was originally devised to allow physical education teachers/coaches to examine the links between what was being taught and pupils’ learning in games-based physical education lessons (Griffin and Richard 2003; Richard, Godbout, and Griffin 2002). Although previous research has utilised the GPAI in physical education (Griffin, Oslin, and Mitchell 1995; Mitchell, Griffin, and Oslin 1995; Mitchell and Oslin 1999), there remain few studies that have specifically used the GPAI in sports coaching settings (Harvey 2003). What is more, there has been little research examining the developments in off-the-ball game performance in invasion games (Mitchell, Griffin, and Oslin 1995) and more specifically the defensive aspects of off-the-ball game performance in invasion games (Harvey 2003). The present study has demonstrated evidence of positive changes in player performance which have been measured using the GPAI. This, therefore, provides evidence that the GPAI is an instrument with sufficient sensitivity to detect the changes in defensive off-the-ball game performance targeted by a TGfU intervention. While these results are promising, clearly more research is warranted to test further the robustness of the GPAI in both physical education and sports coaching settings.

Conclusion

This study has shown evidence that the practice-referenced approach is an appropriate theoretical framework for evaluating the effects of a TGfU intervention with high-school soccer players, centred on defensive aspects of off-the-ball game performance. Game- situated teaching and learning (i.e. aligned practice) led to faster responses and quicker reactions within the game environment off-the-ball (i.e. to movements of the ball and/or team-mates) and, thus, an improvement in the numbers of appropriate game responses by both varsity and first-year teams. Finally, the GPAI was sensitive and robust in measuring the changes in defensive off-the-ball game performance made by the two teams of high-school soccer players over the two phases the study.

Note 1. The video the coaches watched was the ‘Game Sense’ video (ASC 1997) which overviewed the

format and pedagogical progression of the games sense approach and the book chapter the coaches worked through was Chapter 13 from Instructional models for physical education (Metzler 2000).

Physical Education and Sport Pedagogy 49

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Appendix 1. Intervention session 8 – small-sided game on ‘pressing’

Pre-Organization of Session:

Players play SSG in 1 2

field width of 18 (area approx 60 x 40).

6 attackers (A1 – A6) vs. 6 defenders (D1 – D6) with 2 GK’s. A and D team work together to

attempt to score in the goal in the narrow channel (marked by the dashed line), defenders try

to stop them and play through the out gates to score. Normal soccer rules apply.

Teaching Format:

a) To begin players will play in an ‘open play’ situation.

b) Q & A – Add new challenge – Progress with new rule:

† The session progresses by adding a player to player guarding rule, i.e. Players must mark an

opposing player and are not allowed to tackle any other players except the one they have been assigned.

c) Players must pass to another player to score after they turn the ball over Q & A – Add new

challenge – Progress with new rule:

† Team chooses one player on their team who is a ‘sweeper’ who can tackle any player on the

opposite team (see question 11)

d) Back to open play situation

Start Position:

GK plays ball to A2 and then A’s combine to scores and D team tries to prevent them from advancing

the ball.

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Tactical Problem/Objective of Session

To develop both individual and TEAM pressing concepts in a regular small-sided game situation

Questions to ask in session

1. What things do I have to do as a first defender in order to help my team and be effective? i.e.

close down quickly, show one way by bending run etc.

2. What things do you have to think about when playing in order to effectively guard your

player? i.e. keep eye on player, goal-side and inside, close down quickly, don’t ‘dive in’,

watch ball and not the player.

3. How can you help teammates who get out of position? i.e. delay attackers, make recovery

runs if get beat, recognize pressure on opposition by own players.

4. What does mean therefore in respect of the first question? i.e. when to mark space, when to

mark players.

5. When do you think it is a good idea to step up and pressure the ball? Who decides? i.e. it

does not have to happen all the time, pocket pressure can be added in corners to ‘pen-in’

the team in possession, also you do not add high pressure when there is no cover in

behind, or your teammates do not know you are going in to add the high pressure.

6. As the first defender where are you trying to force the player with the ball? i.e. another

‘depends’ answer and may need coaching through use of freeze replays.

7. Where should you be in respect of your mark? Individually how do you know when to be

tight to your player or sag off your player and guard the space? i.e. ball-side and inside, but

how close will ‘depend’ on whether there is pressure on the ball.

8. What positions should you take up when pressing the ball individually and as a group? (see

point below about discussing TEAM PRESSURE – when and how to pressure as an indi-

vidual and a team)

9. Why is it not essential you always make a tackle? (see next following question)

10. How do you know when you should/should not make the tackle? i.e. if they are near your

goal in the centre a tackle may be a good idea, if they are away from the goal on the wing in

their own half of the field a tackle may not be needed and again pressure can be ‘pocketed’ in

areas – players can discuss when and how to do this TEAM PRESSURE with the coach and

the coach can facilitate visual cues by using freeze replays.

11. How does the addition of a sweeper for your team change your decision-making? In other

words, what things can you do as a player now you know you have a sweeper? i.e. add

pressure with comfort of knowing if you get beaten you have cover.

Key coaching points:

Watch the ball and the player; track runs; keep goal side and ball side of attacker; communication,

when to show inside, outside etc.

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Appendix 2. Results from paired-sample t-tests of the ‘length of plays’ during the assessment game between baseline and intervention phases of the study There were no significant differences for the lengths of the play for the varsity team between: (a) base- line assessment 1 (M ¼ 18.30s, SD ¼ 6.89s) and baseline assessment 4 (M ¼ 17.75s, SD ¼ 6.48s), (t(19) ¼ 0.252, p ¼ .803); (b) baseline assessment 1 and intervention assessment 3 (M ¼ 18.12s, SD ¼ 8.40s), (t(19) ¼ 0.073, p ¼ .943); or (c) baseline assessment 1 and intervention assessment 3 (t(19) ¼ – 0.154, p ¼ .879).

In addition, there were no significant differences for the lengths of the play for the first-year team between: (a) baseline assessment 1 (M ¼ 23.80s, SD ¼ 14.00s) and baseline assessment 4 (M ¼ 23.08s, SD ¼ 10.67s), (t(19) ¼ 0.297, p ¼ .77); (b) baseline assessment 1 and intervention assessment 3 (M ¼ 28.33s, SD ¼ 12.14s), (t(19) ¼ – 1.005, p ¼ .327); or (c) baseline assessment 1 and intervention assessment 3 (t(19) ¼ – 1.292, p ¼ .212).

