Developing Meaningful Understanding of Games and Sport using a Game-Based Approach
Game-based
approaches (GBAs) locate the concept of meaning in the conceptualisation of
games as decision-laden, problem-solving contexts. GBAs provide an alternative
to the technical orientated ‘behavourist’ teaching and sport coaching which is
based on a dominance of direct instruction for replication of prescribed
movement models (Pill & Hyndman, 2018): what Tinning (2010) described as
demonstrate-explain-practice. In physical education, this has been called the
historically common ‘PE Method’ (Metzler, 2011) which in the physical education
focus area of games and sport looks like sport taught as sport techniques
(Kirk, 2010). When a teacher or sport coach uses a GBA, facilitating
conversation with players purposeful reflection on game experiences is a major
pedagogy focus (Light, Curry, & Mooney, 2014: Pill & Hyndman, 2018).
The
following key pedagogical concepts identify a GBA:
1. The game as a "whole" becomes the starting point of practical sessions, therefore, ‘skills’ are initially practised within the realistic context of the game (here, "whole' refers to a game form, not necessarily 'full rules' and 'full sided', to differentiate from 'part practice' which is commonly a 'drill' or 'practice form' task);
2. The
approach is ‘learner-oriented’ because games are: a) modified to suit the
ability of the group; b) presented flexibly to cater for individual differences
within groups; and c) players are encouraged to take responsibility during play
and discussions with teachers/coaches as guides to the process; and
3. Games can
be understood through common principles of play, which enables games to be categorised as target, net/wall or court, fielding/striking, and
invasion sports. Principles of play as common movement patterns may frame a
tactical understanding of attack, defence, and transition play (Worthington,
1974). The identification of common principles of play can be used to encourage
the transfer of knowledge, skills and concepts between games in a category
(Piggott, 1992).
The teaching
of the GBA process is loosely ‘game-question-game’ (den Duyn, 1996, 1997). Technique
practice is not ignored and is addressed when it is appropriate (Thorpe, 1997),
usually building upon and reflecting upon prior game experiences of skill
execution. In previous work (2007a, 2011a, 2011b) I have attempted to aligned
the two central distinguishing pedagogical concepts of a GBA – make the overall
game form the focus of sessions/lessons and foreground reflectivity through
inquiry processes that make player learning visible - to a progression of skill
as stages of learning consistent with the descriptions of learning progressions
found in most PE curriculum frameworks and sport 'long term develop models'. This progression is: (a) small sided
games for fundamental movement and sport skill development (see ASC, 1999); (b)
modified and 'mid-sized' games for sport specific skill development (see ASC, 1996b); and (c)
designer games (see Charlesworth, 1994) which are match simulations for more
advanced sport skill development.
GBAs have
been linked by education theorists to a constructivist understanding of
learning (Light, 2008, 2013). Linking to a constructivist understanding of
learning, the GBA practitioner will use game rules as environmental structures and
game-play constraints to allow for: (a) the emergence of a cognising moment
from the players’ experiences; (b) the capturing of the meaning that is
generated from the moment during players’ experiences; and (c) insertion of
that meaning back into the game play or a new game structure.
Informed by
a constructivist perspective, the first game can be seen to serve two purposes.
The first is to provide mental scaffolding using cognitive organisers and
schematic alignment either to consolidate existing skills, knowledge and
understanding or to prepare players for new learning challenges. Therefore, the
game can be considered a form of ‘advanced organiser’ used by the PE or sport
coach teacher deliberately to assist players to learn and retrieve information
by making the information meaningful and familiar because it is presented ‘in
context.’ Reflectivity
and isolated practice are then used to develop the ‘parts’ or components of the
game from those ‘initial experiences’, which are linked back into the totality
by the next game engagement (Pill & Hyndman, 2018; Swanson & Law,
1993).
The second
‘whole’ episode is a major consideration in progressing player learning. The
second game experience is where evidence of understanding occurs, as the
individual part isolated for reflection and possibly practice is put back
together with the game, creating a relationship between the part/s isolated for
discussion and practice and the game. In theory, the parts ‘practiced’ take on
meaning within the whole. If mastery of the part has not occurred, then
effective performance in the second game will not occur and a lack of
progression from knowledge familiarity to understanding will likely be evident
in the reflective ‘questioning’ moments and observation of play.
In this
context, ‘meaning’ exists in the context of a game in that a player is able to
comprehend the logic of the game as a whole (Grehaigne, Richard & Griffin,
2005) and how that meaning functions as tactical possibilities. Participants
must also be able to see possibilities within a game and make decisions based
upon and building on their cognitive experiences that demonstrate to the
observer ‘intelligent’ performance in a game.
GBAs also position
differently from the idea that ‘skill’ is replication of a ‘textbook’ movement
model (Pigott, 1982). Skill is understood as movement demonstration of tactical
and technical interdependence (Light, 2006; Pigott, 1982; Pill & Hyndman,
2018). GBAs are presumed to bring a focus on game understanding and developing
‘thinking players’, and this is what is meant by meaningful game participation
(Pill & Hyndman, 2018). Often lost in the GBA scholarship, however, is
Almond (2010) suggestion that through ‘game sense’ GBAs should also enhance
players ability to appreciate their potential to experience the ‘thrill’ of
playing through the potential to be excited and challenged. This ‘affective’
domain is where I see Light and Harvey’s work on the Game Sense approach as a
positive pedagogy as an exciting creative possibility for GBAs and individual
development of a more ‘total’ sense of meaningful understanding.
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