Working towards legitimacy: two decades of teaching games for understanding
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Transcript of Working towards legitimacy: two decades of teaching games for understanding
This article was downloaded by: [University of Northern Colorado]On: 16 February 2014, At: 13:10Publisher: RoutledgeInforma Ltd Registered in England and Wales Registered Number: 1072954 Registeredoffice: Mortimer House, 37-41 Mortimer Street, London W1T 3JH, UK
Physical Education and Sport PedagogyPublication details, including instructions for authors andsubscription information:http://www.tandfonline.com/loi/cpes20
Working towards legitimacy: twodecades of teaching games forunderstandingLinda L. Griffin a , Ross Brooker b & Kevin Patton ca University of Massachusetts , USAb University of Tasmania , Australiac University of Northern Colorado , USAPublished online: 16 Aug 2006.
To cite this article: Linda L. Griffin , Ross Brooker & Kevin Patton (2005) Working towardslegitimacy: two decades of teaching games for understanding, Physical Education and SportPedagogy, 10:3, 213-223, DOI: 10.1080/17408980500340703
To link to this article: http://dx.doi.org/10.1080/17408980500340703
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Working towards legitimacy: two
decades of Teaching Games for
Understanding
Linda L. Griffina�, Ross Brookerb and Kevin PattoncaUniversity of Massachusetts, USA; bUniversity of Tasmania, Australia; cUniversity of
Northern Colorado, USA
Time and acceptance are criterion often used to measure the legitimacy and worth of an idea. Two
decades have passed since the first publications that introduced Teaching Games for Understanding
(TGfU) as a means to conceptualize games teaching and learning. For over two decades various
professionals have advocated for TGfU as a sound idea, which is built on assumptions about
games education. We will outline why we believe that there is cause for celebration for TGfU as
an innovation to games learning. Second, we will argue for the need to work toward legitimacy
through data-based, not data-free development. Absent from current discourse are efforts to
support assumptions about how students learn games while engaged in the TGfU approach. The
case for legitimacy will only improve with more data-based development work. Field-based
research needs to be an essential part of good development work thus leading us toward research-
based practice. We should consider more programmatic research, which could be grounded in
three possible robust theoretical frameworks: (a) achievement goal theory; (b) information
processing; and (c) situated learning theory, which could have strong implications for games
learning specifically as it relates to TGfU.
Keywords: Achievement goal theory; Constructivism; Information processing, Teaching
Games for Understanding; Situated learning
Introduction
Time and acceptance are criterion often used to measure the legitimacy and worth of
an idea. Two decades have passed since the first publication (1982) by Bunker and
Thorpe that introduced Teaching Games for Understanding (TGfU) as a means to
conceptualize games teaching and learning. In terms of acceptance, since 1982,
Physical Education and Sport Pedagogy
Vol. 10, No. 3, November 2005, pp. 213–223
�Corresponding author. Department of Teacher Education and Curriculum Studies, School of
Education, 113 Furcolo Hall, University of Massachusetts, 813 North Pleasant Street, Amherst,
MA 01003, USA. Email: [email protected]
ISSN 1740-8989 (print); ISSN 1742-5786 (online)=05=30213–11# 2005 The Physical Education Association of the United KingdomDOI: 10.1080=17408980500340703
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TGfU has been a focus for researchers and teachers in several countries (e.g., USA,
Canada, Singapore, UK, Australia, France), there has been an accumulation of a
considerable body of both research focused on TGfU, several texts have been
published to support games teaching through a TGfU approach, two successful
international conferences have been held with a specific focus on TGfU research
and teaching with a further two planned, and an international task force has been
established to further promote TGfU as a legitimate conceptual framework for
games teaching.
Clearly, there is cause for celebration of TGfU as an innovation for the teaching
and learning of games. To celebrate—a verb that means to mark an occasion, to
give public praise or recognition to something special. In this paper, we firstly and
briefly pause to recognize the substantial progress made with respect to TGfU.