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Tact 13-Kidman- Game Sense as Athlete Centered Coaching.pdf

Humanistic Coaching - Teaching Games for Understanding

Lynn Kidman

Sport and Recreation New Zealand

One of the major reasons we participate in sport is for the human movement

experience and the excitement and indescribable feeling that comes with it. Human

movement is never static or robotic, but is expressive, creative, adaptable and

versatile and the best athletes are those who can respond to others’ movements in a

novel situation. Human movement is dynamic action always changing and modifying

and the thrill of a great move can not be underestimated. Much of this paper will

espouse the work of a humble, authentic man, Ben Lombardo, who in 1987 wrote a

book entitled “The Humanistic Coach”. Ben’s work has been the basis to my thinking

about coach development in the last dozen years or so. My interest in Teaching

Games for Understanding (TGfU), or Game Sense as known to some, is based on how

the model emphasises this human experience in sport. Thorpe and Bunker (1989)

developed TGfU as a means to enable students to learn in a more motivating

environment than was occurring in Physical Education. I will focus within the

contextual realms of sport and coaching specifically, to highlight how TGfU has

enabled athletes to revert back to ‘playing’ (the most humanistic form of movement)

and how it meets holistic needs of an individual (humanism).

Athlete-centred and humanistic coaching are terms that will be used interchangeably.

They both refer to the total development of the individual (Lombardo, 2001). They

focus on enhancing athlete self-awareness, and holistic growth and development.

Humanism, based on Maslow’s (1962) self actualisation theory and Rogers’ (1969)

work, focuses on the whole person (the athletes) and encourages athletes to reflect on

the subjective, thrilling experience of sport (Lombardo, 2001). Sport is a vehicle to

enhance personal development and self-understanding. It is an authentic experience

that develops human character that so many adults stress, but not many practise in the

sporting context.

Being authentic is the current topical term used to define real human practices and fits

in well with the idea of TGfU (which is authentic practice of sport). Ben Lombardo

(2001) espouses humanistic coaching as a tool to create within the athletes the

motivation to learn and achieve. Traditional models of coaching cater to the

socialising agencies of young people forty years ago. Today, coaching approaches

need to be modified to suit the socialisation trends of the 21st century. TGfU caters to

these trends by enabling athlete autonomy and freedom. This autonomy and freedom

come through athlete ownership, awareness and responsibility for his/her

performance. The movement experiences arising from the application of TGfU are

humanizing in that they positively influence self-esteem, self-direction, independence

and opportunities that can “express intense moments of joy and supreme well-being”

(Workman, 2001).

Workman (2001) describes the emphasis of humanistic ideology as residing ‘in

recognizing the dignity, worth, integrity, responsibility and wholeness in oneself and

in others’ (p. 85). She further suggests that competing in sport proves a personal test,

and develops creativity, improvisation and imagination. Workman says that

“humanism in sport accentuates joy in movement, personal meaning in participation,

and positive interactions with all other participants, including the so-called

‘opponents’ (p. 85). TGfU, as a model is embedded within this philosophy or should

be. However, what really happens in the sporting environment may be a different

story. Many sport environments don’t provide this authentic human experience.

Adult-structured sports often provides a good example of practices that minimise the

human experience (Bigelow, Moroney & Hall, 2001) for children.

Ben Lombardo (2001) indicates his beliefs of the problematic nature of adult

structured sports in coaching humanistically:

• Sport has a Voluntary Nature – children take it up because they want to, they

also quit because they want to. Adult structured sport perpetuates the attrition

factor in children’s sports (Wiggins, 2002).

• The particular sport has a strong intrinsic appeal for the participant: initially,

enjoyment is the primary motivation and the sport must maximize this

enjoyment. Adult structured sports can minimise enjoyment when a ‘winning

at all costs’ is the focus.

• All participants develop in many ways and at many levels as a result of the

sport experience, regardless of the specific manner in which the programme is

administered – they learn about themselves as a result of the experience, but

they don’t all learn the same thing. Learning is unique to the individual. Often

we see sporting environments where athletes are taught to perform “my way

or the highway” or taught tasks all in the same way.

• Sport has an educational intent – Often this is spelled out in the strategic plans

of sport organisations, whether it is physical, social psychological or a

combination of all. However, transferring policy to practice in adult-structured

sport often does not occur (Penney, 2006).

• Children possess a great variety of reasons for entering the sport experience,

all of which are meaningful and relevant to them and include, but are not

limited to, increased motor proficiency and winning – mostly, the reasons are

not congruent with the adult leader. Research suggests that children’s main

reasons for participating in sport are to have fun, be with friends and

experience its thrills and excitement (Roberts, Treasure and Hall, 1994).

To enable these athletes to participate for their reasons the role of the coach becomes

one of ‘releasing, facilitating and assisting, not one of manipulating and coercing’

(Lombardo, p. 86)

The Development of TGfU

TGfU, widely used at all levels of athlete communities is an example of humanistic,

athlete-centred coaching. TGfU enhances performance through learning tactics and

skills (including technique) through a game. It is a model which promotes and enables

athletes to obtain life-long learning in physical, cognitive, social and emotional

domains (which are humanistic) using games as the learning experience. For my book

Developing Decision Makers: an empowerment approach to coaching, I interviewed

one of the main developers of TGfU, Rod Thorpe, about how the development of

TGfU occurred. I first asked him why he originally had the idea of TGfU, and

breaking away from a traditional skill learning model. He said:

…there were many interlinked reasons that came out of our thoughts on

skill learning—most pertinently, the then forgotten aspects of perception

and decision making, motivation, social psychology, teaching

methodologies, etc. I would also add that we were taught the value of

small side games as students in the early ‘60s, even though we were

taught to focus on the ‘skill’ part of the lesson.

When we watched youngsters playing on their own, either in a recreation

setting or, say, before a practice session or lesson, we often noted quite

sophisticated movements and interactions. A few examples might help:

• Youngsters put some coats down to make soccer goals for a game.

There are seven of them but they decide to play three, including the

oldest player, against four, including the two youngest.

• There is a pick-up game (play rather than organised game) of three-v-

three cricket in a rural area, mixed ages. The youngsters decide to

make a rule that ‘The big kids can’t bowl fast’.

• At the start of a basketball lesson, the coach has not arrived. The

youngsters are playing two-v-two and using disguise, reverse dunks

(or nearly). The coach walks [in] and coaches ‘fundamentals’,

divorced from any game or individual need. The kids were

challenging themselves and each other; the coach failed to do so.

The common factor in our observations was that when children were

getting on with it, uncluttered by teachers and coaches, they were often

more productive in terms of learning in context, enhancing motivation

through challenges, social interactions, etc. They were empowered by

circumstance. … we noticed that kids left alone often had it and were the

better for it. If we accept that well-intentioned coaching is not always

better than no coaching, we might examine our practice more carefully”

(p. 23).

