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Immediate And Retention Effects Of Teaching Games For Understanding Approach On Basketball Knowledge

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Teaching Games for Understanding (TGfU) links tactics and skills by emphasizing the appropriate timing and application within the tactical context of the game. It has been linked to the development of enhanced tactical knowledge. The purpose of the study was to determine immediate and delayed effects of TGfU on procedural and declarative knowledge of basketball and to compare it with a technical approach. Experimental group (EG) (11 fifth graders + 18 sixth graders) was taught by TGfU and a control group (CG) (16 fifth graders + 24 sixth graders) was taught by a technical approach for 8 weeks in Physical Education (PE) classes, both. A written test was constructed to evaluate pupils’ declarative and procedural knowledge of basketball. The test was applied after the intervention to determine immediate effects and 8 months after the intervention to determine retention effects of the experimental programme. Shapiro-Wilk test, Wilcoxon T-test, Man-Whitney U-test were used for statistical analysis of obtained data. Cohen’s d was used to calculate effect size. Generally basketball knowledge was better in EG than in CG after the intervention (p
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Acta Facultatis Educationis Physicae Universitatis Comenianae
Vol. 55 No 1 2015
IMMEDIATE AND RETENTION EFFECTS OF TEACHING GAMES
FOR UNDERSTANDING APPROACH ON BASKETBALL
KNOWLEDGE
Gabriela Olosová, Ludmila Zapletalová
Department of Sport Games, Faculty of Physical Education and Sports,
Comenius University, Bratislava, Slovakia
Abstract. Teaching Games for Understanding (TGfU) links tactics and skills by emphasizing the
appropriate timing and application within the tactical context of the game. It has been linked to the
development of enhanced tactical knowledge. The purpose of the study was to determine immediate and
delayed effects of TGfU on procedural and declarative knowledge of basketball and to compare it with
a technical approach. Experimental group (EG) (11 fifth graders + 18 sixth graders) was taught by
TGfU and a control group (CG) (16 fifth graders + 24 sixth graders) was taught by a technical approach
for 8 weeks in Physical Education (PE) classes, both. A written test was constructed to evaluate pupils’
declarative and procedural knowledge of basketball. The test was applied after the intervention to
determine immediate effects and 8 months after the intervention to determine retention effects of the
experimental programme. Shapiro-Wilk test, Wilcoxon T-test, Man-Whitney U-test were used for
statistical analysis of obtained data. Cohen’s d was used to calculate effect size. Generally basketball
knowledge was better in EG than in CG after the intervention (p<0.05) what confirms moderate effect
size. When declarative and procedural knowledge were analysed separately there was no significant
difference between EG and CG. Nevertheless, moderate effect sizes indicate that the data are
particularly meaningful in terms of school practice. Retention effects of both approaches were similar.
Total knowledge and declarative knowledge were worse after 8 months than immediately after the
intervention in both groups (p<0.01). In both groups, there was no significant difference in procedural
knowledge between the test written immediately after the intervention and 8 months later. Differences
of changes were not significant between the groups.
Key words: Physical Education, basketball, Teaching Games for Understanding approach
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DOI 10.1515/afepuc-2015-0005
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Introduction
Physical Education has lifelong value and purpose and it lends itself to a creative tool
to learning and teaching. Such approach means teaching essential knowledge, skills and
understanding within creative contexts where the focus is developing pupils 'capacity to
become highly active explorers of knowledge, ideas and strategies and in enabling and
motivating them to apply knowledge and skills by making choices and decisions (Pickard and
Maude 2014). Despite that, some may think that it is safer to teach in a traditional, didactic
manner where learners are viewed as ‘empty vessels’ (Piaget 1952). Such model of games
teaching, known as a technical approach, involves teaching the skills required for a game in
isolation before playing the game. This method suits those learners capable of mastering
technical skills at that moment in time, but does not always enable less physically competent
learners to succeed. While there is an important place for practice and performance
technically accurate skills, these alone do not make games players. Griffin and Butler (2005)
suggest that pupils would become more proficient players if they learned to understand the
decisions to be made during the game. Furthermore, this model of teaching relies more on
teacher orders and less on learner participation. However, children enjoy, engage with and
learn from creative teachers, and learn most from teachers who support and challenge their
thinking (Pickard and Maude 2014).
On the other hand, there is a TGfU which focuses on problem-solving, and situated
and pupil-centred learning, thereby maximising player enjoyment (Griffin and Butler 2005).