TGfU has emerged as a significant advance for teaching sport-related games. Con-
sidering the challenges and inherently slow nature involved in any change process
we believe that TGfU is gaining momentum. Secondly, we argue that while TGfU
has gained widespread acceptance, its place as a legitimate model or movement for
games learning can only be established through ongoing and well-designed research
and development work which is connected with theories that underpin games learning
and teaching.
Celebrating TGfU
Let us examine why there is cause for celebration. Firstly, as a TGfU community of
researchers and teachers, we have collectively committed to gather through inter-
national conferences focused specifically on TGfU (2008 in Canada, 2005 in Hong
Kong, 2003 in Melbourne, Australia and 2001 in New Hampshire, USA). The first
conference, held in New Hampshire in 2001, brought together 150 delegates from
18 different countries with a common interest in developing the understanding
approach to teaching. The second conference in Melbourne represented an increased
interest in celebrating TGfU, drawing some 250 delegates from 19 different countries.
As a community we have the opportunity (a) to examine the ways in which the under-
standing approach has developed in the various cultures across the globe, and (b) to
strengthen existing international networks of educators committed to an understand-
ing approach.
A second cause for celebration stems from the power that comes from an inter-
national perspective. Since the original TGfU model there have been a number of
development efforts that cut across various parts of Europe, North and South
America, Africa, Australia and Asia. Firstly, this perspective has provided energy
for multiple TGfU variations such as tactical games, game sense, conceptual-based
games and tactical decision learning model. While we would argue that in principle
the name does not matter, each of these variations reflects the diversity of the
various cultural settings in which they are situated. Secondly, our development
efforts include an endless number of teacher and coach workshops, conference pre-
sentations, summer institutes and college/university courses attempting to spread
214 L. L. Griffin et al.
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the good word about TGfU as a conceptual-based model for games teaching and
learning. Thirdly, we have become increasingly prolific, writing textbooks, book chap-
ters, theoretical and practically based articles and reporting various research findings.
Fourthly, there have been several success efforts to integrate TGfUwith other instruc-
tional models such as Sport Education, Cooperative Learning and Teaching Social
Responsibility. Finally, we are even accessible on the web through Google; by
simply typing in Teaching Games for Understanding you are able to access numerous
web sites as well as various PDF publication files. One of those destinations is our very
own web site (http://www.tgfu.org), supported by the TGfU Task Force.
Our intent in this brief introduction has been to highlight events and ideas that have
helped shape and situate TGfU as a major games teaching movement and provide us
with the occasion to celebrate. So, to all of you who have shared in the development of
any of these highlights—congratulations! If we believe however that TGfU has the
potential to develop as a best practice model then we must put our energy toward
future research and development work (i.e., you cannot have one without the
other) to truly move TGfU toward legitimacy.
Working toward legitimacy through research and development
In the second part of this paper we argue firstly for the need to work toward legitimacy
through data-based not data-free development. Secondly, we will offer possible theor-
etical frames to help us with the development of game knowledge as a way to improve
games learning. TGfU (Thorpe et al., 1984) can provide an organizing structure to
help teachers develop games teaching that promotes more reflective and self-directed
learners. In using this model, games as content in physical education would move
beyond the learning and applying of technical skills (i.e., learning in the psychomotor
domain) toward an increased emphasis on cognitive development as well as the socio-
cultural aspects of sport (Holt et al., 2002).
We begin by exploring the word ‘legitimacy’. Legitimacy means to establish accep-
tance; to be credible (i.e., trustworthy or reliable). Synonymous with legitimacy are
words such as genuineness or authenticity, which speak to the validity of something.
Clearly, time and acceptance give some legitimacy to TGfU. There is however
limited empirical support (i.e., validity and reliability) to back up an intuitive sense
that this approach works for students.