What started as a Bunker and Thorpe’s (1982) logical practical opportunity to

enhance student learning and after many years of promoting the model, TGfU has

been rigorously researched as to its value for students or athletes. The research

highlights the constructivist approach (Griffin & Butler, 2005) as a learning theory

and skill acquisition specialists (Turner, 2005) are keen to research cognitive learning

effects of the model. However, I want to revisit a bit of the early intention of the

TGfU model as highlighted by Kretchmar (2005) of teaching for meaningful

experiences and delight in participation. The rationales for learning within a context

of the sport game falls into constructivist learning, but humanistic coaching enables

the athletes to construct sport experiences authentically and motivates them to gain

the intrinsic desire to improve their movement capabilities, thus enabling the

constructivist learning process to occur.

Humanistic Coaching (Athlete-centred Coaching)

The purpose of coaching is to enable athletes to learn in a way that works best for

them (Kidman, 2005). First, this is about their individual physical and mental

makeup, and where they are with technical and tactical development. Second, it is

about being able to perform to their best when in competition or when challenged

(SPARC, 2006).

In a competitive situation the athlete will preferably just compete, be ‘in the moment’

and react based on his/her self-awareness of the situation or movement. Part of the

self-belief will be that he/she has an appropriate goal and knows that he/she can get

back on track when something goes astray. The learning that happens at training

should be about developing that skill – the skill of self correcting or self coaching and

being the best that you can be on that day (SPARC, 2006). TGfU caters to this well,

provides competition and authentic situational opportunities for athletes to experience

and learn.

In his book Ben Lombardo (2001) highlights our oversight (often unintentional) in

ensuring that, as coaches, our mission is to create better human beings. He suggests

that the experience in sport should be about being authentic, true to oneself, human in

every way. TGfU is a model that enables humanistic experiences to happen. Play is

one of these intrinsic experiences, as it is spontaneous and expresses uniqueness.

Current sport programmes can suppress this human need of play and spontaneity. The

environments that demand conformity don’t promote the ‘play’ within sport.

However, TGfU promotes play, perpetuates spontaneity, creativity and innovation

and enables athletes to learn from constructing experiences.

TGfU is humanistic because it enhances athletes’ motivation and thus their intensity

of performance through their own problem solving. Athletes increase their effort

because of the meaningful challenges offered. These challenges also create

opportunities for athletes to respond to pressure inherent in sport competitions.

Achievement is also enhanced as TGfU enables athletes to do something well, to

problem solve, and to take ownership for their own learning. Of course, enjoyment is

also enhanced because games are fun. Through games, athletes share success and

failure; they learn how to trust each other and to about each other’s ways of

competing and making decisions, which enhances team culture.

Sports within organisations contribute to the growth and development of an individual

and participation should be enjoyable as well as promote learning. As Ben Lombardo

(2001) suggests, sport has been dominated by a system where the needs and interests

of the coach overtake those of the athletes. He calls the adult structured and ruled

system a Professional Model of Coaching whereby coaches have the power to make

all the important decisions and are mostly devoted to product outcomes, rather than

the process of developing people. The coach-centred approach that I refer to in

Athlete-Centred Coaching (2005) is a disempowering form of leadership which takes

ownership and responsibility of sporting experiences away from the athletes. When

coaching tactics and skills at training sessions, coach-centred coaches traditionally

tend to give athletes specific directions on what to ‘fix’ or the exact moves to

perform. In some cases, coaches believe that unless they are seen to be telling athletes

what to do and how to do it, they are not doing their job properly.

As a model, TGfU is an approach which, if used with the Professional Model of

Coaching in mind, can perpetuate the coach centred existence where coaches maintain

power and control and not worry so much about the process of developing fine young

human beings. TGfU has been seen by some as an outstanding tool to learn through

games, but the opportunities for athletes to learn thought the game is sometimes taken

away when coaches dominate athlete learning opportunities. The purpose of TGfU is

to enable athlete learning and decision making. Athletes learn through playing the

game and solving problems within the game. If the coach sets up the game or the

problem, lets the athletes play, then calls them back and tells them how to fix skill or

solve tactical problems, the learning is taken away from the athlete. To leave the

athletes to learn and facilitate this learning is a different task to understand and

coaches who can withhold their knowledge enable athlete responsibility and learning

(Whitmore, 2002). This withholding of knowledge, which is a sign of emotional

intelligence and empathy, enables athletes to solve the problems. The athletes are the

ones who have to understand the game, they are playing and have to make split

second decisions while in competition. Therefore, the athlete needs to solve the

problem, not the coach. In TGfU, the coach facilitates that problem solving, but does

not solve it for them.

At the 2003 biennial TGfU conference in Melbourne, Rod Thorpe expressed his

concern about coaches actually practising athlete-centred learning:

The real concern for me was that sometimes in a search for a more ‘structured

lesson’ or ‘physical education programme’, many of the adaptations were at

the expense of the individual and certainly at the expense of individual

empowerment.

Teaching Games for Understanding/Game Sense is being embraced,

adapted and developed. This is heartening to me and the many other

people who contributed to the early models. But if the developments do

not retain those elements that surround the concept of empowering the

individual athlete, they miss the point (Kidman, 2005, p. 243)

With TGfU, athletes can learn about the game and practise skills and techniques

within the context of a game rather than separate from it. Learning in context provides

a sound understanding of the game and opportunities to apply skill and technique

under pressure. When athletes are allowed to play or practice, in a situation

uncluttered by coaches telling them what to do and where to go, they are more

productive in terms of learning in context, enhancing motivation through challenges,

social interactions and decision making (Kidman & Hanrahan, 2004) and working

under pressure. The key here is that the coaches don’t tell them what to do, the

athletes work it out for themselves.

Creating Independent Athletes

A key to coaching is the ability to read the situation and decide when to stand back

and let athletes play and when to jump in and try and give them some thinking

opportunities. Often, we as coaches lose sight as to where the athletes want to head.

Athletes have a need to be understood, not evaluated or judged. They need to be

simply understood from their point of view; that is empathy. One of the major tools

for athletes to learn is to become self-aware. To become self-aware, there is an

element of self-evaluation that must occur. It is not an easy process and coaches must

nurture and encourage athletes to gain this self-awareness by allowing them to make

mistakes and enable independence and confidence. If athletes are dependent on the

coach for total instruction, there can be an increase in stress to do exactly what is

asked. If they are dependent on the coach, they won’t easily be able to make decisions

on the field or pitch. If coaches can increase awareness, thought processes become the

athletes rather than robotically copying what the coach says.

Contemporary social and cultural life demonstrate socializing agents (e.g. two parents

working, lots of computer games, developing dependent people) that influence

athletes of today. Unfortunately, in many instances, coach systems, as Ben Lombardo

points out, have failed to recognise and adjust to these changes, continuing to coach

children the way we were coached 40 years ago (which was appropriate for the

culture of that time). It is not appropriate to have children who spend all day making

their own decisions arrive at the pitch or sport environment to have all the meaningful

decision making is taken away from them and made by adult leaders.

