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http://epe.sagepub.com/ European Physical Education Review http://epe.sagepub.com/content/20/1/36 The online version of this article can be found at: DOI: 10.1177/1356336X13496001 2014 20: 36 originally published online 6 August 2013 European Physical Education Review Steven Stolz and Shane Pill relevance in physical education Teaching games and sport for understanding: Exploring and reconsidering its Published by: http://www.sagepublications.com On behalf of: North West Counties Physical Education Association can be found at: European Physical Education Review Additional services and information for http://epe.sagepub.com/cgi/alerts Email Alerts: http://epe.sagepub.com/subscriptions Subscriptions: http://www.sagepub.com/journalsReprints.nav Reprints: http://www.sagepub.com/journalsPermissions.nav Permissions: http://epe.sagepub.com/content/20/1/36.refs.html Citations: What is This? - Aug 6, 2013 OnlineFirst Version of Record - Jan 15, 2014 Version of Record >> at UNIVERSITY OF WATERLOO on October 9, 2014 epe.sagepub.com Downloaded from at UNIVERSITY OF WATERLOO on October 9, 2014 epe.sagepub.com Downloaded from

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http://epe.sagepub.com/European Physical Education Review

http://epe.sagepub.com/content/20/1/36The online version of this article can be found at:

 DOI: 10.1177/1356336X13496001

2014 20: 36 originally published online 6 August 2013European Physical Education ReviewSteven Stolz and Shane Pill

relevance in physical educationTeaching games and sport for understanding: Exploring and reconsidering its

  

Published by:

http://www.sagepublications.com

On behalf of: 

North West Counties Physical Education Association

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Article

Teaching games and sportfor understanding:Exploring andreconsidering its relevancein physical education

Steven StolzLa Trobe University, Australia

Shane PillFlinders University, Australia

AbstractOver 30 years ago the original teaching games for understanding (TGfU) proposition was publishedin a special edition of the Bulletin of Physical Education (Bunker and Thorpe, 1982). In that timeTGfU has attracted significant attention from a theoretical and pedagogical perspective as animproved approach to games and sport teaching in physical education (PE). It has been particularlychampioned as a superior alternative to what Kirk (2010) and Metzler (2011) described as atraditional method. Recently, however, one of the TGfU authors suggested that the TGfU premiseneeds to be revisited in order to explore and rethink its relevance so that pedagogy in PE againbecomes a central and practical issue for PE (Almond, 2010), as it has not been as well accepted byPE teachers as it has by academics. In order to review and revisit TGfU and consider its relevanceto games and sport teaching in PE this paper outlines two areas of the TGfU proposition: (1) thebasis for the conceptualisation of TGfU; (2) advocacy of TGfU as nuanced versions. The empirical-scientific research surrounding TGfU and student learning in PE contexts is reviewed and analysed.This comprehensive review has not been undertaken before. The data-driven research will facil-itate a consideration as to how TGfU practically assists the physical educator improve games andsport teaching. The review of the research literature highlighted the inconclusive nature of theTGfU proposition and brought to attention the disparity between researcher as theory generatorand teacher practitioner as theory applier. If TGfU is to have improved relevance for teachers of PEmore of an emphasis needs to be placed on the normative characteristics of pedagogy that drivethis practice within curricula.

Corresponding author:

Steven Stolz, Faculty of Education, La Trobe University, PO Box 199 Bendigo 3552, Victoria, Australia.

Email: [email protected]

European Physical Education Review2014, Vol. 20(1) 36–71ª The Author(s) 2013Reprints and permission:sagepub.co.uk/journalsPermissions.navDOI: 10.1177/1356336X13496001epe.sagepub.com

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KeywordsTeaching games for understanding (TGfU), teaching, physical education (PE), research

Introduction

This paper aims to revisit Bunker and Thorpe’s (1982) teaching of games for understanding (TGfU)

approach in physical education (PE). Since its inception as a model, the TGfU approach has been the

subject of significant attention from theoretical, research, advocacy and practical perspectives. The

review of the literature highlights how the TGfU model has been the catalyst for a global movement

involving games teaching that has spawned a diverse array of derivations around the world. Although

Bunker and Thorpe intended to challenge the status quo of what has now become known as a

‘traditional’ (Hoffman, 1971; Kirk, 2010; Metzler, 2011) approach to teaching games and sport in

PE, a closer look at the literature will show competing discourses vying for dominance in the PE

games literature (see for example, Metzler, 2011). For instance, recent research would suggest that

curriculum and pedagogical elements associated with Game Sense (den Duyn, 1996, 1997), which is

an Australian version of TGfU, are not considered by teachers as unique to a TGfU framework, or of

themselves defining of a TGfU approach because they are simply good pedagogical practice for sport

related game teaching (Pill, 2011a). This is a theme picked up by Hopper et al. (2009), who noted that

TGfU was not initially presented as a new innovation, rather an organisation and application of peda-

gogy that had not previously been made coherent.

For the purposes of this paper we will be concerned with the critical discussion of two issues: first,

we provide a brief historical overview of the conceptual approach commonly known as TGfU in

order to highlight how this model has spawned major iterations that may appear to be different, but

on closer inspection are defined by subtle rather than distinctive differences, some of which clarify

aspects of the original TGfU proposition; and second, in order to verify these claims we adopt a

similar methodology to Wallhead and O’Sullivan (2005) in which a total of 76 publications per-

taining to the TGfU model were collected and segregated into two categories: theoretical (n ¼ 40)

and data-based empirical-scientific studies (n ¼ 36). The review of the non-empirical-scientific lit-

erature demonstrated the global dissemination and nuanced interpretations of TGfU since its original

description in the themed edition of the Bulletin of Physical Education in 1982. The contradictory

nature of the empirical-scientific literature, especially the attempt to capture TGfU as ‘good’ peda-

gogical practice, is revealed in the empirical-scientific literature summarised later in Table 2. The

empirical-scientific data is inconclusive as to whether TGfU enhances games teaching and learning.

This is unlike the theoretical literature, which advocates and explains TGfU as an improvement upon

traditional (Kirk, 2010; Metzler, 2011) and in many cases still normative ‘technical’ (Kirk, 2010) and

‘linear’ (Chow, et al., 2007) pedagogical practice. The assumptions of the theoretical literature about

TGfU pedagogy and comparisons with a traditional PE method (Metzler, 2011) will be explained in

the literature review following this introduction. It is anticipated that this paper will generate further

discussion and research surrounding games and sport pedagogy and learning in PE, which the results

of this research reveal are far from resolved.

Literature review

TGfU: a brief historical overview

A paradigm shift from the drill as the dominant approach to sport-related games teaching began

in the 1960s that influenced the later pedagogical elements of TGfU. Wade (1967) proposed a

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small-sided games framework for the combined purpose of teaching technical and tactical attack

and defence skills of football (soccer). The small-sided games framework Wade proposed involved

the minimum possible number of players for a competitive small-sided game. Small-sided modi-

fied games became a central feature of the TGfU model. Also in the late 1960s, Mosston (1968)

described the Spectrum of Teaching Styles. The Spectrum of Teaching Styles instructional strate-

gies guided PE teachers towards the purposeful choice of pedagogical action to meet specific

teaching objectives (Mosston, 1981). The guided discovery style explained by Mosston is not

unlike the TGfU emphasis on teacher questioning to both prompt examination of a target game

concept and focus game understanding.

Mauldon and Redfern (1969) suggested that physical educators should not call a person educated

who has simply mastered a skill and presented a new approach for games teaching. Mauldon and

Redfern’s new approach (1969) contained three elements: (1) game categories to group games of

similar nature so that teaching for conceptual and skill transfer between similar games could occur; (2)

game analysis by players so that players were prompted to develop game appreciation and under-

standing; and (3) structured situations for player experimentation and problem solving. They proposed

that all games contained one or more of three elements: (1) sending an object away; (2) gaining

possession of an object; and (3) travelling with an object. These elements were used to group games

into three categories: (a) net games; b) batting games; and (c) running games. The purpose of the game

classification was to assist the process of game analysis for player development of game appreciation,

and to assist teaching for skill and knowledge transfer between games. These features are also present

as emphasised pedagogical themes in the description of TGfU (Bunker and Thorpe, 1982).

Game classification was later refined to four categories and eight sub-categories by Ellis (1983)

(Table 1).

Despite these developments in games and sport teaching, games teaching in secondary PE

continued to be structured as sport-as-techniques in highly structured lessons (Kirk, 2010). The

decontextualised nature of learning skills as motor patterns isolated from the movement–informa-

tion coupling of the game meant that students’ experiences of sport were not authentic (Savels-

bergh et al., 2003). Some suggested that a large percentage of students completed the

compulsory years of schooling and participation in PE achieving very little success, and knowing

very little about games and sport (Bunker and Thorpe 1982, Siedentop 1994).

TGfU: an approach for improved games teaching?

In 1982, TGfU proposed that the games teaching emphasis be placed on understanding the logic of

play imposed by the rules of the game, and that appreciation of the tactical structure of play be

Table 1. Ellis (1983) game categories.

Territory Games - Goal (Football)Line (Rugby)

Target Games - Opposed (Lawn Bowls)Unopposed (Golf)

Court Games - Net (Volleyball)Shared (Squash)

Field - Fan (Softball)Oval (Cricket)

38 European Physical Education Review 20(1)

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learnt before highly structured technique teaching was proposed (Bunker and Thorpe, 1982). It

emerged as a counter to the perceived shortcomings for student learning inherent in the highly

structured sport-as-techniques (Kirk, 2010) traditional PE method (Metzler, 2011) in secondary

PE. The model now known as TGfU continued the evolution of the small-sided games approach

(Werner et al., 1996) while outlining a sequential cycle of teaching based on the premise that game

understanding and decision making was not dependent on the prior development of sport specific

movement techniques.