The TGfUmodel was built on the basic assumption that ‘students learn best if they
understand what to do before they understand how to do it’ and puts an emphasis on
‘the engagement of students through the affective domain’ (Butler et al., 2003,
p. 215). Thus this model centers on getting students engaged in a game-like
manner, thinking about the tactical problem on which instruction is focused and
answering questions designed to develop tactical awareness (i.e., decision-making)
(Griffin & Sheehy, 2004). As with all teaching methodology, TGfU makes some
assumptions about how students learn (Rink, 2001).
Three major assumptions about games underpin TGfU. Firstly, games can
be modified to be representative of the advanced game form, and conditioned
Working towards legitimacy 215
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(i.e., exaggerated by rule changes) to emphasize tactical problems encountered within
the game. The use of small-sided games helps to slow down the pace and momentum
of the game so that there is a better chance for the development of game appreciation,
tactical awareness and decision-making. Teachers should view the small-sided games
as building blocks to the advanced form, not as ends in themselves.
Secondly, games share common tactical problems which form the basis of the
games classification system and serve as the organizing structure for the tactical
games model. Advocates of the model argue that games within each category have
similar tactical problems and understanding these similar tactical problems can
assist in transferring performance from one game to another.
Thirdly, games provide an authentic context for assessment. Assessing students
during a game is the most meaningful way for them to receive formative feedback
and to focus the learner’s development toward skillfulness and competence as a
games player (Corbin, 2002). As is commonly espoused in physical education, assess-
ment should be an ongoing part of instruction in that students are provided with
continuous feedback for reflecting on and self-managing of learning.
Proponents of the tactical games model argue that games teaching is dramatically
enriched through the use of assessment, particularly when that assessment is
aligned with instructional objectives (Griffin et al., 1997; Mitchell et al., 2003). For
example, if improved tactical awareness is the goal of instruction then assessment
should be conducted within the context of the game. Having students play games
allows them the opportunity to reflect upon their decision-making abilities. To this
end, game performance assessment tools such as the Game Performance Assessment
Instrument (Griffin et al., 1997; Mitchell & Oslin, 1999; Oslin et al., 1998) and the
Team Sport Assessment Procedure (TSAP: Grehaigne et al., 1997; Richard et al.,
2002; Grehaigne et al., 2005) have been developed to measure outcomes during
game play. These authentic assessment tools can assist teachers in gaining insight
into students’ prior knowledge and help them link their new knowledge to game
performance (Placek & Griffin, 2001).
Absent from the current discourse around TGfU are efforts to support assumptions
about how students learn games while engaged in the TGfU approach. Thus our case
for legitimacy will only improve with more data-based development work and there
are various ways in which a legitimacy for TGfU can be constructed. Firstly, teachers,
coaches, teacher educators and researchers need to value field-based research, some
of which should occur in naturalistic settings such as physical education classes in
schools and coaching sessions in sport. Field-based research, while messy and
trying at times, needs to be an essential part of good development work which in
turn will lead us toward research-based practice. We realize that development work
alone is challenging enough without research but there is a pressing need to move
forward in developing our understanding of games learning.
Secondly, there should be a focus on more programmatic research (that is, a plan
under which small steps can be taken). Such research might involve a couple of insti-
tutions following a particular theoretical framework with each carrying out a shared
but separate research agenda. We are not advocating that we all take this on,
216 L. L. Griffin et al.
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however this type of research could lead to more robust findings. In fact, this mono-
graph as well as the TGfU Task Force could serve to foster such partnerships and
begin to plan specific research agendas.
Finally, we must ground our research questions in a theoretical framework, which
can help lead to strong research designs thus more robust findings. We offer three
strong theoretical frameworks: (a) information processing theory from cognitive psy-
chology; (b) situated learning; and (c) achievement goal theory. Each could have
implications for games learning and could help frame and examine the following
two broad research questions:
a. Does the constructivist nature of TGfU lend itself to more motivated learners?
b. How do learners construct knowledge of games, strategies, tactics and decision-
making in games?