Kirk and MacPhail (2002) argue that TGfU enables the learner to be actively engaged with
the learning environment, resulting in an increased ability to make sense of new knowledge,
which in turn fosters the development of intelligent game players. Given the active
engagement of the learner, the TGfU is an ideal vehicle to help with the development of
higher-order cognitive processes. When the TGfU approach is used, the learner develops an
appreciation for a game, which serves as a foundation for making good decisions (Oslin and
Mitchell 2006). McBride and Xiang (2004) have suggested that the TGfU supports the
development of metacognitive processes, such as decision-making, critical thinking and
problem solving.
Methods
For better understanding of a research, design there is a figure below (Fig. 1). At the
time t0 basketball skills and somatic characteristics had been measured but this is not relevant
to this paper. Afterwards the intervention was conducted in duration of 8 weeks. Importantly,
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a knowledge test was applied after the intervention at the time t1 and the same test was applied
8 months later at the time t2. Tests of basketball skills and game performance were applied
along with the knowledge test but these are not the subject of this study.
The aim of our study was to determine the immediate and retention effects of the
TGfU on procedural and declarative knowledge in basketball and to compare it with the
technical approach.
Figure 1
Research design
EG consisted of 11 fifth-graders (year of birth 2002 - 2003) and 18 sixth-graders (year
of birth 2001 - 2002) and CG consisted of 16 fifth-graders and 24 sixth-graders. During 8
weeks of the intervention EG was taught by the TGfU approach and CG by the technical
approach twice a week for 45 minutes in basketball classes, both. Afterwards both groups
continued having regular PE classes for 6 months what was followed by 2-month summer
break. To increase the validity of the experiment PE classes during the intervention were
conducted by the same teacher in every group and none of the groups played basketball in PE
between knowledge test 1 and 2.
To collect data the knowledge test was applied firstly after the intervention (t1) and
secondly 8 months later (t2). Seven out of 12 questions were concerned to basketball rules
(declarative knowledge) and five questions to tactics (procedural knowledge) of basketball.
Both closed and open questions were used.
The obtained data were processed by Shapiro-Wilk test to determine normal
distribution. Since only 1/3 of the data were normally distributed, nonparametric tests Mann-
Whitney U-test and Wilcoxon T-test were applied for further analysis. SPSS Statistics
programme, v. 17 was used. Cohen d was used to calculate effect size which was interpreted
t0 t1 t2
Knowledge test 1/
Motor tests 2/
Game performance 1
Knowledge test 2/
Motor tests 3/
Game performance 2/
Somatic characteristics
measurement 2
8 weeks 8 months
Motor tests 1/
Somatic characteristics
measurement 1
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as small at cut point of 0.2, moderate at cut point 0.5 and large at cut point 0.8 (Cohen 1988).
Declarative and procedural knowledge were evaluated separately and together as total
knowledge. A level of significance was set on 5 %.
Results and Discussion
A level of total knowledge was higher by 6.47% in EG than in CG (p<0.05). The
calculated effect size between EG and CG was moderate (d=0.5). The mean value was 9.28
point/pupil in EG and 8.5 point/pupil in CG. Declarative and procedural knowledge were
higher in EG than in CG but the difference was not significant (Fig. 2). Nevertheless moderate
effects sizes of both declarative (d=0.4) and procedural knowledge (d=0.4) indicate that the
data are particularly meaningful in terms of school practice. Therefore, we can presume that
TGfU approach has greater influence on the knowledge in basketball than in the technical
approach. Similarly, Turner and Martinek (1999) reported that students in a TGfU group
scored higher measures of declarative and procedural knowledge in field hockey than a CG
that was taught with more technique-oriented approach. Popelka (2012) identically reported
that pupils in a TGfU group scored higher measures of procedural knowledge in volleyball
than a CG that was taught with a technical approach. Similarly, Allison and Thorpe (1997)
reported that students who were taught invasion games with the TGfU showed improvements
in knowledge and understanding of when to pass, shoot or dribble, and how to make effective
decisions to provide support off the ball. Grade six students in two separate studies reported
higher levels of tactical knowledge in invasion (Mitchell, Griffin and Oslin, 1995) and
net/wall games (Griffin, Oslin and Mitchell, 1995). Combined, our research supports the
positive influence that TGfU can have on the development of knowledge and understanding
across many different types of games.