Just as Mauldon and Redfern’s (1969) approach challenged the curriculum and pedagogical

practice of PE, TGfU challenged traditional PE method ‘of progression as an additive process by

proposing that children could learn to play modified versions of games ahead of mastering the

mature skills’ (Kirk, 2010: 85). The six-step TGfU cycle of teaching assumed that students learn

best if they understand what to do before they understand how to do it (Griffin et al., 2005: 215). As

already indicated, the TGfU model combined features of earlier departures from the PE method.

However, it was the clear articulation of guiding pedagogical principles (Bunker and Thorpe,

1982) and theoretical support from the perspective of cognitive educational psychology (Pigott,

1982) that was perhaps significant to the models subsequent academic acceptance.

The distinctiveness of the TGfU model is sometimes suggested as belonging with its guiding

pedagogical principles (Thorpe et al., 1984). These are as follows (Thorpe et al., 1986: 164–167):

1. Sampling: The use of modified games and sport as a way to experience adult versions of

games;

2. Exaggeration: Changing game structures, such as rules, equipment and play space, to promote,

exaggerate, control or eliminate certain game behaviours to enable teaching through the game;

3. Representation: Small-sided modified games structured to suit the age and/or experience of

the players; and

4. Questioning: Prompting student thinking and problem solving by questions so that knowl-

edge of what to do, when to do it and why to do it develops and leads to the question of how

to perform movement in the context of play.

However, these pedagogical elements were already advocated as advances in games teaching.

What TGfU approach accomplished was the organisation of the pedagogy into a coherent pro-

position (Thorpe et al., 1986).

Since Bunker and Thorpe’s (1982) original description and explanation of the TGfU approach

and further elaboration (Bunker and Thorpe, 1983; Thorpe et al., 1986), it has been advocated as

nuanced interpretations. This growth reflected similar concerns to overcome problems of: (1)

isolated (from the game) direct teaching of skill drills and defining of skills as techniques; (2)

perceptions that student motivation in games teaching is low; and (3) the absence of relevance of

PE to the achievement of educational outcomes (Lopez et al., 2009). The next section of the paper

briefly summarises the advocacy of TGfU occurring through the major interpretations of TGfU

occurring in the PE literature.

Developing TGfU globally: the major iterations

Tactical Games. The Tactical Games approach (Griffin et al., 1997; Mitchell et al., 2003, 2006)

simplified the six-step teaching and learning cycle of TGfU into a three-step cycle to make it easier

for teachers to understand the learning process (Figure 1). The Tactical Games model also

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introduced a structured progression through levels of sport skill learning to provide a ‘complete

package for teaching’ (Mitchell et al., 2006: 5) for middle and secondary school PE that was miss-

ing from the TGfU literature. The benefit of such an approach for teachers was that they did not

have to be as reliant on developing sport-specific domain knowledge across a broad range of dif-

ferent sports. Questions to guide the development of game understanding and skill practices during

lessons were focussed through an overarching tactical problem.

As Figure 1 illustrates, the Tactical Games approach did not change the tactical-before-technical

linear teaching cycle of the original TGfU proposition. However, a substantial addition to the peda-

gogy of TGfU was the description of an assessment tool that accounted for on-the-ball and off-the-

ball game play, known as the Games Performance Assessment Instrument (GPAI). The GPAI

enabled codification of tactical decision making, off-the-ball movement to read and respond, and

on-the-ball reaction and then recovery to a position for further game involvement (Hopper, 2003).

Seven components of game performance were defined in the GPAI to provide flexibility and adapt-

ability of the instrument across TGfU game categories (Mitchell et al., 2006).

Game Sense. The term ‘Game Sense’ was used by Thorpe and West in 1969 as a description of

game intelligence and as a games teaching performance measure. However, Game Sense is more

commonly recognised as emerging from the field of sport coaching in Australia. In 1993,

Charlesworth described Game Sense as the objective of player development at the elite sport

level. He described Designer Games (Charlesworth, 1993, 1994) as the structure to achieve the

combining of specific technical, tactical and fitness training in a game practice that simulates

game conditions to develop player game sense. The idea of Game Sense developed into a sport

teaching approach during a series of visits by Rod Thorpe to Australia in the mid 1990s to work

with the Australian Sports Commission (Thorpe, 2012). A player-centred model (Schembri,

2005) to develop the tactical and technical foundations of sport through a game-centred training

structure was described (den Duyn, 1996, 1997; Thorpe, 1997). Thorpe (2006) has described the

Game Sense model as incorporating more than the original TGfU model (Kidman, 2005: 233),

and so the Game Sense model may be justifiably seen as a further refinement of TGfU for sport

skill teaching.

The central focus of the Game Sense approach is the development of thinking players (den

Duyn, 1997). This objective for sport teaching is pursued via the coupling of movement tech-

nique to game context as skilled performance; or, as den Duyn (1997) described, Technique þ

Game Form

(Representation, Exaggeration)

Tactical Awareness Skill Execution

What to do? How to do it?

Figure 1. Tactical Games approach.

40 European Physical Education Review 20(1)

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Game Context ¼ Skill (Figure 2). The original Game Sense description did not elaborate the

teaching of game appreciation and understanding before a focus on the refinement of skill

execution, but discussed the development of technical and tactical game components as being

taught together. This was a fine distinction but a departure from the six-step TGfU tactical-

before-technical cycle of learning where game appreciation occurs before technique develop-

ment (Figure 3).

Similar to the TGfU (and Tactical Games) model, small-sided games and the use of questioning

to develop tactical game understanding were central to the pedagogy of a Game Sense approach.

Also similar to the Tactical Games model, a thematic curriculum for the teaching of sport skill

foundations based on the TGfU game categories emerged, elaborated via the Game Sense Cards

(Australian Sports Commission, 1999a) and then the Active After Schools Playing for Life kit

Technique + Game Context = Skill

Figure 2. Game Sense (den Duyn, 1997).

Game Categories

Invasion Court Field Territory

1. Game

2. Game Appreciation 1. Learner 6. Performance

3. Tactical Awareness 4. Making Appropriate Decisions

5. Skill Execution

What to do? How to do it?

Figure 3. The teaching games for understanding (TGfU) approach.

Stolz and Pill 41

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(Australian Sports Commission, 2005). The Game Sense cards were similar to the Playsport mini-

games instructional cards designed by Rod Thorpe (Thorpe, 2006).

Similar to TGfU’s initial articulation, Game Sense did not initially distinguish between small-

sided games for fundamental sport skill learning and small-sided game play for more complex tac-

tical and technical skill learning. It was later refined into a three-stage curriculum model aligned to

the continuum of achievement evident in Australian Health and PE curriculum frameworks, and

the general direction of Cote et al.’s (2003) developmental model of sport participation as Play

with Purpose (Pill, 2007).

Play Practice. Game Sense also forms part of the Play Practice approach (Launder, 2001). The Play

Practice approach, however, explains Game Sense as one of several elements required for suc-

cessful game involvement. Similar to Charlesworth’s (1993, 1994) description of Designer Games,

Play Practice positions Game Sense as a sport-teaching/coaching objective. Like Designer Games,

Play Practices could be seen as activities that sit within a Game Sense approach, alongside skill

drills and other instructional strategies, used to teach individual and group situational skills and

decision making in ‘time-outs’ between small-sided game play and match simulation via Designer

Games.

The Play Practice pedagogy of shaping the play to suit the experience of players, focussing the play

on learning sport skills, and enhancing play by directing attention to any elements of play requiring

improvement (Launder, 2001) are conceptually similar to the TGfU pedagogy of teaching through the

game and directing learning by sampling, exaggerating and representation of game structures. Like

TGfU, Tactical Games and Game Sense models, Play Practice pedagogy encouraged teachers to adopt

a broad range of instructional strategies to achieve task objectives; however, there is no obvious

emphasis on the development of ‘thinking players’ by guided discovery using questioning as a central

pedagogical tool as there is in the TGfU, Game Sense and Tactical Games models.

Invasion games competency model. In the invasion games competency model (IGCM) players

progress through a sequential series of basic game forms (modified games) growing in complexity

as they master the objectives of each game form. A game situation is the starting point for lessons,

and the introductory game is designed to relate the tactical and technical elements of the situation

to the players. Similar to other versions of TGfU, when using the IGCM teachers are encouraged to

monitor the play for tactical problems and intervene to stop the game where appropriate to question

players, thereby encouraging players to think about the aim of the game. Once players recognise

the need for new skills or skill refinement, practice occurs (Tallir et al., 2004, 2005).

Tactical decision learning model. The tactical decision learning model (T-DLM) focusses on student

exploration of the various possibilities of game play and on the construction of adequate movement

responses in small-sided invasion games (Grehaigne et al., 2005a). After experiencing the game,

teams propose action plans (game plans) which are then tried out in play and progressively refined

as players develop more sophisticated understanding of the relationship between the action plan

and the game rules (Grehaigne and Godbout, 1995). Once stabilisation of game understanding

appears to have taken place, the teacher increases the complexity of the game, and eventually intro-

duces another team sport to initiate generalisation of game understanding across sports (Grehaigne

et al., 2005b). Similar to the Tactical Games approach emphasis on data collection, observational

assessment and the collection of qualitative and quantitative feedback are central to the T-DLM.

This data collection may occur through the tracking of player movement using descriptive drawing

42 European Physical Education Review 20(1)

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and statistical measures such as the Team Sport Assessment Instrument. This instrument contains

assessment criteria to account for players’ specific behaviours during game play (Grehaigne and

Godbout 1997, 1998; Grehaigne et al.2005a).

TGfU is also familiar in Hong Kong, China, Taiwan, Macau, Japan and Korea (Liu, 2010), and

in Singapore it is known as the Games Concept Approach (Light and Tan, 2006).

Theoretical framework used to organise the literature review

Adopting a similar methodology to Wallhead and O’Sullivan (2005), initial articles and papers

were sourced by a key word search in Google Scholar utilising TGfU, teaching games for

understanding, tactical games and game sense and physical education. From the initial searches

additional articles, papers and books were sourced through citations and references.