These questions provide us with a starting point to begin this important work toward
legitimacy. We believe that research and development must work hand-in-hand
(i.e., you cannot have one without the other).
Exploring learners’ domain-specific knowledge
Grounding work in learning theories that underlie different teaching methods and
approaches to teaching will enable researchers, teachers and curriculum experts to
create a knowledge base that extends beyond identifying direct links between what
a teacher does and what a student learns to begin to test the assumptions of different
methodologies. For instance, in the case of TGfU, application of a theory of learning
may enable researchers to identify questions that more closely examine the assump-
tions of the model.
Physical education researchers have argued that instructional strategies should be
based on learning theory because without a clear understanding of how students
and teachers learn, one cannot expect to achieve intended learning outcomes
(Rink, 2001; Kirk & MacPhail, 2002). Researchers with a learning orientation
put an emphasis on understanding what students know, can do, bring to physical
education (prior knowledge), and how their knowledge changes as a function of
physical education instruction (see Griffin & Placek, 2001).
Research on the development of learners’ domain-specific knowledge confirmed
the importance of studying the specific content of the prior knowledge (Griffin &
Placek, 2001; Griffin & Patton, 2005). Findings indicated that students vary in
their type and range of experiences as well as the source of their knowledge. Research-
ers have verified that students not only need to be aware of their own knowledge, but
they must also have opportunities to articulate and share their knowledge publicly if
changes in their mental models are to occur (Wandersee et al., 1994).
Information processing theory, from cognitive psychology, provides a theoretical
framework for investigating domain-specific knowledge and contributes to ideas of
what learners know and how they learn cognitive aspects of movement activities.
Working towards legitimacy 217
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Knowledge can be broadly characterized as declarative, procedural, conditional and
strategic (Anderson, 1976; Alexander & Judy, 1988). Sport pedagogy research
reveals that individuals may simultaneously be highly knowledgeable about some
aspects of sport and physical education while far less knowledgeable about others.
For example, individuals in a physical education setting in the same class in school will
differ greatly in their knowledge structures of sport-related games. A student could
be highly knowledgeable about the tactics involved in invasion games while their
knowledge structures relating to the tactics of net/wall games may contain many gaps.
We believe that understanding and development of learners’ domain-specific
knowledge provides us, as teachers and researchers, with an additional means to
facilitate learning and to find out what students know about physical education at
the outset of instruction and as instruction unfolds over time (Griffin & Placek,
2001). This strategy acknowledges that learners are active participants in the teach-
ing-learning process (Weinstein & Mayer, 1986) and come to every new learning
experience with some knowledge about the topic already established. In a physical
education context, players’ knowledge is important in building overall game skills,
in knowing what to do and under which conditions to do it, knowing how to
perform particular motor skill components of the game, and how to apply these
tactically and strategically to one’s own advantage during game play.
Viewing the learning process with information-processing theory and research
demonstrates just how complex the instructional environment is and the difficulty
teachers face to facilitate learning (Dodds et al., 2001). From the research base
using the information processing perspective, French and McPherson (2004) pro-
vided what they refer to as ‘best guess approaches’ to sport-related games learning,
which directly relate to a TGfU model. First, teachers and coaches should design
game-play situations so that students must repeatedly make decisions. Second,
teachers and coaches should use questions to gain insight and information from
students about what they are processing or not processing. Much more research and
development work is needed to understand how to facilitate the development of
game knowledge. A challenging but important question is to explore which types of
learning situations (i.e., games or practice) elicit which types of improvement in game
performance (i.e., decision-making and execution) (French & McPherson, 2004).
A better theory for games learning has implications for physical education students.
As physical education teachers learn how to access students’ prior knowledge struc-
tures to gain a more complete picture of where gaps exist within groups of students’
knowledge, they may become more adept at providing challenging learning environ-
ments that will facilitate students’ learning and skillfulness.