Figure 2
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Comparison of basketball knowledge between EG and CG at time t1
In EG mean value of total knowledge was 9.28 point/pupil after intervention (t1) and
7.78 point/pupil 8 months after intervention (t2) what is decrease by 12.5 % (p<0.01). The
significant decrease is supported by large effect size (d=1.1). Mean value of declarative
knowledge was 4.93 point/pupil in t1 and 3.62 in t2 what is a significant decrease by 18.72 %
(p<0.01). Calculated effect size was also large (d=1.1). Procedural knowledge decreased only
by 3.8% what was not significant (Fig. 3). However small to moderate effect size (d=0.3)
indicates that there might exist some practical significance of the data.
In CG mean value of total knowledge was 8.5 point/pupil in t1 and 7 point/pupil in t2
what is a decrease by 12.5 % (p<0.01). Effect size was large (d=0.8). Mean value of
declarative knowledge was 4.4 point/pupil in t1 and 2.98 in t2 what is a decrease by 20.36 %
(p<0.01). Large effect size (d=1.0) supports the decrease of basketball rules. Procedural
knowledge decreased only by 1.5% what was not significant (Fig. 4). There was no practical
significance confirmed by calculation of the effect size (d=0.1).
Results showed that during 8 months of not playing basketball pupils generally forgot
some basketball rules no matter what approach we have taught them. On the other hand, the
level of their procedural knowledge remained almost unchanged. A possible explanation why
procedural knowledge did not decrease could be due to a transfer within invasion games
(football, floorball, and handball) which pupils were playing in PE classes between test 1 and
test 2. It could be interesting to see whether and how much the tactical thinking and decision-
making changed in the game and not only in knowledge test.
When comparing EG knowledge changes to CG knowledge changes, EG declarative
knowledge decreased by 1.64 % less in comparison with CG. EG procedural knowledge
decreased by 2.3 % more in comparison with CG, on the contrary. Total knowledge changes
were same in both groups. According to the results, we can see that none of the groups
worsened more than the other one in 8-month period without playing basketball. Therefore,
we could state that both approaches have similar retention effects on declarative and
procedural knowledge in basketball.
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Figure 3
Comparison of basketball knowledge between time t1 and t2 in EG
Figure 4
Comparison of basketball knowledge between time t1 and t2 in CG
Conclusions and Recommendations
In general, we can confirm that the TGfU approach develops basketball knowledge more
than the technical approach. Retention effects of both approaches on basketball were similar,
declarative knowledge decreased but procedural knowledge did not change during 8 months
without basketball classes. For further research, we can recommend to apply more difficult
questions on tactical knowledge and more measuring tools for data collection. For practical
basketball settings at school, we could recommend to use game-based approaches, which
seem to be more effective in acquiring game knowledge and understanding.
References
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... Of the 13 studies, 5 studies (38.46%) carried out their intervention at high schools or sports clubs [22,[25][26][27]50], 3 were carried out in primary education (23.07%) [23,44,48], 3 were carried out in secondary education (23.07%) [31][32][33], 1 study was at elementary and high schools (7.69%) [29] and 1 study was developed at university (7.69%) [21]. ...
... In terms of inclusion criteria, three studies did not show the participants to any type of inclusion or exclusion criteria [21,33,44]. One study indicated female gender [29] and the other indicated male gender [22]. ...
... Three studies implemented a TGfU intervention and assessed knowledge of the game. One of these studies showed significant improvements in this variable [31], one study reported significant improvements on some of the variables recorded [26], and the last one showed no improvement [44]. ...
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Different authors have reported on the influence of the Teaching Games for Understanding (TGfU) intervention on game performance and psychosocial variables. This review aimed: (a) to explore the TGfU experimental studies; (b) to compare the effects of the TGfU vs. technical approach pedagogy on game performance; and (c) to determine the effect of the TGfU approach on game performance and psychosocial variables (motivational climate, task orientation, perceived competence and enjoyment). This systematic review with meta-analysis adheres to the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines. Four databases (PubMed, WOS, EBSCO and Google scholar metasearch) were searched. Study quality was measured with the Physiotherapy Evidence Database (PEDro) score. Thirteen studies were included. A pooled analysis of all interventions demonstrated a large significant improvement in decision making for TGfU when compared to technical approach pedagogy (SMD = 5.93, I2 = 98%; CI (95%) = 2.15–9.71; p = 0.004) and no differences between groups for skill execution (SMD = 1.70; I2 = 8%; CI (95%) = −5.34–8.73; p = 0.60). The effect of a TGfU intervention on game performance is strong (decision making, execution skills and tactical skills). Moderate evidence is reported by psychosocial variables (motivational climate, task orientation, perception of motivation and achievement in physical education). In addition, it is unclear its effect on perceived competence, enjoyment, knowledge of the game and intention to be physically active. TGfU intervention could be an appropriate approach for males and females in the context of education or sport. There is a need for a greater number of studies.