Humanistic coaching promotes one of independence, one of relying on each other

within a sport context for the best performance. TGfU creates independent athletes

who have to perform their way rather than depend on the instruction from the coach.

It is important to review the benefits and determine why each athlete participates or

competes. Unfortunately, what happens in sport is that the adults decide the direction

and the sport environment becomes the place for adults to express their power and

intentions of what sport is to them making athletes dependent on them. The overriding

goals of coaches tend to be motor efficiency and winning (Lombardo, 1987) even

though research shows that the main reason for sport participation is socialization, fun

and the pursuit (and I stress the word pursuit as a process not an outcome) of

excellence.

What’s Happening in New Zealand?

New Zealand coach development refelects recognition of the need for coaches to

develop an athlete-centred coaching philosophy (humanistic) through practice. As

part of that development, Sport and Recreation New Zealand (SPARC) talked to

coaches around New Zealand on how to develop quality coaches. These coaches first

said that coach development should be community based. These communities (from

Middle Childhood to High Performance athletes) determine what sort of learning

needs to occur to develop quality coaches who are ‘world-class’ within their own

coaching communities.

TGfU supports this athlete-centred approach. Physically it works on motor

proficiency, cognitively, it focuses on decision making in tactical situations and there

is authentic practice within a sporting environment. Emotionally, TGfU creates

similar situations to those that arise within the winning and pressure contexts of

competitive matches and enable athletes to have authentic competitive experiences.

Socially, games for understanding is learned mostly in small groups, whereby there is

a learning experience of dealing with other people and of providing opportunities for

the development of leadership It is one of a few learning models which enable

athletes to learn holistically, meeting the human needs that focus on the athlete.

Mary O’Sullivan at the ICHPER Conference in New Zealand (2006) suggested that

for physical education teacher education, we need to design curriculum to match the

needs of student-centred learning. Students (and for this paper, athletes) need to

learn through experience and have opportunities to solve problems and take

responsibility for their learning. She suggested that we need to have learning

communities, where commonalties and purposes of learning are mutual. Many

policies overtly support the direction that New Zealand coach development has taken,

but the implementation of these policies seldom thrives, as such a task is glossed over

and put into the ‘too hard’ basket. New Zealand Coach Development has taken on the

challenge by attempting to enable coaches to have opportunities to learn ‘on the job’,

focus on athlete-centred coaching and learn within likeminded coaching communities.

TGfU has been included in every community as an important model to enable the

holistic development of athletes. In her research Catherine Ennis at the AIESEP

conference in Finland (2006) also reinforced TGfU as a best practice model which

meets the needs of student-centred learning through affective and cognitive learning.

Summary

So, where is this humanistic coaching? I know there are great examples of best

practice in the sporting context based on humanism as I personally have seen its

practices, but many of the practices still occur in the traditional, prescriptive way.

Humanistic coaching is still dismissed as the “fluffy, tree hugging, dolphin stroking”

way and as a coaching fraternity, we don’t encourage athlete awareness, ownership

and responsibility. Many sports and coaching organisations believe and state in their

strategic plans that athlete centred learning should be used to develop individuals, but

often the nature of policy creation does not always lead to quality implementation.

The organisational leaders seldom actually practise what they preach in these

documents, and rather display behaviours of conformity (Lombardo, 1987). Sport and

coaching organisations claim difficulty due to the commercialisation trend which

seems to have interrupted the need to focus on human learning and still retain the

bottom line, money based on results. Interestingly, the research now is saying that an

athlete centred approach actually will enable better performance and enhance winning

(Kidman, 2005), where athletes are encouraged to become self-aware and take

ownership and responsibility for their learning needed to perform well.

As long as sport is conducted to take individuality and uniqueness away, the

humanistic experience won’t proceed. Breaking away from the structured model is

difficult because of parent and administrators expectations of coaches and athletes and

the influence of the media. Until recently, little attention has been given to

implementing or practising humanistic coaching. Coaches are making the move with

TGfU to a more motivational learning environment, using sport as an authentic

learning experience, just like the research rhetoric indicates should occur (Jones,

2006). TGfU is an humanistic approach and enhances athlete motivation which thus

encourages athletes to want to learn and understand. This motivation and enjoyment

from the sport experience will keep athletes in sport and physical activity longer.

TFfU is a great model to cater for the humanistic needs of athletes. It has the benefit

of providing physical learning opportunities, embedded in cognitive learning

outcomes and decision making. TGfU also focuses on affective development whereby

social and emotional needs are learned. Teaching Games for Understanding promotes

the humanistic side of individuals whereby each person’s experience is unique and

can be designed around the desires and thrills of the individual. In essence, Ben

Lombardo was forward thinking in his book to try to get sport back to its original

intention. It is time to use sport as a tool to focus on human qualities. As Ben

Lombardo (1987) rightly suggested, “Sport has the potential to truly liberate the

essence of being fully human” (p. 85)

References

Bigelow, B., Moroney, T. & Hall, L. (2001). Just let the kids play: How to stop

other adults from ruining your child’s fun and success in youth sports,

Darfield Beach, FL: Health Communications.

Griffin, L.L. & Butler, J.I. (2005). Teaching games for understanding: Theory,

research and practice, Champaign, IL: Human Kinetics.

Jones, R. J. (Ed.). Sports Coach as Educator: Reconceptualising sports coaching,

London, Routledge.

Kidman, L. (2005). Athlete-centred coaching: Developing inspired and inspiring

people, Christchurch, NZ: Innovative Print Communications.

Kidman, L. (2001). Developing decision makers: An empowerment approach to

coaching, Christchurch, NZ: Innovative Print Communications.

Kidman, L. & Hanrahan, S. J. (2004). The coaching process: A practical guide to

improve your effectiveness, Sydney, AU: Thomson Learning.

Kidman, L., McKenzie, A., & McKenzie, B. (1999). The nature and target of

parents’ comments during youth sport competitions. Journal of Sport

Behavior, 22(1), 54–68.

Kretchmar, R.S. (2005). Teaching games for understanding and the delights of

human activity, In L.L. Griffin and J.I.Butler (Eds), Teaching Games for

Understanding: Theory, research and practice (pp. 199-212), Champaign, IL:

Human Kinetics.

Lombardo, B.J. (2001). Coaching in the 21st century: The educational models. In

B.J. Lombardo, T.J. Carvella-Nadeau, K.S. Castagno, & V.H. Mancini (Eds.),

Sport in the Twenty-first Century: Alternatives for the new millennium (pp. 3-

10). Boston, MA: Pearson CustomLombardo, B.J. (1987), The humanistic

coach, Springfield, IL: Charles C Thomas.

Maslow, A. (1962). Towards a Psychology of being, Princeton, NJ: D. van

Nostrand.