The review of literature revealed four sub-categories of TGfU publication. The first type of pub-

lication consisted of theories of sport teaching and learning. The publications discussed the tenets of a

model of sport or games teaching and the pedagogical content knowledge (Shulman, 1987). Issues

addressed within this type of literature include the cycle of learning (Bunker and Thorpe, 1982; Grif-

fin et al., 1997; Mitchell et al., 2006), pedagogical strategies (Bell, 2003; den Duyn, 1997; Grehaigne

et al., 2005a; Griffin et al., 1997; Launder, 2001; Mitchell et al., 2006, Pill, 2007, 2011b; Piltz, 2003),

and the application of TGfU to sport skill-teaching pedagogy (Breed and Spittle, 2011; Charlesworth,

1993; den Duyn, 1997; Grehaigne et al., 2005b; Griffin et al., 1997; Hopper, 1998; Launder, 2001;

Mitchell et al., 2006; Schembri 2005). This literature also included examples of how to implement

teaching games and sport for understanding in school and coaching contexts.

The second category of publication included advocacy for teaching games and sport for

understanding for a better practice of sport teaching and coaching. The publications elaborated on

the assumptions and assertions of efficacy of the descriptions of the TGfU models being imple-

mented around the world (Chow et al., 2007; Kirk et al., 2000; Launder and Piltz, 2006; Pigott,

1982; Pill, 2010; Piltz, 2002; Renshaw et al., 2010; Thorpe, 1997) and the personal experience of

the authors with the model (Butler and McCahan, 2005; Kirk et al., 2000; Light et al., 2005). This

type of publication asserted enhanced student learning and games teaching resulting from the

adoption of the pedagogical and content tenets of a TGfU-style curriculum based on theories of

skill learning or the authors’ experience of games teaching.

The third category of publication included the perspective of the practitioner. It included the

data driven studies evaluating the limits, constraints and possibilities of teaching games and sport

for understanding on various dimensions of sport learning, the achievement of curriculum out-

comes and design and implementation of curriculum. It would not be appropriate to make state-

ments regarding the advantages of models without reviewing the empirical-scientific literature

(Chandler and Mitchell, 1990; Lopez et al., 2009). The results of the literature review are contained

in Table 2 and discussed in detail later in the paper.

The fourth category of publication dealt with the implementation of teaching games and sport

for understanding into the coursework and tertiary education experiences directed at pre-service

teacher pedagogical content knowledge (Forrest et al., 2006; Howarth and Walkuski, 2003;

Howarth, 2005; Light, 2003; Light and Georgakis, 2005; Pill, 2009; Sweeney et al., 2003). The

narrative of this research is that pre-service teachers are attracted to the model but find the peda-

gogical content knowledge required to implement the theoretical model into practice troublesome,

which as a result limits feelings of efficacy with the model. The intention in this paper is not to

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pre

test

and

post

test

,30-ite

mm

ultip

le

choic

ekn

ow

ledge

test

,an

da

codin

gofga

me

dec

isio

ns

(contr

ol,

dec

isio

nm

akin

g,ex

ecution)duri

ng

gam

epla

yan

dpar

tici

pan

t

inte

rvie

ws

�N

osi

gnifi

cant

diff

eren

ces

insk

illdev

elopm

ent

bet

wee

nT

GfU

and

tech

niq

ue

groups

on

the

skill

test

�T

GfU

impro

ved

sign

ifica

ntly

more

than

tech

niq

ue

group

for

dec

lara

tive

know

ledge

�T

GfU

group

impro

ved

sign

ifica

ntly

more

than

tech

niq

ue

group

inco

ntr

olan

ddec

isio

nm

akin

gin

gam

epla

y

�T

he

inte

rvie

wdat

ain

dic

ated

gam

e-re

late

dac

tivi

ties

pro

vided

the

most

enjo

ymen

t

(con

tinue

d)

44

at UNIVERSITY OF WATERLOO on October 9, 2014epe.sagepub.comDownloaded from

Tab

le2

(continued

)

Study

Auth

or/

sFo

cus

Par

tici

pan

tsan

dse

ttin

gD

ata

sourc

eFi

ndin

gs

TG

fUFr

ench

etal

.,

1996

The

effe

cts

ofa

3-w

eek

skill

,ta

ctic

alor

com

-

bin

edta

ctic

alan

dsk

ill

inst

ruct

ion

on

per

form

ance

48

Yea

r9

studen

ts

random

lyse

lect

ed

from

aco

hort

of

appro

x90

studen

ts,

with

12

studen

ts

assi

gned

toth

ree

trea

tmen

tgr

oups

and

aco

ntr

olgr

oup

Bad

min

ton

know

ledge

,ski

llan

dga

me

pla

y(v

ideo

tapin

g),an

duse

of

know

ledge

duri

ng

per

form

ance

wer

equan

tita

tive

lyan

alys

ed

�T

he

tact

ical

group

acce

ssed

more

action

conce

pts

duri

ng

the

gam

eth

anth

esk

illor

com

bin

atio

ngr

oups

TG

fUFr

ench

etal

.,

1996

The

effe

cts

ofa

6-w

eek

skill

,ta

ctic

alor

com

-

bin

edta

ctic

alan

dsk

ill

inst

ruct

ion

on

per

form

ance

52

studen

tsfr

om

thre

e

Yea

r9

bad

min

ton

clas

ses

assi

gned

to

thre

etr

eatm

ent

groups

and

aco

ntr

ol

group

Quan

tita

tive

anal

ysis

ofsk

illan

d

know

ledge

test

s,obse

rvat

ion

of

gam

epla

yan

dpla

nnin

gin

terv

iew

s

duri

ng

gam

epla

y

�T

he

skill

and

tact

ical

group

exhib

ited

bet

ter

per

form

ance

than

oth

ergr

oups

on

import

ant

mea

sure

sofga

me

pla

y

�T

he

skill

group

per

form

eddec

isio

nco

mponen

tsof

per

form

ance

asw

ellas

the

tact

ical

group

�T

he

com

bin

atio

ngr

oup

exhib

ited

poore

r

per

form

ance

on

cogn

itiv

e(g

ame

dec

isio

ns)

and

skill

com

ponen

tsofper

form

ance

than

the

skill

or

tact

ical

groups

�C

ogn

itiv

ere

pre

senta

tions

ofbad

min

ton

skill

dev

eloped

diff

eren

tly

inea

chgr

oup;t

he

tact

ical

group

resp

onded

with

gener

alta

ctic

alst

atem

ents

wher

eas

the

skill

and

com

bin

atio

ngr

oups

use

dm

ore

spec

ific

stat

emen

tsab

out

shot

sele

ctio

nan

dex

ecution

(con

tinue

d)

45

at UNIVERSITY OF WATERLOO on October 9, 2014epe.sagepub.comDownloaded from

Tab

le2

(continued

)

Study

Auth

or/

sFo

cus

Par

tici

pan

tsan

dse

ttin

gD

ata

sourc

eFi

ndin

gs

TG

fUA

lison

and

Thorp

e,

1997

Com

par

eef

fect

iven

ess

ofsk

illan

dT

GfU

appro

aches

40

year

9boys

and

56

year

8gi

rls

from

one

seco

ndar

ysc

hool

Quan

tita

tive

anal

ysis

ofst

uden

ts’pre

and

post

-inte

rven

tion

test

susi

ng

AA

PH

ER

Dbas

ketb

allsk

illte

sts

and

the

Hen

ry–Fr

iedel

Fiel

d

Hock

eyte

st,kn

ow

ledge

and

under

stan

din

gte

st.A

studen

t

affe

ctiv

edom

ain

ques

tionnai

rean

d

teac

her

’spost

-les

son

ques

tion-

nai

res

wer

ean

alys

edqual

itat

ivel

y

�T

GfU

groups

impro

ved

skill

dev

elopm

ent

more

than

skill

-bas

edgr

oups

�Both

studen

tsan

dte

acher

sfe

ltst

uden

tsw

ere

more

invo

lved

inpla

nnin

gan

dev

aluat

ion

duri

ng

TG

fUle

s-

sons

�T

each

ers

felt

they

had

more

opport

unity

to

obse

rve

and

asse

ssduri

ng

TG

fUle

ssons

TG

fUT

urn

eran

d

Mar

tinek

,

1999

Com

par

ison

ofT

GfU

with

ate

chniq

ue

appro

ach

and

a

contr

olgr

oup

71

mid

dle

year

s

studen

tsbei

ng

taugh

t

field

hock

eyby

aPE

spec

ialis

t

Quan

tita

tive

anal

ysis

ofpre

and

post

test

sofhock

eykn

ow

ledge

,sk

ill

and

gam

eper

form

ance

�W

hile

ther

ew

ere

no

sign

ifica

nt

diff

eren

ces

for

dri

bblin

gor

shooting

dec

isio

nm

akin

g,st

uden

ts

rece

ivin

gT

GfU

inst

ruct

ion

mad

ebet

ter

pas

sing

dec

isio

ns

�A

lthough

the

TG

fUgr

oup

score

dhig

her

than

the

tech

niq

ue

group

for

pro

cedura

lkn

ow

ledge

,th

e

diff

eren

ces

wer

enot

sign

ifica

ntly

diff

eren

t

�St

uden

tsin

the

TG

fUgr

oup

exhib

ited

sign

ifica

ntly

bet

ter

contr

ola

nd

pas

sing

exec

ution

duri

ng

post

-tes

t

gam

epla

y

�O

nm

ost

mea

sure

sofga

me

pla

yth

esk

illgr

oup

did

not

per

form

bet

ter

than

the

contr

olgr

oup

�T

her

ew

ere

no

sign

ifica

nt

diff

eren

ces

bet

wee

nth

e

groups

on

the

accu

racy

com

ponen

tofth

efie

ldsk

ill

test

s

(con

tinue

d)