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This research aims to examine the effect of the Teaching Game For Understanding (TGFU) learning model by using a modified ball to hours volleyball learning outcomes. The participants of this study were Social Sciences students of SMA Negeri 3 Sukabumi City, as many as 90 students were divided into 3 groups. The first group of students who were given TGFU treatment with a modified ball, the second TGFU with normal ball, and the third group without treatment. The method used in this research is The Matching-Only pre-test-posttest control group design and teaching with ball modification. The instrument used in this study are the GPAI. The results of this study (1) there is a development of the volleyball game results with the TGFU learning model using a modified ball (2) there is no development of volleyball game results with the TGFU learning model using normal balls. In conclusion, the delivery of the TGFU learning program using modified balls increases volleyball learning outcomes. Keywords: Teaching Game for Understanding, Volleyball.
... Specifically, in line with studies in team games, such as basketball [47], volleyball [68,105] and field hockey [103], in the post-teaching experience condition, higher declarative knowledge [what to do], procedural knowledge [how to do it] and conditional knowledge [when to use a strategy and why it should be used] and information management [effective use of the information] were reported for the students who experienced the TGfU approach than for the students who experienced the technical teaching approach. Also, in consistency with empirical evidence, highlighting the crucial role of TGFU in increasing declarative and procedural knowledge [111,118,119], but, in contrast to some other researches, reporting none positive effect of tactical approach on procedural [114] or declarative knowledge [78], the students from the experimental group improved their metacognitive knowledge across all the components, whereas in the control group of students only the declarative knowledge enhanced. These findings suggest that, in the group of TGfU approach, the learners, via the tactical problems which hold in the modified games and via answering questions regarding offense or defense or the goals of the game, acquired global view of the task, became energetically involved in monitoring and evaluating the alternative movements, and, consequently, improved knowledge of how to react, how to create and or cover open space, how to pass the ball effectively, and determine where other players were positioned. ...
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This study aimed to examine the effectiveness of the TGfU (Teaching Games for Understanding) tactical-game approach in promoting metacognitive knowledge (declarative knowledge, procedural knowledge, conditional knowledge, information management), metacognitive regulation (planning, monitoring, problem solving strategies, evaluation, imagery) and game-play performance in physical education. An experimental intervention study in basketball was conducted with pre-and post-intervention measures. The participants were forty-one, seventh grade, students who came from two classes of a Senior High School from a rural area of Southern Greece. The classes were randomly labelled as experimental group (8 boys, 12 girls), which was taught basketball by the TGfU, or control group (10 boys, 11 girls), which was taught basketball by the technical skill-based approach. Both participating groups of students were taught ten lessons in respective ten weeks, each of which lasted forty-five minutes. Students' metacognition was assessed pre-and post-intervention using self-report questionnaire, and their basketball game performance was estimated by two experts in both conditions. The main results showed that (a) after the completion of the intervention, the TGfU group of students, compared to technical teaching group of students, reported higher metacognition in perceptual knowledge, information management, conditional knowledge, problem solving strategies and evaluation, and performed better in games, and (b) in the post-vs pre-teaching condition, the technical teaching group only referred to higher using of declarative knowledge, whereas the TGfU teaching group achieved higher performance in games, and it referred to more frequent use of metacognitive knowledge of declarative, perceptual, information management and conditional, and of metacognitive regulation of planning, problem solving strategies and evaluation. Overall, the tactical-game approach of TGfU proved effective in improving both metacognition and performance in physical education classes. The results are discussed for their applications into effective learning and future research.
... Hay una variedad de estudios que analizan el efecto de los modelos modernos de enseñanza, conocida como Teaching Game for Understanding 41 o como Enseñanza Compresiva 24 , mediante el uso de los juegos modificados, donde se plantean las distinta situaciones de juego global, para la mejora y la comprensión de la táctica de los deportes, lo que ayudará a la mejora de la toma de decisiones en ámbitos deportivos y educativos 20, 30,32,40,43,42,43,44,45,46,47 . Así como, que es una nueva modalidad deportiva utilizada al promover la cooperación, la no agresión y la violencia 1,2,3,14,15,32,48,49,50 . ...