O’Sullivan, M. (2006). Creating and sustaining professional learning communities

among Physical Education, sport and recreation professionals, ICHPER

Fusion and Movement Conference, October, 2006, Wellington, NZ.

Penney, D. (2006). Coaching as teaching: New acknowledgements in practice, In R.

L. Jones (Ed.), Sports Coach as Educator: Reconceptualising sports coaching

(pp. 25-36), London, Routledge.

Rogers, C. R. (1969). Freedom to learn: A view of what education might become,

Columbus, OH: Charles Merrill.

Roberts, G.C., Treasure, D.C., & Hall, H.K. (1994). Parental goal orientations and

beliefs about the competitive-sport experience of their child. Journal of

Applied Social Psychology, 24, 631–645.

SPARC (2006). Athlete-centred coaching philosophy effective coaching resource,

(www.sparc.org.nz)

Thorpe, R.D. & Bunker, D. (1989). A changing focus in games teaching. In L.

Almond (Ed.) The Place of Physical Education in Schools (pp. 42-71).

London: Kogan Page.

Turner, A.P. (2005). Teaching and learning games at the secondary level, In L. L.

Griffin & J. I. Butler (Eds.) Teaching Games for Understanding: Theory,

research and practice, Champaign, IL: Human Kinetics.

Whitmore, J. (2002). Coaching for performance: growing people, performance and

purpose (3rd Ed), London: Nicolas Brealey.

Wiggins, D.K. (2002). A history of highly competitive sport for American children,

In F. L. Smoll and R.E. Smith (Eds.), Children and Youth in Sport: A

biopsychosocial perspective (pp. 19-38). Dubuque, IA: Kendall/Hunt.

Workman, G. J. (2001). Humanistic ideology in sport: Time for a change, In B.J.

Lombardo, T.J. Carvella-Nadeau, K.S. Castagno, & V.H. Mancini (Eds.),

Sport in the Twenty-first Century: Alternatives for the new millennium (pp. 84-

87). Boston, MA: Pearson Custom.

Tact 13- Game Sense Melbourne.pdf

2010

AFL NATIONAL

COACHING CONFERENCE

AAMI Stadium, Adelaide.

29 th

-31 st January

““GGAAMMEE SSEENNSSEE CCOOAACCHHIINNGG &&

DDEEVVEELLOOPPIINNGG DDEECCIISSIIOONN--MMAAKKIINNGG””

PPrreesseenntteerr:: RRaayy BBrreeeedd HHiigghh PPeerrffoorrmmaannccee MMaannaaggeerr

North Melbourne Football Club

CCoonnttaacctt::

PPhh:: 00441111 770000 992200

EEmmaaiill::

rraayy..bbrreeeedd@@kkaannggaarrooooss..ccoomm..aauu

2

GAME SENSE FOR FOOTBALL

Training involves 3 main areas of improvement:

AREA AIM FEATURES

1. Technical skill • Develop ability to perform a technique more effectively

• Eg: kicking, marking, ruck tap work, set shots

• High repetition • More explicit learning • Often individual or simple drill based

2. Tactical skill

(game sense) • Develop ability to improve

decision-making and skills

under pressure

• High repetition • More implicit learning • Practice under variable conditions • Small-sided games

3. Team style of

play • Develop understanding of

team plays that form a

framework to make

decisions within

• Low repetition • Large-sided games/walk throughs/demos • More structured scenarios eg. Kick-ins • Mix of explicit and implicit learning

Implicit & Explicit learning:

Implicit: learning skills through experiencing practice tasks without direct instruction on how to

complete the task

Explicit: learning skills through direct verbal instruction on how to perform a task

Why implicit game-based training?

1. Elite players have better decision-making skills than lesser players 2. Football is an “open” skilled game i.e., techniques are performed within a variety of situations 3. Well-rehearsed techniques can often break down in a game under fatigue and pressure 4. It is well researched that implicit (learning sub-consciously from ‘doing’ and developing

‘experience’ in this way) training is more effective in transferring to performance than explicit

(structured drills) methods of instruction 5. Implicit games are more durable in terms of player learning (lasts longer and less likely to be

effected by pressure/fatigue etc.)

Features of implicit game-based training:

1. Is player-centred – coaches guide/facilitate players to explore options by asking questions 2. Emphasis on DM in tactical situations that might occur in a match 3. Implicit learning – players often learn sub-consciously by experiencing situations and ‘learning

from mistakes’

4. Indirect learning through problem solving

Player decision-making involves:

TACTICAL KNOWLEDGE: What to do if?...........(Knowledge of game/rules/team plans)

READING THE PLAY:

• Pattern Recognition – ability to see a play unfolding, and the likely outcome • Movement cues – postural position of other players eg. tackling, leading, kick direction

3

The DM process:

1. Scanning: a visual display eg. High/low eye movements of the field 2. Perception: collecting & interpreting the scanned information 3. Attention: selecting relevant stimuli/ignoring irrelevant 4. Response selection: best option to suit the tactical scenario 5. Skill execution: performing a technique appropriate for a given situation

How does game sense work?

• A consistent technique can break down in game/competitive situations when exposed to “distractions” (external & internal), such as pressure, fatigue, noise/auditory and visual. By

practicing in game settings providing a variety of scenarios, players learn to ignore such

“irrelevant” stimuli, and only attend to the “relevant” ones.

• By providing tactical situations that are repetitive within small-sided games, players can improve their DM skills (eg. when & where to pass/run) through “experience” and learning from good and

poor decisions. Such decisions become automatic/sub-conscious, allowing more ‘attention’ and

time for executing skills.

• “You need to make mistakes to learn!”

COACHING/TEACHING POINTS

The coach establishes a learning environment and uses questioning and guided discovery to help

players learn to address tactical situations.

GUIDELINES FOR DEVELOPING GAMES/TRAINING:

1. Have an aim or theme for each game. What are we trying to achieve? 2. Use small teams eg. 2-6 players to maximize the no. of decisions they make (REPETITION) 3. Are there small scenarios that occur frequently in a game to replicate? eg. 2v2 cont ball, 4v3 in

D50 then rebound, 3v2 overlap handball, defenders zoning off.

4. Length – drills need to be long enough to allow plenty of repetition to develop “experience” ie., recall of situations from long term memory

5. What are the main rules? The size of the area? (can adjust during game) 6. Prepare variations for the game eg. What is the next progression (eg. add another defender) 7. Develop questions to assist in the learning process 8. BLOCK (new or difficult concepts) vs RANDOM practice?