46

at UNIVERSITY OF WATERLOO on October 9, 2014epe.sagepub.comDownloaded from

Tab

le2

(continued

)

Study

Auth

or/

sFo

cus

Par

tici

pan

tsan

dse

ttin

gD

ata

sourc

eFi

ndin

gs

TG

fUK

irk

etal

.,

2000

Des

crib

ew

hat

hap

pen

s

when

aT

GfU

appro

ach

was

imple

men

ted

inY

ear

8PE

Yea

r8

PE

clas

sdoin

ga

bas

ketb

allunit

Qual

itat

ive

anal

ysis

ofth

ree

critic

al

inci

den

tvi

gnet

tes

�T

he

exte

nt

tow

hic

hpla

yers

wer

eab

leto

per

ceiv

e

cues

for

action

inth

ephys

ical

envi

ronm

ent

was

ake

y

fact

or

limitin

gta

skper

form

ance

�R

ecogn

isin

gap

pro

pri

ate

cues

atle

ast

inpar

t

trig

gers

‘‘rem

ember

ing

those

stra

tegi

es’’

�It

isim

port

ant

pla

yers

dev

elop

dec

lara

tive

and

pro

cedura

lkn

ow

ledge

and

tech

nic

alco

mpet

ence

�T

asks

nee

dto

connec

tw

ith

studen

ts’em

ergi

ng

under

stan

din

gofth

est

rate

gies

and

tact

ics

�Stu

den

tsta

ugh

tfr

om

the

TG

fUper

spec

tive

dev

elop

dec

lara

tive

know

ledge

ofst

rate

gies

earl

yin

the

lear

nin

gpro

cess

,but

that

this

know

ledge

isnot

nec

essa

rily

tran

sform

edin

topro

cedura

lkn

ow

ledge

,

even

when

the

tech

nic

aldem

ands

ofth

eta

skar

e

sim

plif

ied

TG

fUT

urn

eret

al.,

2001

The

mea

nin

gm

iddle

schoolst

uden

ts

const

ruct

edfo

rth

e

conce

pt

ofsk

ilfuln

ess

inth

ega

me

offie

ld

hock

eyta

ugh

tw

ithin

the

gam

esfo

r

under

stan

din

g

inst

ruct

ional

conte

xt

Nin

est

uden

tsfr

om

two

Yea

r6

and

one

Yea

r

7cl

ass

div

ided

into

thre

ete

achin

g

groups

wer

e

purp

ose

fully

sam

ple

d

Qual

itat

ive

anal

ysis

ofopen

ended

inte

rvie

ws

�T

he

const

ruct

edm

eanin

gofsk

ilfuln

ess

centr

ed

around

tact

ical

under

stan

din

gan

ddec

isio

n

mak

ing

...

how

skill

sar

euse

dta

ctic

ally

inth

ega

me

toac

hie

veth

epurp

ose

ofth

ega

me

�Stu

den

tsco

nsi

sten

tly

refe

rred

tovi

sion

asa

key

skill

elem

ent

�St

uden

tsdef

ined

per

sonal

succ

ess

inte

rms

ofg

ame

pla

yper

form

ance

(con

tinue

d)

47

at UNIVERSITY OF WATERLOO on October 9, 2014epe.sagepub.comDownloaded from

Tab

le2

(continued

)

Study

Auth

or/

sFo

cus

Par

tici

pan

tsan

dse

ttin

gD

ata

sourc

eFi

ndin

gs

TG

fUH

arve

y,2003

Exam

ine

whet

her

TG

fU

could

be

utilis

edto

impro

vesp

ecifi

c

aspec

tsofga

me

invo

lvem

ent

and

per

form

ance

in

socc

er

16

par

tici

pan

tsag

ed16–

18

invo

lved

ina

socc

erdev

elopm

ent

squad

Pla

yers

per

form

ance

ina

modifi

ed

gam

esi

tuat

ion

was

quan

tita

tive

ly

anal

ysed

from

video

bef

ore

,duri

ng

and

afte

rth

ein

terv

ention

�St

uden

tga

me

per

form

ance

and

gam

ein

volv

emen

t

wer

ere

port

edas

impro

ved.I

tw

assu

gges

ted

that

the

TG

fUap

pro

ach

has

the

pote

ntial

toim

pro

ve

invo

lvem

ent

and

per

form

ance

inte

amsp

ort

by

incr

easi

ng

dec

isio

nm

akin

gca

pac

itie

sin

ord

erto

exec

ute

more

effe

ctiv

esk

ills

and

less

inef

fect

ive

TG

fUC

ruz,

2004

Inve

stig

ate

teac

her

s’an

d

studen

ts’p

erce

ptions

tow

ards

the

imple

men

tation

of

TG

fU

5se

condar

yPE

teac

her

s

and

thei

rst

uden

ts

Post

-tea

mhan

dbal

lunit

teac

hin

g

inte

rvie

ws

and

end-o

f-unit

studen

t

ques

tionnai

re

�T

each

ers

hel

dposi

tive

view

son

the

TG

fUap

pro

ach

�St

uden

tsin

dic

ated

they

had

lear

nt

more

about

tact

ics

and

rule

softh

ega

me

TG

fUH

ennin

ger

etal

.,

2006

Exam

ine

novi

ce

volle

ybal

lpla

yers

dom

ain-s

pec

ific

know

ledge

and

how

itis

use

dto

mak

e

tact

ical

dec

isio

ns

Four

colle

gest

uden

ts

enro

lled

inan

elec

tive

volle

ybal

l

clas

s

Qual

itat

ive

anal

ysis

oftr

ansc

ribed

talk

-alo

ud

and

wri

tten

pro

toco

l

resp

onse

s

�N

ovi

ces

bri

ng

dom

ain-s

pec

ific

know

ledge

into

PE

clas

ses

and

sport

sett

ings

buthav

ediff

iculty

usi

ng

that

know

ledge

toge

ner

ate

tact

ical

pla

ns

touse

inga

me

pla

y

�T

each

ers

and

coac

hes

must

crea

tele

arnin

gen

vir-

onm

ents

that

allo

wst

uden

ts/a

thle

tes

todev

elop

thei

r

tact

ical

dec

isio

nm

akin

gw

ithin

gam

epla

yco

nte

xts

TG

fUH

arve

yet

al.,

2009

Ass

ess

chan

ges

in

studen

tper

ceptions

ofin

volv

emen

tin

a

unit

ofso

ccer

usi

ng

the

TG

fUap

pro

ach

144

Yea

r6

PE

studen

ts

(four

clas

ses)

Quan

tita

tive

anal

ysis

ofse

lf-re

port

ed

ques

tionnai

res

asse

ssin

gth

eaf

fec-

tive

dom

ain

�T

her

ear

eposi

tive

asso

ciat

ions

bet

wee

nst

uden

ts’

self-

report

edper

ception

ofth

eir

invo

lvem

ent

inPE

clas

ses

utilis

ing

TG

fU

�Si

gnifi

cant

incr

ease

sin

lear

nin

gan

def

fort

�T

GfU

can

effe

ctiv

ely

enga

gest

uden

tsre

gard

less

of

skill

leve

l

(con

tinue

d)

48

at UNIVERSITY OF WATERLOO on October 9, 2014epe.sagepub.comDownloaded from

Tab

le2

(continued

)

Study

Auth

or/

sFo

cus

Par

tici

pan

tsan

dse

ttin

gD

ata

sourc

eFi

ndin

gs

TG

fUH

arve

yet

al.,

2010

Ass

ess

apra

ctic

e-

refe

rence

dap

pro

ach

for

TG

fUev

aluat

ion,

test

gam

eper

for-

man

ceusi

ng

the

GPA

I,as

sess

how

alig

nofpra

ctic

eco

n-

trib

ute

dto

gam

e

per

form

ance

34

socc

erpla

yers

from

a

hig

hsc

hoolso

ccer

pro

gram

me

Quan

tita

tive

anal

ysis

ofa

pre

-

obse

rvat

ion

and

bas

elin

eas

sess

-

men

tfo

llow

edby

an8-w

eek

inte

rven

tion

phas

ew

ith

thre

e

asse

ssm

ents

usi

ng

video

captu

reof

gam

eper

form

ance

�Su

pport

for

the

notion

that

apra

ctic

e-re

fere

nce

d

appro

ach

asa

viab

lefr

amew

ork

for

asse

ssin

gle

arnin

g

with

TG

fUin

the

conte

xt

tow

hic

hit

applie

d

�G

ame-

situ

ated

teac

hin

gan

dle

arnin

g(a

ligned

pra

c-

tice

d)

led

tofa

ster

resp

onse

san

dquic

ker

reac

tions

within

the

gam

een

viro

nm

ent

off

the

bal

lan

dth

us

an

impro

vem

ent

inth

enum

ber

sofap

pro

pri

ate

gam

e

resp

onse

s

TG

fUJo

nes

etal

.,

2010

Exam

ine

the

impac

tof

TG

fUvs

.a

Tra

ditio

nal

skill

s-

bas

edap

pro

ach

on

intr

insi

cm

otiva

tion

194

Yea

r9

studen

ts

from

thre

esc

hools

wer

eas

sign

edto

one

ofth

etr

eatm

ent

conditio

ns

Intr

insi

cm

otiva

tion

inve

nto

ryw

as

adm

inis

tere

dpre

and

post

inte

rven

tion

�A

ffec

tive

exper

ience

sca

nbe

sign

ifica

ntly

enhan

ced

thro

ugh

TG

fU

�T

GfU

am

eanin

gfulan

dva

lued

gam

esped

agogy

,

espec

ially

for

girl

s

TG

fUG

ray

and

Spro

ule

,

2011

Inve

stig

ate

the

effe

cts

a

tact

ical

teac

hin

g

appro

ach

had

on

gam

ekn

ow

ledge

,

gam

epla

ying

per

form

ance

and

pupil

per

ception

of

dec

isio

n-m

akin

g

abili

ty

52

seco

ndar

yst

uden

ts

and

the

two

teac

her

s

Studen

tfo

cus

group

inte

rvie

ws,

pre

and

post

-inte

rven

tion

gam

evi

deo

anal

ysis

,st

uden

tques

tionnai

re

�N

osi

gnifi

cant

diff

eren

cebet

wee

ngr

oups

post

inte

rven

tion

inte

rms

ofon-t

he-

bal

lsk

ills

�Sk

ill-b

ased

group

bel

ieve

ddec

isio

n-m

akin

gab

ility

had

det

erio

rate

d,g

ame-

bas

edgr

oup

bel

ieve

don-t

he-

bal

lan

doff-t

he-

bal

ldec

isio

nm

akin

ghad

impro

ved

�T

he

gam

eper

form

ance

dat

adem

onst

rate

dth

atth

e

gam

e-bas

edgr

oup

mad

esi

gnifi

cantly

more

good

dec

isio

ns

on

and

off

the

bal

l

(con

tinue

d)