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RESUMEN Una de las principales labores de los maestros de Educación Física en la actualidad es motivar a nuestros alumnos y dotarles de nuevas actividades que mejoren sus habilidades y conocimientos. En nuestro caso hemos apostado por un deporte novedoso en nuestro país, Tchoukball, que puede servir como base para el aprendizaje de posteriores deportes más conocidos como baloncesto o balonmano. El estudio realizado demuestra la mejora de habilidades y destrezas, la toma de decisiones y del índice de actuación relacionadas con el Tchoukball y cómo esta mejora hace que nuestros alumnos accedan con mayor rapidez al aprendizaje posterior de otros deportes con semejantes características. PALABRAS CLAVE: enseñanza comprensiva, Tchoukball, aprendizaje significativo, deportes de invasión. ABSTRACT One of the main tasks of Physical Education teachers today is to motivate our students and provide them with new activities to improve their skills and knowledge. In our case we opted for a new sport in our country, Tchoukball, which can serve as a basis for further learning best-known sports like basketball or handball. The study shows the improvement of skills and skills, decision-making and performance index related Tchoukball and how it makes our students improve faster access to further learning of other sports with similar characteristics.
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A number of research agendas including teaching games for understanding, invasion games tactics, cooperative learning, seeking solutions to ill-defined problems, and examining learner's use of domain specific knowledge share thoughtful decision making as a common denominator. For the most part, each of these research strands have been investigated individually with little effort to link findings to a larger construct addressing thoughtful classrooms. This paper discusses the agendas and proposes a schema whereby thoughtful decision making represents a common conduit that might well lead to a more inclusive and informative theoretical model in physical education. (Contains 1 figure.)
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0273-5024 Bunker and Thorpe first proposed Teaching Games for Understanding (TGfU) in 1982 as an alternative to traditional, technique-led approaches to games teaching and learning. Despite interest from teachers and researchers, there has been no attempt to review the TGfU model. This is an oversight, given the important advances in educational learning theory and ecological approaches to motor control since the early 1980s. The purpose of this paper is to present a new version of the TGfU model that draws on a situated learning perspective. The paper describes the TGfU approach, overviews recent research on TGfU, and outlines a situated learning perspective. This perspective is then applied to rethinking the TGfU model. The intended outcome of the paper is the provision a more robust and sophisticated version of the TGfU model that can inform future directions in the practice of and research on TGfU. Published Refereed
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• This work, a second edition of which has very kindly been requested, was followed by La Construction du réel chez l'enfant and was to have been completed by a study of the genesis of imitation in the child. The latter piece of research, whose publication we have postponed because it is so closely connected with the analysis of play and representational symbolism, appeared in 1945, inserted in a third work, La formation du symbole chez l'enfant. Together these three works form one entity dedicated to the beginnings of intelligence, that is to say, to the various manifestations of sensorimotor intelligence and to the most elementary forms of expression. The theses developed in this volume, which concern in particular the formation of the sensorimotor schemata and the mechanism of mental assimilation, have given rise to much discussion which pleases us and prompts us to thank both our opponents and our sympathizers for their kind interest in our work. (PsycINFO Database Record (c) 2012 APA, all rights reserved)
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The purpose of this study was to test the validity of the games for understanding model by comparing it to a technique approach to instruction and a control group. The technique method focused primarily on skill instruction where the skill taught initially was incorporated into a game at the end of each lesson. The games for understanding approach emphasized developing tactical awareness and decision making in small game situations. Two physical education specialists taught field hockey using these approaches for 15 lessons (45 min each). The control group did not receive any field hockey instruction. Data were collected from 71 middle school children. Pretests and posttests were administered for hockey knowledge, skill, and game performance. Separate analyses of variance or analyses of covariance were conducted to examine group differences for cognitive and skill outcomes. The games for understanding group scored significantly higher on passing decision making than the technique and control groups during posttest game play and significantly higher than the control group for declarative and procedural knowledge. The games for understanding group scored significantly higher on control and passing execution than the other groups during posttest game play. For hockey skill, there were no significant differences among the treatment groups for accuracy, but the technique group recorded faster times than the control group on the posttest.
A comparison of the effectiveness of two approaches to teaching games within physical education A skills approach versus games for understanding approach In of Physical
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ALLISON, S. and R. THORPE, 1997. A comparison of the effectiveness of two approaches to teaching games within physical education. A skills approach versus games for understanding approach. In: British Journal of Physical Education, 28 (3), p. 9-13. -10.1515/afepuc-2015-0005
Two instructional approaches to teaching net games. Poster session presented at the
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More teaching games for understanding: Moving globally. Human Kinetics
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