GUIDELINES FOR TEACHING THE GAME:

1. Explain purpose of game 2. Explain briefly (4-5 points max) the rules and limitations eg. area of play, time 3. Let them ‘play’ for a few minutes and observe (evaluate whilst observing) 4. Is the game working? How can you modify it? (size of area, team sizes, positions, rules etc) 5. Vary the level of pressure eg. Change rules, extra defender/s, less space, level of tackling 6. Ask individual questions during activity/recovery periods (Was that your best option?) 7. Look for “TEACHABLE MOMENTS”: Stop game at appropriate points to ask tactical

questions to group (How else could your team have defended that last play?) 8. Freeze the play (to demonstrate a point), rehearse, then replay the scenario 9. Feedback – on good and poor decisions – use questioning 10. Try and not “tell” – turn your feedback into questions

4

EVALUATE THE GAME:

1. Did the game address the outcomes you set out to achieve? Why/why not? (Technical skill practice/decision-making/physical conditioning)

2. How could you modify the game to address these better? 3. Was there sufficient repetition of skills? 4. Was player involvement maximised? 5. Can the game progress into a more advanced version?

QUESTIONING:

Coach’s role is to assist players in solving tactical problems, rather than solving the problems for

them. Using questions will help ‘guide’ players.

• Questions revolve around 4 concepts: 1. TIME – When should you….? (How long do you have?) 2. SPACE – Where should you..? (In poss – create space / not in poss – deny space) 3. RISK – Which option was best? Why? (What’s the score/time of game?) 4. EXECUTION – How should you…..? (Best technique for a given situation)

• Turn feedback into questions to direct and test learning! (When, What, Where, Why, How?)

Individual learning question egs:

Who was the best person to pass to? (John). Why? (long option, 1 on 1 leading in front of opponent)

When was the best time to pass? Why? (after drawing defender – as it created a free player)

Where was the best place to run? Why? (wide to space – it opened up space in the middle)

What was the best way to pass the ball? (short and flat) Why? (less air time)

What was the best option? (take the space) Why? (all team mates manned or oppo zoned back deep)

Team-based learning question egs:

What strategies did you use when in possession? Which ones worked well? Why?

What type of defence did you use? How could you have done it better?

What would you do differently if the opposition zoned?

How could you move the ball quicker?

What can the attacking team do to create space better?

What would you do differently if the opposition had 3 effective clearances in a row?

What would you do if our team won possession of the ball with 2 mins left and 3 pts up in D50?

To develop strategy, we can use the games by:

1. One team in attack for a time (eg. 5 mins) or for a no. of trials (eg. 6 successes from 10 trials!) 2. Give one group a task (unknown to opposition) eg. use a zone defence only 3. Set a scenario eg. 2 mins left, attacking team is up by 2 pts 4. Have one team observe and evaluate tactics / experienced vs inexperienced teams etc.

5

GAME DESCRIPTIONS

GAME 1: PRISON BREAK

GAME OUTCOMES

1. Attacking team – to identify space in the defensive zone, outnumber the opposition, move the ball quickly to catch defence out of position

2. Defending team – to quickly shift defence around to deny opposition space

GAME DESCRIPTION

1. Teams of 5v5 or 6v6. Mark out a square (about 10x10m) with another one about 3m outside of it.

2. One team begin as defenders, the other as attackers with the ball in the inside square 3. Time limit of 90 seconds before swapping roles 4. Defenders can move anywhere in the outer square,

but cannot enter the inside square

5. Aim is for the attacking team to pass the ball around or run with the ball, until they can run the ball

through the outer square, without being

tagged/tackled by a defender.

6. If a score is made, the ball is placed on the ground and a team-mate picks it up to continue play by

running it back into the inner square. The same

occurs if a tag/tackle is made in the outer square

before crossing the outer square.

7. If a score or a tag has been made on one of the four sides, that side becomes out of play (only 3 sides to

protect at one time!) until another score or tag/tackle has been made on another side (eg. Can’t

score or be tagged on the same side in succession).

Variation:

• Add a defender to inside square to put pressure on passes (can intercept ball for a point)

KEY QUESTIONS

(1) How did you decide whether to run with the ball or pass it? (2) Was it more effective to move the ball quickly or slowly? Why? (3) How do you go about creating a gap (or space) in the defensive zone? (Draw defender/Run

at defence/create 2 v 1).

(4) Defenders – how do you work together in order to prevent space for the attacking team?

6

HINT

Encourage:

“pass if defender is

drawn” or “run with

ball if defender drops

off”

(Pass or Run?)

GAME 2: 2 v 1 GAUNTLET

GAME OUTCOMES

1. Develop knowledge and skills to know when to pass and when to run with the ball 2. Develop knowledge and skills about where to move to receive the ball

GAME DESCRIPTION

1. In pairs, must get the ball over the end line without any of the defenders touching the ball. No contact allowed.

2. Attackers can run with the ball or pass the ball 3. 4 defenders must stay on their line (ie. only move side to side) 4. Have at least 5m between each defensive line and about 10m wide

Variations

(1) Attackers must pass the ball in each zone (2) Once they are over the end line, the last defender chases whilst the 2 aim to kick a goal. (3) 3 v 2 Gauntlet and Zone Gauntlet (see next game)

GROUP ORGANISATION

• Players pair up (then place 2 pairs on the defensive lines i.e. 4 players)

• Have 2 grids side by side (5 metres between them for safety and for coach to walk

between to give feedback)

• Rotate defenders once every pair has been through twice each

KEY QUESTIONS

(1) When should you pass the ball? (2) When should you run with the ball? (3) What other strategies did you use to get the ball over the end line? (Eg. Fake, long pass) (4) Where can the receiver move to assist the ball carrier? (5) Where is best place to pass ball? (Between the lines) (6) How do the different rules affect your strategies? (7) How can the defenders anticipate where the ball will go? How can you work together? (8) If the game is too easy for the attackers, how could you modify it? (Decrease Space by

shortening or narrowing the area)

GAME 3: 3 v 2 GAUNTLET

• This game has the same outcomes, questions and organization as Game 2, but is a more advanced/difficult version of ‘The Gauntlet’

• Progress to this game once you have success with 2 v 1 Gauntlet

7

GAME DESCRIPTION

1. Game is set up the same as 2 v 1 Gauntlet, but allow a bit more room between defensive lines (8-10m) and width (12-15m)

2. 3 attackers must get the ball past the end line without any of the defenders touching the ball. No contact allowed. Attackers can run with the ball or pass the ball.

3. 4 defenders must stay on their line (ie. only move side to side)

4. 1 additional defender can move anywhere in the gauntlet area

Variations

(1) Begin with 2 attackers at the start, and 1

attacker at the end who runs into play at

start

(2) “In the Zone” games (see game 4)

GAME 4: IN THE ZONE GAMES

GAME OUTCOMES

1. Develop knowledge and skills to know when to pass and when to run with the ball 2. Develop knowledge and skills about when to run and where to run to receive the ball 3. Develop defensive skills regarding reading cues of attackers and when to pressure ball

carrier versus when to drop off to cover receivers

1. 3v1 IN THE ZONE

1. 2 attackers begin with the ball at the start, with 1

attacker starting behind the end-zone. This player

can run in to create a 3 v 1 scenario in any zone.