49

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Study

Auth

or/

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cus

Par

tici

pan

tsan

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2011

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akri

shnan

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.,

2011

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itia

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PA

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appro

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and

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itio

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skill

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ach

groups

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GfU

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ach

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ved

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mar

yPE

studen

ts

lear

nin

goutc

om

e

Gam

eSe

nse

Jones

and

Farr

ow

,

1999

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nsf

erofkn

ow

ledge

bet

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mes

inth

e

sam

eca

tego

ry

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ocl

asse

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oth

er

the

exper

imen

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tita

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Studen

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ere

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edon

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nm

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isio

nm

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eed

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-

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ng

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he

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oup

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ll

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ter

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eed

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ogr

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imen

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(con

tinue

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50

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Tab

le2

(continued

)

Study

Auth

or/

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cus

Par

tici

pan

tsan

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ttin

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r

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e

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als

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eSe

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appro

ach

Gam

eSe

nse

Ligh

t,2004

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ines

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ctic

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hes

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ience

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ite

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ual

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aker

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ime

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Aust

inet

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2004

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lm

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Act

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51

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Tab

le2

(continued

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Study

Auth

or/

sFo

cus

Par

tici

pan

tsan

dse

ttin

gD

ata

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eFi

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Chen

and

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2006

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ese

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,2011a

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ent

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64

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ual

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ach

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ame

Sense

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ries

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ure

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iculu

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ame

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yet

tobe

fully

under

stood

and

imple

men

ted

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tica

lG

ames

appro

ach

Mitch

ell

etal

.,

1995

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ativ

eef

fect

iven

ess

of

tact

ical

and

skill

-

bas

edap

pro

aches

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clas

sofY

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6

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ata

ctic

al

appro

ach,an

oth

er

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r6

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sT

augh

t

by

the

sam

ete

acher

but

usi

ng

ask

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ased

appro

ach

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and

post

test

sofkn

ow

ledge

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eper

form

ance

,an

dan

asse

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ent

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otiva

tion

by

the

Intr

insi

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otiva

tion

Inve

nto

ry

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uden

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the

tact

ical

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hig

her

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ges

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lvem

ent

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osi

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cant

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eren

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wee

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eta

ctic

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d

tech

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algr

oups

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ution

mea

sure

s

and

dec

isio

nm

akin

g

Tac

tica

lG

ames

appro

ach

Ber

kow

itz,

1996

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ctitio

ner

refle

ctio

n

on

the

chan

gefr

om

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g

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ctic

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ased

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hin

g

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lect

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ting

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bel

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ve

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yim

pro

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ent

and

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din

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ng

pla

yw

asm

ore

appar

ent

than

when

the

teac

her

had

use

da

skill

-bas

ed

appro

ach

(con

tinue

d)

52

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le2

(continued

)

Study

Auth

or/

sFo

cus

Par

tici

pan

tsan

dse

ttin

gD

ata

sourc

eFi

ndin

gs

Tac

tica

lG

ames

appro

ach

Mitch

ellan

d

Osl

in,

1999

To

addre

ssth

eques

tion

ofw

het

her

tact

ical

under

stan

din

g

tran

sfer

sac

ross

gam

esin

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net

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ry

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ly

sele

cted

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r9

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tion

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min

ton

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y.

Bad

min

ton

inst

ruct

ion

was

fol-

low

edby

pic

kle

bal

lin

stru

ctio

n.

Dec

isio

nm

akin

gduri

ng

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epla

y

was

asse

ssed

usi

ng

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PA

I

�T

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stan

din

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ved

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ng

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ton

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ruct

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this

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ent

was

sust

ained

duri

ng

pic

kleb

all

Tac

tica

lG

ames

Appro

ach

Har

riso

n

etal

.,

2004

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tic

vs.sk

illte

achin

g

inst

ruct

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182

beg

innin

guniv

ersi

ty

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ybal

lst

uden

tsin

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ses

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ided

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ediu

m

and

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lled

abili

ty

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tita

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ysis

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AH

PER

D

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tin,2004

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ent

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ere

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tica

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ames

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ach

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lhea

d

and

Deg

lan,

2004

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stig

ate

the

effe

cts

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aT

GA

on

studen

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tional

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218

studen

tsag

ed10–

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ses)

Pre

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rven

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me

and

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gew

ithin

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ased

activi

ties

(con

tinue

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53

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le2

(continued

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Study

Auth

or/

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cus

Par

tici

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appro

ach

Lee

and

War

d,

2009

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cts

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om

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The

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mal

esan

dm

ales

,an

dfo

r

aver

age-

skill

edfe

mal

es

Tac

tica

lG

ames

appro

ach

Tow

nse

nd

etal

.,

2009

Det

erm

ine

the

leve

lsof

tact

ical

moto

ran

d

cogn

itiv

ele

arnin

g

Six

sele

cted

studen

ts

from

aY

ear

4cl

ass,

two

studen

tsw

ithin

each

skill

leve

l–hig

h,

mid

dle

,lo

w

Qual

itat

ive

anal

ysis

ofpre

and

post

test

softa

ctic

alsk

illan

dco

gnitiv

e

under

stan

din

g,en

d-o

f-le

sson

‘free

wri

tes’

,st

uden

tsin

terv

iew

san

d

rese

arch

erjo

urn

al

�St

uden

tsco

gnitiv

ely

under

stan

dta

ctic

sbef

ore

they

could

succ

essf

ully

exec

ute

them

�St

uden

tsen

joye

da

tact

ical

appro

ach

bec

ause

they

pla

yed

gam

esan

dpra

ctis

edw

ith

team

-mat

es,but

did

not

enjo

yth

etim

esp

ent

liste

nin

gduri

ng

ques

tionin

g

per

iods

�Stu

den

tsas

young

asY

ear

4ca

nsu

ccee

din

ata

ctic

al

appro

ach,but

teac

her

sm

ust

atte

nd

toper

tinen

t

ques

tionin

gte

chniq

ues

Tac

tica

lG

ames

appro

ach

Bohle

r,2009

Inve

stig

atin

gth

eT

actica

l

Gam

esm

odel

Tw

om

iddle

schoolY

ear

6PE

teac

her

san

d

thei

rco

mbin

ed

clas

ses

under

taki

ng

a

volle

ybal

lunit

Qual

itat

ive

anal

ysis

ofst

ruct

ure

d

studen

tpre

and

post

unit

inte

rvie

ws,

des

crip

tive

field

note

s,

video

and

audio

taped

per

form

ance

s,st

uden

tth

ink

aloud

report

sduri

ng

gam

es,an

da

situ

atio

nal

know

ledge

quiz

�A

tact

ical

gam

em

odel

may

contr

ibute

tost

uden

t

tact

ical

under

stan

din

gan

dm

ayen

han

cest

uden

t

dec

isio

nm

akin

gan

dga

me

per

form

ance

�U

nit

lengt

his

aco

nst

rain

ton

studen

tdev

elopm

ent

ofdee

per

and

more

sophis

tica

ted

know

ledge

stru

cture

s

(con

tinue

d)

54

at UNIVERSITY OF WATERLOO on October 9, 2014epe.sagepub.comDownloaded from

Tab

le2

(continued

)

Study

Auth

or/

sFo

cus

Par

tici

pan

tsan

dse

ttin

gD

ata

sourc

eFi

ndin

gs

Pla

yPra

ctic

eH

olt

etal

.,

2006

Tra

nsf

erofle

arnin

g

from

pla

ypra

ctic

es

toga

me

pla

yin

socc

er

Six

univ

ersi

tyst

uden

ts

rate

dlo

wto

moder

ate

socc

er

pla

ying

abili

ty

Quan

tita

tive

anal

ysis

ofvi

deo

reco

rded

per

form

ance

s

�W

hen

pla

yers

per

form

edab

ove

70%

appro

pri

ate

resp

onse

sin

pra

ctic

eper

form

ance

,ga

mes

impro

ved.

The

rational

efo

rpre

cedin

g3v2

pra

ctic

ew

ith

a2v1

was

not

support

edby

the

findin

gs

�W

ith

rega

rdto

low

erab

ility

par

tici

pan

ts,if

the

under

lyin

gsk

ills

wer

enot

initia

llypre

sent

inth

e

per

form

ers’

reper

toir

e,th

enpla

ypra

ctic

ew

asnot

suffic

ient

toim

pro

veper

form

ance

inpra

ctic

e,or

to

mak

eth

esk

ills

effe

ctiv

ein

gam

es(p

.114).