Exploring a situated learning perspective
Constructivist and situated learning perspectives have been promoted in the physical
education literature (Rovegno & Kirk, 1995; Rovegno & Bandhauer, 1997; Kirk &
Macdonald, 1998; Chen & Rovegno, 2000; Ennis, 2000; Dodds et al., 2001; Light
& Fawns, 2001). These theories have the potential to stimulate social, cultural and
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physical education within a TGfU model. TGfU has several pedagogical principles
(Dyson et al., 2004). First, TGfU advocates a student-centered approach in which
learning takes place in a participation framework (Lave & Wenger, 1991). Second,
learning activities have the potential to include social, physical and cognitive learning
outcomes. Third, students work in small groups (i.e., communities of practice) and
rely on each other (positive interdependence). Fourth, the teacher facilitates learning
activities that shifts responsibility to students. TGfU emphasizes active learning
within a social practice and involves the processes of decision-making, social inter-
action and cognitive understanding of various physical activities. TGfU considers
developmental factors, which involve the modification of activities to meet the
needs of the learners and optimize the potential for success.
A situated learning perspective provides a compelling framework for the study of
games teaching and learning. Situated learning perspectives assert that knowledge
is inseparable from the culture, contexts and activities in which it develops and ident-
ifies ‘communities of practice’ as a way to characterize learning (Wenger, 1998).
Knowledge and skill are acquired when new members ‘move toward full participation
in the sociocultural practices of a community’ (Lave & Wenger, 1991, p. 29).
A situated learning perspective is a type of the social constructivism that we believe
provides a more holistic view of learning. As social learners, students construct knowl-
edge through social interaction with their peers, facilitated by their teachers. As
creative learners, students are guided to discover knowledge themselves and to
create their own understanding of the subject matter. Individuals draw on prior
knowledge and experiences to construct knowledge. A situated learning theory inves-
tigates the relationships among the various physical, social and cultural dimensions of
the context of learning (Lave & Wenger, 1991). Social and cultural contexts contrib-
ute to and influence what is learned and how learning takes place. Lave and Wenger
(1991, p. 42) discuss ‘legitimate peripheral participation within a community of
practice’ as a key concept for situated learning theory. Kirk & Macdonald (1998)
provide a useful explanation of community of practice: ‘We understand the notion
of community of practice to refer to any collectivity or group who together contribute
to shared or public practices in a particular sphere of life’ (p. 380). The social and
cultural situation of the teaching environment contributes significantly to what is
learned and how learning takes place (Kirk & Macdonald 1998). We argue that
TGfU provides a structure for situated learning to occur within a community of
practice, based in the meaningful, purposeful and authentic tasks presented and
practiced by students.
In a TGfU model, games develop within a community of practice, which provides
learners with a framework for making sense of learning activities being presented.
Legitimate peripheral participation is intended to convey the sense of authentic, mean-
ingful and purposeful participation by students in an activity. Lave andWenger (1991)
refer to legitimate peripheral participation as participation that occurs within sets of
relationships in which ‘newcomers’ can move toward ‘full participation’ by being
involved in particular experience or practice and this develops new sets of relation-
ships. Learning is viewed as the legitimate (having access) peripheral (complex
Working towards legitimacy 219
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interplay of persons, activity, knowledge and the social world) participation (activity
towards a specific task/goal) (Lave &Wenger, 1991). Learning takes place in the inter-
active social world within social practices or interpersonal relationships that are in the
process of production, reproduction, transformation and change (Lave & Wenger,
1991). Individuals are viewed as part of the whole, not acting or participating in iso-
lation. Based on the potential of situated learning perspectives to acknowledge and
highlight the constructivist and social nature of games teaching and learning, it has
emerged as a framework to theorize and analyze pedagogical practices in games teach-
ing and learning (Kirk & Macdonald, 1998; Kirk & MacPhail, 2002; Kirk, 2005).