2. Each defender must stay within their zone 3. Aim is for the attacking team to move the ball

through the zone without it being intercepted

4. Can extend game to finish with a shot on goal, where last defender in the zone chases and puts pressure on 3 attackers as they attempt to score

2. 3v2 or 4v2 IN THE ZONE:

1. 2 defenders must stay in each zone 2. Aim is for 3 or 4 attackers to move the ball

through the area over the end line

3. Can make area bigger to include kicking

3. 4v2 IN THE ZONE VARIATION:

1. As above, but add a 3 rd

zone

2. Have a support player who starts behind end- zone and this player can run into the last 2 zones

to support the other attackers as they move the

ball through the area

8

HINT

(When to move) Predict where the ball is being passed

by looking at cues of the passer

(Where to move) Always make sure the ball carrier has 2

options – 90 deg left and right

Variations for “In the Zone” games:

(1) Once the attackers are past the end zone, they continue on to kick a goal. The defender/s in the last zone apply pressure.

(2) As above, except they continue on to kick the ball to a 2v1 (2 forwards/1 defender). (3) As above, except continue on to kick the ball to a 3v2 (more advanced)

KEY QUESTIONS

(1) At any one moment, how many attackers were opposed to how many defenders? (2) Why is it more difficult for the defenders if the attackers spread out? (3) What can the defenders do to be more successful in an outnumbered situation? (4) Is it better for the attacking team to move the ball quickly or slowly? Why does slow

movement make it easier for the defenders?

(5) We can’t move the ball quickly all the time, so what should we do if held/slowed up?

GAME 5: 4 CORNERS

GAME OUTCOMES

1. Develop knowledge and skills to know when and where to pass (draw defender) 2. Develop knowledge and skills about when and where to move (support the ball carrier)

GAME DESCRIPTION

1. 3 attackers start on a cone each – one corner is vacant 2. 1 defender starts in the middle 3. Aim is for the 3 attackers to keep the ball off the defender,

who attempts to cut off the pass. The ball cannot be passed

diagonally across the square

4. After each pass, an attacker should run to the vacant corner, giving the passer 2 options

5. The ball is passed to the cone, not in between – it is up to the attackers to get to the cones to receive each pass

Variations:

(1) 1 point for each successful pass, 5 points for an intercept. 20 sec time limit

(2) Defender aims to tag the ball carrier (1 point) – this speeds the attackers up

(3) Remove cones, and attackers should be able to keep same formation

KEY QUESTIONS

(1) What was the best type of pass to use? (2) When should the attackers move to the vacant corner? (3) What was the best way to defend? (4) How can you relate this to a game of………(eg. Netball, basketball, hockey)?

9

HINT

(For improving defensive skills)

Defenders should look at cues of

the attackers to predict early where

the ball will be passed or where

they will run. For example, the

body position, where the space is).

GAME 6: 4 v 2 TAG

GAME OUTCOMES

1. Develop knowledge and skills to know when and where to pass 2. Develop knowledge and skills relating to creating space and increasing time to pass 3. Develop defensive knowledge and skills relating to decreasing time and space for the

attacking team. Reading cues regarding where the attacking team will pass.

GAME DESCRIPTION

1. In groups of 6, have 4 attackers and 2 defenders in a 15m x 15m square

2. The attacking team have a 30 second time limit and can run or pass the ball.

3. The aim of the defenders is to tag/tackle the ball carrier to score a point. Score as many tags

in the time limit.

4. Rotate roles every 30 seconds. 5. As the attacking team becomes better with

space and time, the defensive scoring will

decrease.

6. If there are 2 or less tags in 30 secs, decrease the size of the area (to make it easier for defenders).

Variations:

(1) 1 point for each successful pass, 5 points for an intercept. 20 sec time limit

(2) 4 v 2 or 5 v 3 breakout/spread to space to score or pass over an end zone (see next game):

KEY QUESTIONS

(1) When should you pass the ball? (2) Do you need to run with the ball? (3) What is the best way for attackers without the ball to position themselves? (SPACE!) (4) How can the defenders predict where the ball is going to be passed? (Read Cues!) (5) If the game is too easy for the defenders, how could you modify it?

10

HINT

(Where to move)

Attackers should look for space,

then spread and separate out to

make it harder for the

defenders.

GAME 7: 4 v 2 BREAKOUT

GAME OUTCOMES

• This game is a more advanced version of Game 6 (4 v 2 Tag). However, it has the same outcomes and questions as Game 6

GAME DESCRIPTION

1. In groups of 6, have 4 attackers and 2 defenders in a 15m x 15m square. Add extra defender zoned off outside of

square

2. It can also be played as a 5 v 3 (harder for attackers) 3. The attacking team start with the ball, and aim to keep it

off the defenders

4. On the coach’s call, the attackers break out of the area and aim to score a goal through a hoop (which is 10m away) or run/pass the ball over an end

line or into an end zone

5. Rotate roles after every 5 attempts. How many times were the attackers successful?

KEY QUESTIONS

(1) When should you pass the ball? (2) Where should the attacking players move to assist the ball carrier? (SPACE!) (3) How many options should the ball carrier have? (4) How can the defenders predict where the ball is going to be passed? (Read Cues!) (5) If the game is too easy for the attackers, how could you modify it? (6) Where was the best place for the attacking players to run once they broke out? (7) Where was the best place for the defenders to move to? Better to press up or zone back?

GAME 8: 3v2 KICK TO 2v1

GAME OUTCOMES

1. Develop knowledge and skills to know when and where to handball or kick 2. Develop knowledge and skills relating to creating space and increasing time to pass 3. Develop defensive knowledge and skills relating to decreasing time and space for the

attacking team. Reading cues regarding where the attacking team will pass. Forcing the

attacking team to kick under pressure.

11

GAME DESCRIPTION

1. Begin with one attacker standing between 2 defenders. The attacker handballs ball to either

teammate to start game

2. The 3 attackers must run & handball until they can get a kick forwards to the 2v1 ahead

3. Aim is to kick before the line 4. Aim for defenders is to force a pressured/slow

kick

Variations:

(1) Time how long it takes the attackers to get the ball out of area (speed of ball) (2) 5 pts for uncontested mark to the forward (3) Play continues after the ball is marked by the forward (continue running) ie. Becomes 5v3

(1) When should you handball the ball?

(2) When should you kick the ball?

(3) Where should the attacking players move to assist the ball carrier? (SPACE!)

(4) How can the defenders predict where the ball is going to be passed? (Read Cues!)

(5) How can the defenders work together to slow down the attackers? Make their kick high

and slow?

(6) Where was the best place for the defenders to move to? Better to press up or zone back?