Gam

es

Com

pet

ency

Appro

ach

Fry

etal

.,

2010

Eva

luat

ew

het

her

child

ren

per

ceiv

e

GC

Aas

addin

gva

lue

toth

eir

PE

exper

ience

304

upper

pri

mar

y

studen

ts

Qual

itat

ive

anal

ysis

ofa

6-ite

mopen

inve

nto

ry

�M

ajori

tyofst

uden

tsre

port

edhei

ghte

ned

inte

rest

and

enga

gem

ent

with

lear

nin

g

�So

me

child

ren

wer

enot

read

yto

incr

ease

thei

r

under

stan

din

gan

den

gage

men

tin

pro

ble

mso

lvin

g

and

dec

isio

n-m

akin

gta

sks

that

dev

elop

gam

ese

nse

Tac

tica

l

Dec

isio

n

Mak

ing

Ala

rcon

etal

.,

2009

Anal

yse

the

effe

cts

ofa

tact

ical

trai

nin

g

pro

gram

me

on

pas

sing

dec

isio

n

mak

ing

duri

ng

real

gam

es

10

mal

epar

tici

pan

ts

with

anav

erag

eag

e

of21

and

anav

erag

e

accu

mula

ted

exper

ience

of8

year

s

Quan

tita

tive

anal

ysis

ofpre

test

and

then

post

test

ofth

eex

per

imen

tal

group

afte

ra

7-m

onth

trai

nin

g

pro

gram

me

�Bet

wee

nth

epre

test

and

the

post

test

the

num

ber

oftim

esth

atth

ere

wer

etw

osi

multan

eous

team

actions

(move

men

tson

both

sides

ofth

epla

yer

with

the

bal

l)in

support

ofth

epla

yer

with

the

bal

lth

at

favo

ure

dth

epas

sin

crea

sed

(5%

to73.6

%of

occ

asio

ns)

Inva

sion

Gam

es

Com

pet

ency

Model

Tal

liret

al.,

2003

Exam

ine

the

impac

tof

the

IGC

Man

da

trad

itio

nal

appro

ach

tote

achin

gbas

ketb

all

97

pri

mar

ysc

hool

child

ren

from

four

clas

ses

oftw

o

pri

mar

ysc

hools

.

Cla

sses

wer

e

random

lyas

sign

edto

eith

erIG

CM

or

trad

itio

nal

teac

hin

g

conditio

ns

Dec

isio

nm

akin

gan

dm

emory

test

s

wer

ead

min

iste

red

five

tim

es,pre

and

post

inst

ruct

ion,an

dth

ree

tim

esduri

ng

the

inst

ruct

ion

wee

ks

�T

he

more

effic

ient

acquis

itio

nofdec

isio

n-m

akin

g

know

ledge

inth

eIC

GM

conditio

n

�Bet

ter

rete

ntion

score

softh

epupils

inth

etr

adi-

tional

conditio

n

55

at UNIVERSITY OF WATERLOO on October 9, 2014epe.sagepub.comDownloaded from

focus on this area of research as it is a separate line of inquiry to the perspective of the practitioner

pursued in this paper.

The historical overview earlier in this paper engaged with the first categories of papers. The

discussion to follow will include an analysis of this history of TGfU and substantially engage with the

results of the third type of publication, the data driven research. It is always difficult to determine

when to stop searching and how many articles to include in a review (Wallhead and O’Sullivan,

2005). Two parameters defined the boundaries of the search and subsequently the analysis and sub-

stantive discussion later in this paper: Firstly, the issue of ‘how many’ publications to consider for the

review. The peer-reviewed data-based articles were limited to teacher and sport coaches enactment

of TGfU pedagogy and students’ experiences of this enactment. Non-empirical articles that did not

introduce new questions or directions for TGfU were not included in the review. Secondly, the

review did not consider research of pre-service teachers’ experiences of learning to teach using a

TGfU approach as it was felt that although related, this is a separate area of inquiry to the one pursued

in this paper.

Data driven research. Table 2 summarises the empirical-scientific research as it applies to TGfU and

its variations for the teaching of games and sport. It shows a variety of research practices are

engaged in the exploration of the assertions for TGfU pedagogy and student learning outcomes.

The information contained in Table 2 will be considered in the discussion.

Results and discussion

Proliferation of TGfU

The proliferation of the TGfU and its subsequent iterations suggests that practitioners and

researchers across various countries see potential in the approach for enhanced student learning

and engagement in games and sport teaching. This suggests its potential as a pedagogical model

through which to achieve the game skill development, both tactical and motor development,

content standards of curricula. In Australia, the potential of Game Sense as a sport pedagogy is

recognised in the Play for Life philosophy and pedagogy of the Australian Sports Commission

(Schembri, 2005) and within coach education (Australian Sports Commission, 1999).

While most of theoretical descriptions and pedagogical descriptions of the TGfU inter-

pretations reviewed remained grounded in the demonstration of game play behaviours, central to

the ‘reason for being’ of all TGfU versions is positioning game understanding as a valued part of

skill learning. Also central is the notion that game skill is best developed in circumstances that

most closely represent the situations in which the skills will be used (Thorpe and Bunker, 2010).

Game Sense provided something of a ‘hook for PE teachers to hang on to’ as the vision of the

outcome of teaching for understanding, but the nature of ‘understanding’ remains theoretically

blurred within TGfU and its subsequent iterations. This omission was initially addressed by the-

orising TGfU as a form of social constructivism, commonly referred to in the literature as ‘situated

learning’ (Dyson et al., 2004; Griffin et al., 2005; Kirk et al., 2000; Kirk and MacPhail, 2002;

Penney, 2003). However, constructivism is a collective term for two types of constructivist

learning theory – social constructivism and cognitive constructivism. The construction of under-

standing, as a product of cognition, is in many ways unique to the individual who experiences the

world. Cognitive constructivism, with its emphasis on mental models or schemas created and

refined by experience (Eggen and Kauchak, 2006), would also seem applicable to the whole notion

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of ‘understanding’ as defined in TGfU literature. This aspect of ‘understanding’ is highlighted by

Wiggins (1998).

According to Wiggins (1998), teaching for understanding is substantially about a shift in the

paradigm of instruction from memorising and practising to one of thinking and acting flexibly with

deep conceptual and procedural knowledge in new and novel situations. The various TGfU

approaches certainly advocate for this type of shift. What none of the nuanced versions of TGfU

address substantially, and what is largely absent from the data driven research (Table 2) is what is

generally acknowledged as the goal of understanding; that is, deep engagement with knowledge,

and the individual intellectual models that are subsequently refined to enable more flexible and

adaptive behaviour (Perkins, 1993a, 1993b; Perkins and Blythe, 1994; Wiske, 1998). As Richard

and Wallian (2005) noted, ‘Constructivism asks for students to engage in activities that require

higher level of thinking and reflective processes. Ultimately, students must demonstrate their

understanding by applying the new knowledge in new situations’ (p. 21). While the data-driven

TGfU research initially focussed on a ‘tactical vs. technical’ theme, and later a practitioner-

referenced methodology (see for example Table 2), what is missing is research focussed on student

demonstration of higher level of thinking and the application of new knowledge in new situations.

Research consideration of the nature of TGfU game appreciation and understanding as expres-

sions of cognitive flexibility and creativity is required to substantiate claims made about TGfU for

games and sport learning. Further, research into the nature of levels of understanding, recognising

that understanding develops by degrees through the acquisition of a sequence of progressively more

complex and encompassing concepts (Newton, 2000), may assist a more concrete conceptualisation

of TGfU in practice. This is especially so for clarifying the nature of game ‘understanding’ and

‘appreciation’, central to the distinctiveness of TGfU and its nuanced variations.

From the historical account of TGfU’s global development it can be seen that differences

between each approach are frequently so subtle that demarcation of these distinctions may not

serve any practical pedagogical purpose. What can be suggested from a meta-analysis of the the-

oretical writing covered in the literature review is that each interpretation of TGfU has added to the

original proposition in areas that were conceptually or theoretical absent or under represented. For

example, the Tactical Games approach (Mitchell et al., 2006) explains how to differentiate teach-

ing for understanding at different levels of sport development, something missing from the original

TGfU proposition (Bunker and Thorpe, 1982). The Tactical Games approach also introduced the

GPAI as a tool to assess game sense as both on-the-ball and off-the-ball behaviour, addressing the

area of holistic game play assessment.

The Game Sense approach has developed into a differentiated expression of games teaching,

from fundamental sport skill development through to situational game play and play practices

focussed on specific game outcomes. Game Sense has also provided an attempted explanation of

what game understanding means. From a sport pedagogy perspective, the Game Sense proposition

is not tactical before technical, but tactical and technical accentuated in a game-centred learning

context that should typify sport games pedagogy. The emergence of a dynamic motor skill theory,

where games are viewed as complex adaptive systems defined by constraints (Davids et al., 2005;

Renshaw et al., 2010) within which game behaviours arise, suggests that representative situations

that link information with movement are best for skill learning, which is synonymous with den

Duyn’s (1997) explanation of Game Sense as a sport pedagogy (refer to Figure 2). Perhaps, there-

fore, there is some substance to Almond’s (2010) suggestion that Game Sense is an important

dimension of a revised TGfU and Thorpe’s explanation that Game Sense goes further than the orig-

inal TGfU, and does not hide the philosophy of TGfU behind a simple description of lesson

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structure (Thorpe, 2006). However, as with other nuanced interpretations of TGfU, the challenge

remains to demonstrate the efficacy of Game Sense as sport games pedagogy (Table 2).

Dynamic systems theory constraints-led practice contains similar propositions to Game Sense.

It has been identified as non-linear pedagogy to distinguish it from an information-processing

model of skill learning and linear ‘progressive part’ pedagogy. The idea of a non-linear pedagogy

has been linked to TGfU, providing the theoretical skill acquisition ‘muscle’ missing in TGfU the-

oretical literature (Chow et al., 2007; Davids et al., 2005; Renshaw et al., 2010). However, as Fig-

ure 3 illustrates, TGfU is cyclical in nature; however, it remains linear in that it is represented as a

progressive 1-to-6 six-step cycle. Similarly, the Tactical Games approach is represented as a cycle,

simplifying the six-step TGfU cycle (Figure 3) to a 1-to-3 three-step cycle (Mitchell et al., 2006)

(Figure 1). Bunker and Thorpe (1986) even stressed that the sequential aspects of the TGfU model

‘are critical’ (1986: 10). This is unlike the definition of Game Sense (Figure 2), which links knowing

what to do with the ability to put that knowledge into action as skilled performance, and therefore

appears more synonymous with the iterative nature of the dynamics of non-linear pedagogy.