Exploring achievement goal theory
The last theoretical frame that we propose for examining TGfU is that of achievement
goal theory. Achievement goal theory research has speculated that a classroom goal
structure, referred to as motivational climate, influences students’ adoption of
achievement goals (Xiang et al., 2003). Achievement goals have been identified as a
mastery and performance goal orientation. Given that a mastery-focused climate
(i.e., goal of developing an individual’s ability through learning or task mastery) is
beneficial to studentmotivation and achievement-related behaviors in school, research-
ers could identify and assess how TGfU influences classroom motivational climates.
We argue that when students request the game, students take the position that
games, as compared to skills practice, are fun! One reason games are more fun is
that they have structure and outcomes that give meaning to performance, which
could be directly tied to situational interest. Situational interest is a multisource con-
struct in which students report that an activity provides a sense of novelty and chal-
lenge, demands exploratory action and high-level attention, and generates a feeling
of instant enjoyment (Deci, 1992). Chen (2001) points out that situational influence
may have a stronger impact on students’ motivation to learn than goal orientations.
Proponents of TGfU argue that the decision-making process of games, which pre-
cedes the use of skills and movement execution, places students into situations that
are developmentally appropriate, however demand exploratory action and high
level attention (Thorpe, 2001).
In 1992, Thorpe argued for using a psychological framework, specifically intrinsic
motivation theory, to support TGfU as a viable model for games teaching and learn-
ing. Thorpe outlined Alderman and Wood’s (1976) work on incentive systems (i.e.,
affiliation, achievement, sensation, social facilitation and self-direction) that operate
in sport as a way to examine TGfU. Research indicates that social factors that encou-
rage feelings of competence can foster intrinsic motivation (e.g., Vallerand, 2001).
In addition, when individuals receive information that increases their perceptions
of competence, their intrinsic motivation increases (Weinberg & Jackson, 1979;
Vallerand & Reid, 1988; Rudisill, 1989; Whitehead, 1993). There is also evidence
that an individual’s experience might affect their perception of competence in
attempting a physical task (Rutherford et al., 1992). We would argue that using this
theoretical frame to examine the affect of TGfU on perceived competence, and
220 L. L. Griffin et al.
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how experience and performance information interact to affect intrinsic motivation,
would be valuable to the TGfU movement.
Each of these theoretical frames has the potential to truly extend our understanding
of TGfU as an instructional model as well as our understanding of games teaching and
learning. Sport pedagogy researchersmust begin tomove forward and explore new and
important avenues of study. Grounding work in theories that underlie different teach-
ingmethodswill enable researchers, teachers and curriculumexperts to create a knowl-
edge base that extends beyond identifying direct links betweenwhat a teacher does and
what a student learns, to begin to test the assumptions of different methodologies.
Conclusion
While it is important to celebrate two decades of TGfU as a significant innovation for
games learning, it is our hope that in two more decades there will be further cause for
celebration of TGfU as a well established and legitimated instructional model in the
field of games education. To achieve this milestone we must continue to debate and
explore TGfU as a conceptually based model for games learning, the potential of
which can only be realized if teachers, coaches and researchers value and commit
to establishing a body of evidence that positions TGfU as an accepted best-practice
model. From a broader educational perspective, if we are able to demonstrate
that TGfU can articulate with theoretical frameworks that underpin learning, then
the legitimacy of TGfU can extend beyond games learning to support more generic
outcomes from schooling.
In the paper we have proposed three theoretical frames that can provide lenses
through which the aims and outcomes of games units in physical education settings
can be explored and ‘tested’. Ultimately, we want students and players to participate
and enjoy a level of success so that they will have increased motivation to play and gain
the benefits from participation in sport-related games (Rink, 1996). As teachers and
researchers, we want to be able to demonstrate that TGfU can facilitate the develop-
ment of such thinking players. It is the intent of this paper to highlight TGfU’s current
and future roles in achieving this ultimate objective and to encourage future research
and development work which will serve to further legitimize TGfU as an instructional
model for games learning.
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