GAME 9: BEAT THE DEFENCE

GAME OUTCOMES

• For attacking team to work hard for the kicker • Work as a team – make good decisions with the ball and create space for teammates • Defensive team to delay the time, through pressure, of the attacking team

• Teams of 5 or 6 • One team starts as defensive team, who must

start in one half (and not in endzone).

Attacking team starts with kicker in one

corner. This player can kick or play on. Once

he does so, the defensive team can move

anywhere.

• Attacking team has 5 attempts at scoring, by kicking to any teammate in end zone.

• Play ends (with no points to attacking team) if ball goes out of play or defensive team

gain possession/stoppage

Variations:

• Points – eg. 3 pts for uncontested mark in endzone, 2 pts for CM, and 1 pt for crumb possession.

• One defender can start in other half • 3 second rule in endzone

12

• Start at different corners each time (left, then right!) • Have game end to end (have end zone at each end) • Teams to have 30 secs to discuss strategies between each set of 5 plays!

Questions:

1. What scenarios arose that are similar to a full game? 2. When did you find it was best to switch the play? Was it effective? What are the pros and

cons of switching play?

3. When did you hit-up or kick to a contest? How did you make your decision? 4. When did you run & carry vs kick? (speed of ball/gain territory) 5. What was the ideal way to move the ball into the endzone? 6. How did you support your teammate with the ball? What did you do to help him? 7. What decisions did you as a defensive team have to make? Was zoning or man a better

option? Why?

GAME 10: “THROUGH THE HOOP”

• 2 teams of 5 or 6 • Handball only (or kick if bigger area), aim is

to pass ball and score by handballing the ball

through the hoop (attached between 2 poles

about 2m above ground)

• No players are allowed within the 5m circle surrounding the goals

• Turnover results when the ball hits the ground (transition)

Variations:

• Have 2v2/3v3 stoppage/contest each time the ball hits the ground or a player is tackled

GAME 11: “NUMBERS”

• Teams of 6, numbered off with 1-6 • Each team starts with 3 players on each side (1,2,3 of

each team on opposite sides)

• Ball is rolled in by coach, then 2-4 numbers are called out • These nos run into middle and compete for the ball • Aim is to run the ball over the designated end line

Variations:

• Run ball over designated side line • Must get ball into 3m x 3m corner zones (no defenders

allowed in area)

13

GAME 12: “CORRAL GAME”

• Aim is for attackers to handball to support players in goals outside the square to score

• Aim is for defenders to slow up the opposition in possession by applying defensive pressure

• Six per side - 4 v 4 in square with 2 players in goals outside area

• One team start with ball and have 1 min time limit for maximal score

• Once ball is passed to outside player, it must be handballed back in to a different player

• If ball turned over, defence place ball on ground. Variation – defence score 1 pt

Variations:

• Play is continuous eg. turnovers = play on • If handballed to goalie, the scorer replaces the goalie • A score only counts if the ball is handballed out, then back in to another attacker without being

touched by defenders

Questions:

1. Was it best to control the ball or go as quickly as possible? 2. Defenders – was it best to pressure all players? When might you drop off opponent? 3. Attackers – how did you help each other to create space? 4. Defenders – what did you do to deny the oppo space?

GAME 13: “SPREAD ‘EM”

• There are several variations of this game • Start with 3 v 3 in middle of small square • Paddle ball around/handball to ground at random

around circle

• On whistle/coaches call, the team in possession spread quickly to get the ball over an end line

• Variation – kick to a player

Variation 1:

• 2 v 2 / 3 v 3 in square. 1 from each team outside of square • On call, attacking team must get ball over a line • Attacker outside of square can go in to outnumber oppo • Defender outside of square can go in or drop off to cover forward

Variation 2:

• 3 v 1 in square. 3 attackers handball ball around with 1 defender applying pressure • 2 defenders outside of square • On coach’s call, the 3 break to a point/line/kick to teammate

14

GAME 14: “THE SWEEPER”

• 3 v 3 within a small square (10 x 10m) • Each team has a defensive player

outside the square

• The 6 in the square paddle ball/handball to ground at random

• On coach’s call, the team in possession must get the ball to their forward

• The sweepers can go in to contest and support, or drop off to cover forward

GAME 15: “4 v 4 TOUCH FOOTBALL”

• Touch rugby is a great game for developing: � Fitness components of acceleration, reactive agility and anaerobic power � Reading movement cues of players (defensively and attacking) � Assist in getting into good position for tackling (reaction to opponent) � Developing defensive DM in terms of whether to pressure ball or corral

Progressions:

1. 4 v 4 or 5 v 5 touch rugby. 5m defensive rule. Touch or 2-handed wrap. 6 touch turnover. 2. As above, but handball only 3. Once ball fed out to HB, defense can come forward with no offside. After touch, play stops for

ball to come back to spot and defense must be 5m behind ball.

4. Variation – on each turnover, play starts with a 3 v 2 contest 5. Include a 1 v 1 forward set-up and allow leading and kicking (increases ability to read play re:

pressure ball carrier or corral – not allowing easy kick forward). If ball hits ground or defense

get ball, play on with a new set of 6.

AACCTTIIVVIITTYY NNAAMMEE:: 33vv22 HHaannddbbaallll.. AAIIMM:: KKeeeepp ppoosssseessssiioonn.. DDrraaww ooppppoonneenntt.. CCrreeaattee//mmoovvee ttoo ssppaaccee..

PLAY

SMALL-SIDED

GAME

QUESTION/S

(RE: STRATEGY)

REPLAY GAME – (STRATEGY IS BASED

ON PLAYER

RESPONSES)

MODIFICATION

TO GAME

Tag ball - 3 v 2 in a small square area (~15x15m)

- Team of 3 have the ball – aim to keep it off the pair by handballing between each other.

- The pair can tag the ball carrier with a 2-handed touch (successful ‘tackle’)- 1pt, or intercept- 2pts.

� How could you help out the ball carrier? When was the best time to handball? How did you know when to handball? (cues?). How did

you know where to run? How did you create space?

� How did the defensive pair work together? What type of defence worked best? What else could you have done? How could you limit the

space of the attackers?

Only change 1 rule/aspect of the game at a time (then ask further questions

relating to the change between each game!). Egs:

� Now team of 3 try to get as many passes in a row before tag/intercept � One person in team is worth 3 pts each time he receives the ball � One player can’t receive ball, only block/shepherd

16

AACCTTIIVVIITTYY NNAAMMEE:: AAIIMM::

PLAY

SMALL-SIDED

GAME

QUESTION/S

(RE: STRATEGY)

REPLAY GAME – (STRATEGY IS BASED

ON PLAYER

RESPONSES)

MODIFICATION

TO GAME

Game description

Examples of questions

List some game variations