The data reviewed in Table 2 illustrate that the concepts of game literacy (Mandigo and Holt,

2004) and game intelligence (McCormick, 2009; Wein 2001) are useful to explain the aims of a

TGfU approach and to further define Game Sense. Some of these key characteristic descriptors in

Game Sense and game intelligence claim to develop student game performance are as follows:

� knowledge and understanding of how to read patterns of play

� possession of technical and tactical skills

� ability to set up appropriate, creative, flexible and adaptive responses when necessary

� understand game rules and its impacts on game play

� know how to create structural and tactical similarities and differences between games

� experience positive motivational states in games through developed confidence in coordina-

tion and control of movement responses

� opportunity to reflect on the application of specialised skills in games and suggest strategies

for improvement

Whether the TGfU nuances across the iterations described in the earlier historical overview are

substantial enough to make a significant difference to the way teachers approach games and sport

teaching is debatable, and it may simply be a case of ‘same mountain – different path’ (Mitchell,

2005). What is evidenced, however, is that there emerged competing game–sport for understanding

discourses in the literature, each vying for dominance and seeking research validation (Table 2),

but essentially promoting the same curriculum substance. This ‘pegging of the ground’ for aca-

demic work may be sensible from a research context; however, whether the nuanced boundaries

hinder or help the distribution of TGfU pedagogy to PE teachers for enhanced student games and

sport learning requires investigation. Almond (2010) alluded to this in his summation that TGfU

has not been as readily accepted by teachers as it has by academics.

Teachers may not see TGfU pedagogy as distinctive, and the pedagogy is simply part of the

repertoire of necessary pedagogical practice (Pill, 2011a). The review of the theoretical literature

also revealed small-sided games, game modifications to shape and focus learning, the use of ques-

tions to develop game appreciation and understanding of a target concept, and game categories are

not of themselves unique to a TGfU approach. For example, described earlier in the paper was

Mosston’s 1960s explanation of the application of instructional strategies to achieve specific learn-

ing objectives in his spectrum of teaching approaches (Mosston and Ashworth, 2002). Also noted

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earlier, games frameworks with similar pedagogical intentions to TGfU had been espoused but did

not capture attention and subsequent interest in the way that TGfU did (Findlay, 1982; Mauldon

and Redfern. 1969). If there is uniqueness to TGfU it may be one of emphasis and the associated

discourse, which reframes games and sport teaching from a behaviourist teacher-centred frame-

work defined by a focus on direct teaching to a constructivist learner-centre framework defined

by the foregrounding of cognition in the development of playing competency (Light and Fawns,

2003). However, as Rink (2010: 38) suggested, ‘TGfU doesn’t have a monopoly on constructi-

vism’. TGfU’s reframing of motor skill-to-game teaching (or ‘sport-as-techniques’) (Kirk,

2010) through closed-to-open progressive part pedagogy to game-appreciation-to-motor skill

teaching appears to be the pedagogical distinctiveness of the original TGfU proposition.

From a pedagogical perspective, the distinctiveness of TGfU and many of its nuanced inter-

pretations may only substantially lie in this ‘flipped’ classroom. The term ‘flipped’ is used to give

effect to the essential difference between a traditional PE method (Metzler, 2011) and TGfU

approach. Where the traditional PE method progressed by drill and emphasis on direct teaching to a

game, a TGfU approach starts with the game as its organisational and instructional centre (Metzler,

2011). A TGfU lesson progresses from the game to other instructional strategies to further develop

aspects of play, and then these enhancements are anticipated in the next engagement with game

play. TGfU iterations can then be understood as a shift in praxis from traditional linear motor

learning theories to an understanding that reflects complexity and systems theory (Davids et al.,

2005, Renshaw et al., 2010).

Proceed with ‘caution’: divergent approaches and contradictory conclusions

Kirk and MacPhail (2002), in discussing TGfU research, make the point that from around the 1980s

onwards TGfU ‘began to be scrutinized empirically by researchers’ in the form of comparing TGfU

either with a technique or tactical approach (See for example Table 2: Mitchell and Oslin, 1999;

Mitchell et al., 1995; Turner and Martinek, 1999). Rink et al. (1996a) noted from their review of six

studies (Gabriele and Maxwell, 1995; Griffin et al., 1995; McPherson, 1991, 1992; McPherson and

French, 1991; Mitchell et al., 1995; Turner and Martinek, 1992, 1995) done in the area of ‘peda-

gogical research’ appear to be ‘conflicting’ in parts due to the differences in research design. They

argued that part of the reason for the inconclusive support for TGfU over either technique or tactical

approaches to teaching was primarily due to the difficulties in comparing different sports chosen for

the research, the age of the participants, the length of time, the type of teaching paradigm or model

adopted in the research, the variables chosen to measure and how they were measured (Rink et al,

1996a). Studies from Table 2 that have a specific empirical-scientific focus (like Alarcon et al., 2009;

Broek et al., 2011; French, et al., 1996; Harrison et al., 2004; Harvey, 2003; Harvey et al., 2009,

2010; Holt et al., 2006; Jones and Farrow, 1999; Martin, 2004; Turner and Martinek, 1999) would

appear to reinforce Rink et al.’s (1996a) earlier claims surrounding ‘conflicting’ findings due to

research design. It appears little has changed in TGfU research since Rink et al. (1996a) made those

claims. For instance, Turner and Martinek (1999) compare TGfU with a technique approach and a

control group and found that there was no significant difference between these groups. More telling

was the claim by one study (Holt et al., 2006) that unless there was an underlying skill level profi-

ciency then the ‘Play Practice’ approach (Launder, 2001) was not sufficient to improve game perfor-

mance. The meta-analysis of the data driven research (Table 2) illustrates the contradictory nature of

the claims on behalf of a TGfU approach.

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One thing that seems to be consistent in each study is the differences surrounding what ‘learning’ is

being measured. The range of instruments used in each study, from pre and post skill tests, observations

of game play, decision-making capacity (and so on) emphasise that individual performance in game

situations is a central feature in their notions of learning that each research is trying to capture.

It is important to note that it is difficult to synthesis all of the studies summarised in Table 2

because of the variation in design. The change in research emphasis over time from ‘tactical vs.

technical’ teaching to practitioner referenced research is also telling. The difficulty of synthesis of

early TGfU research suggested was noted by Rink et al. (1996a). This research early in the life of

TGfU concluded that research investigating the merits of TGfU and other similar approaches to

teaching games and sport in PE was prone to ambiguity because the variables analysed were mul-

tiple and not standardised, leading to contradictory results that were unreliable. More telling was

Rink et al.,’s (1996b) controversial claim that it was possible for students to pick up tactics without

direct instruction or teaching within the traditional or skill-based approach, which contradicts the

TGfU idea that skills can be acquired through indirect (Hopper and Kruisselbrink, 2001; Mcfadyen

and Bailey, 2002; Rink, 2010) teaching methods. Since Rink’s claims, Game Sense (1997), Play

Practice (2001) and the Tactical Game Approach (1997) emerged as well articulated variations of

the pedagogical intention to teach games or sport for understanding. However, as the data sum-

marised in Table 2 indicate, the challenge of meta-analysis of TGfU research remains due to the

methodological variation in TGfU research.

Rink controversially claimed that ‘there does not seem to be any affective advantage to any of the

approaches’ when effective teachers are used (Rink et al., 1996b: 493). Also telling is the claim made

by Rink (2001) that most of the research surrounding teaching and learning in PE seems to be framed

around establishing ‘direct links’ between what a teacher ‘does’ and question begging assumptions

about ‘how’ students learn. Hence why Rink (2010: 40 ff) ‘cautions’ us that ‘simplistic and linear

models’ cannot capture and explain ‘complex, situational and sometimes chaotic’ nature of move-

ment settings due to the influence of ‘constraints’ on student performance that include all physical,

environmental and task characteristics. Certainly the second and third constraints are arguably the

most important to PE practitioners due to the direct control they can exercise over these. Much of the

initial data driven research (see for example Table 2) uses different study designs in order to deter-

mine which task constraints can empower learning, such as comparing tactical and/or technique

approaches against control groups. There was some evidence that students from a tactical teaching

focus group had enhanced game understanding compared with control and skill focussed groups, but

as the data in Table 2 showed the results are not consistent across all studies.

The alleged failure of the traditional and/or the need for the TGfU approach may arguably have

more to do with the poor quality of games and sport teaching employed in PE (Alexander and

Luckman, 2001; Locke, 1992; Siedentop, 1994) and school PE that is irrelevant or boring for

adolescents (Ennis, 1999; McKenzie et al., 1994; Rikard and Banville, 2006; Smith and Parr, 2007;

Tinning and Fitzclarence, 1992). Decisions about which approach to adopt are possibly more likely

to be philosophical (Green, 1998, 2000, 2002; McMorris, 1998) and not a choice based on empirical-

scientific evidence, especially where that is inconclusive and the method narrative confused by com-

peting nuanced interpretations of essentially the same curriculum and pedagogical emphasis.

The data driven TGfU research (Table 2) indicates that teachers struggle with TGfU pedagogi-

cal intentions and the pedagogical content knowledge required of a TGfU approach. The limits of

teachers conceptual understanding of sport constrains teachers enactment of TGfU and confidence

with the approach (Brooker et al., 2000), and for most of the teachers involved in the research, the

TGfU variation used was new or unfamiliar to them. A TGfU approach requires ‘considerable

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pedagogical skill . . . and teaching with this method is more of a challenge’ (Turner, 2005:73). PE

teachers are generally more experienced with a ‘sport-as-techniques’ (Kirk, 2010) approach, and

after three decades of TGfU research the ‘TGfU movement’ (Butler and Griffin, 2010: 4) can only

claim that ‘teachers value certain aspects of the public theories defined in the textbooks and formal

teacher preparation curricula and develop unique interpretations of the models representative of

their students’ needs, their personal beliefs about sport and games, and their teaching contexts’

(Butler and Griffin, 2010: 9). The problem as we see it has more to do with the notion that ‘good

pedagogical’ practice in PE may seem like the kind of activities that may be the product of

empirical-scientific generalisations to which much of this research aspires; however, much of this

work is simply unable to capture the constantly changing nuances of ‘real-life’ teaching engage-

ment. We do not deny that practitioners may have something to learn from empirical-scientific or

pedagogical research, but the question as we see it is has more to do with determining whether this

type of research does, or ever could, present us with a picture of pedagogy in PE which is complete

such that there could no longer be any meaningful question outside this picture. The question posed

is not asked out of hostility towards empirical-scientific research. Far from it; in fact, it is the nature

of pedagogy itself which forces us to ask this question.

If teachers and researchers can take little of pedagogical value from the scientific-empirical

research (Table 2) the general advice would seem to suggest a ‘flexible’ approach to teaching in games

and sport in PE, which could vary from TGfU and other approaches as long as the approach adopted is

conducive to achieving the nominated learning objective, rather than a single overriding approach or

style (Capel, 2000). Indeed, Bunker and Thorpe (1982) did not rule in or out a style or instructional

strategy in achieving the objective of game competency. The overriding ideal of practice being game

centred directs teacher objectives to teach for understanding and student engagement, as the ‘game

first’ intention works with student motivation in PE: that is, to play (Bunker and Thorpe, 1982). The

historical literature review demonstrated that TGfU instinctively ‘makes sense’ as ‘simply good peda-

gogy’ (Hopper et al., 2009) to many academics. However, if TGfU is to be ‘pedestaled’ as a preferred

pedagogy for ‘performance, participation and enjoyment’ (Light, 2013) then re-articulation of the

cycle of learning (Figure 1) to be non-linear, reflective of dynamic constraints-led practice, and a more

meaningful representation of what it means to ‘understand’ games and sport is necessary. To this end,

PE pedagogues and sport skill acquisition researchers should be working more closely together to find

the common ground in ideas and their expression.

From linear to non-linear theories of games teaching in PE

It has been argued elsewhere (Rink, 2010; Stolz and Pill, 2012) that a problem with the traditional

approach to teaching games and sport in PE is an overemphasis on the psychomotor domain to the

detriment of the cognitive and affective domains of learning. The TGfU approach is an attempt to

rebalance the disproportionate emphasis on the psychomotor domain because it focusses on

developing thinking players (den Duyn, 1997) who can apply their learning in a variety of

situations. For instance, the problem with teaching a volleyball forearm pass in isolation is that it

does not automatically equate with the contextual application of the pass to set up an attack or a

successful solution to a game problem that arises in complex environments in which movement

patterns are executed. In fact, the traditional approach teaches it out of context (Kirk, 2010;

O’Connor, 2006; Rovegno, 1995), and herein lies most of the nuanced differences that exist

between the traditional and TGfU approaches.

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There is much more to playing games and sports than learning a motor skill in isolation (Chow

et al., 2007; Davids et al., 2005; Renshaw et al., 2010). The idea that one must learn and master a

skill first in simple environments before playing a game in some type of linear fashion is pro-

blematic because it decontextualises the skill into something that, for the learner, may have no

connection with sporting or game environments, and in essence teaches these movements outside

of any real meaning. A TGfU approach is more purposefully directed toward educating the learner

within the context in which the technique is performed, whereas the traditional approach is more

interested in the performance or execution of technique.

The research findings summarised in Table 2 illustrate that it is problematic to make definitive

statements about the efficacy of a TGfU approach because the rhetorical generalisations of the type

found in the literature in the earlier historical overview of TGfU can be of little or no use to prac-

titioners. They simply have no relevance to the ‘natural setting’ of each practitioner (Brooker et al.,

2000). This point has been made quite strongly by Elliott (1989), who argued that pedagogical and

teacher expertise is context specific, and so the generalities of educational research which ignore

contextual features thereby have little or no use to practitioners. This was further reinforced by

Nuthall (2004), who argued that reducing the teaching–learning process to generalisations leaves

little to no relevance to the professional knowledge of the practitioner. For instance, what may work

in one class or with one particular student does not mean that it will necessarily equate to it working

in other contexts, different curriculum content, different kinds of students and so on.

In the context of games teaching in PE, it is not too hard to see how views of learning may be

misconstrued in terms of an acquisition of a skill or based on some behavioural analysis of a

movement event. The problem as we see it is that pedagogy is often linked to a basically scientific

conception of learning and thereby presumed available to empirical-scientific testing of the effective-

ness of models of pedagogical practice. One of the core issues with this is that such research strives to

be universal for all practitioners, and in doing so gives rise to abstraction or generalisation that can

have little or no application to the reality of what goes on within classroom practice. Hence why a

shift from a scientific-technical perception of research in action as ‘technical vs. tactical’ in the 1990s

begins to be repositioned to practitioner referenced research in the 2000s, in what Brooker et al.,

(2000) described as research occurring in the ‘naturalistic setting’ of the PE teaching context.

Some future considerations and concluding comments

According to Carr (1986, 2003), if a child can be encouraged in the right direction to explore their

natural innate curiosity and interest with respect to the world then the student will learn irrespective

what teaching strategy or method is adopted. This means that the pedagogical emphasis first needs

to be on bringing the learner to see the value and significance of what is being offered to them to

learn. Questions surrounding direct or indirect teaching strategies, whether to start with teaching

technique followed by tactical decision making (or vice versa) later and so on, must always remain

subservient to bringing the learner to see the value and significance of what is being offered to

them to learn. TGfU’s central emphasis on appreciating the game may be its most relevant pro-

position for learner engagement, which can be addressed through a ‘naturalistic setting’ (Brooker

et al., 2000) and ‘situated learning’ (Kirk and Macdonald, 1998; Kirk and MacPhail, 2002), and

peripheral participation within ‘communities of practice’ (Kirk and Kinchin, 2003), which are

more authentic and meaningful experiences for students, as well as building on students’ prior

knowledge (Dodds et al., 2001) that has the potential to ‘transform’ games and sport in PE.

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Competing descriptions of TGfU within the PE literature and its applications are problematic to the

physical educator within the school environment because teacher practitioners do not necessarily see

or want to see the same boundaries between pedagogical models’ as researchers do as theory gen-

erators. Subsequently, if TGfU is to have any relevance for teacher practitioners of PE, more emphasis

needs to be placed on the normative characteristics of pedagogy that drives this practice of teaching for

understanding within curricula. Future research should continue a practice-referenced approach (Kirk,

2005), but extend past the end of single units of work to include longitudinal data collection aimed at

the objective of achieving student ‘understanding’, or perhaps the objective as game sense.

The literature review and discussion leads to four conclusions. First, there is an implied division

between researcher as theory generator and teacher practitioner as theory applier. Second, competing

descriptions of TGfU in PE literature complicate understanding of the approach and its practical

implementation. Third, the application of TGfU and its nuanced versions, such as the Tactical Games

approach (Mitchell et al., 2006), are problematic to the teacher practitioner within school contexts

because theory guides the means in which to achieve the ends. Unless there is a clear explanation of the

nature of the ends themselves there is no theory applier, no organiser to regulate the pedagogical practice.

Fourth, perhaps this is where the original description of Game Sense as observable game intelligence

leads the TGfU discourse for an answer to the nature of the end purpose, or objective of teaching for

understanding – Game Sense (Charlesworth, 1993; den Duyn, 1997; Thorpe and West, 1969).

The argument that the scientific conception of learning that is available to empirical-scientific

testing of the effectiveness of various pedagogical methods is problematic and ill conceived, and

seems to originate in the notion that since PE activities are overt then they are also measurable (Met-

zler, 1986), has also been tested in this paper. The shift from empirical-scientific research to

practitioner-referenced research is in tune with what Bishop (1992) described as the pedagogue tra-

dition concerned with exploring classroom practicalities, the curriculum and teachers responses to

the curriculum as it ‘naturally’ occurs. This is because good educational practice evades conventional

empirical-scientific research and cannot capture the complex nature of teacher deliberations in a

codified way. For instance, there are some true educational generalisations in pedagogy, such as

‘never face the board when talking to the class’; however, these do not need statistical support to

confirm or disprove such a statement. The research paradigm difficulty has more to do with the nor-

mative characteristics of education and teaching practice and the incompatible nature of the

empirical-scientific approach which attempts to make causal connections and predictions. Conse-

quently, some educational questions are simply irresolvable by empirical-scientific means, may not

be normatively resolvable and are a matter for philosophical argument (Carr, 2001).

The empirical-scientific research as it applies to TGfU and its variations for the teaching of games and

sport reviewed for this paper indicated that the central tenet of TGfU – teaching for understanding –

remains unresolved. Investigating the development and demonstration of performance of understanding

as the active use of knowledge (Perkins, 1992) is suggested. The implications and student outcomes of a

PE, sport and games curriculum that is thought demanding, taking students beyond what they already

know by building up performances of understanding through generative knowledge (Perkins, 1992,

1993a, 1993b), should be a future pedagogical research agenda so that pedagogy in PE again becomes

a central practical issue of a sport and games teaching in PE for understanding. This is suggested to bridge

the disparity between researcher as theory generator and teacher practitioner as theory applier.

Acknowledgements

We would like to thank the two anonymous reviewers for their helpful comments and suggestions to improve

this paper.

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Author biographies

Steven Stolz is a Lecturer in the Faculty of Education at La Trobe University, Australia.

Shane Pill is a Senior Lecturer in Physical Education Studies at Flinders University, Australia.

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