Teaching Games for Understanding

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Jeni Bennett

Evaluate the evidence relating to the reconceptualised Teaching Games for Understanding (TGfU) model in terms of the impact on participants’ technical and tactical development.

(1000 word Assignment)

        The Teaching Games for Understanding (TGfU) Model is all about the delivery of teaching via a specific game-centred approach method which focuses on developing the learner’s ability to problem solve and decision make whilst in game situations, at the same time promoting tactical awareness. The TGfU Model was first constructed by Bunker and Thorpe in 1982 but has been modified many times since then to ensure easier understanding and implementation of the model. The original model involved six stages beginning with game play rather than repetitive skill practice, but the new reconceptualised version of the model is mostly focused on just three of the more important stages; modified game play, skill development and tactical awareness through carefully thought out question and answer sessions.

        

        Within the model’s development process, four key principles which link game content and game pedagogy by means of modified-game play have been put together. These four principles are Sampling, Representation, Exaggeration and Tactical Complexity (Thorpe & Bunker, 1989). Game sampling encourages participants to identify differences and similarities between a range of various games and allows for the transfer of tactical knowledge and understanding across the various games. Representation refers to the introduction of a simplified game with the same basic structure and tactics to those of the full game. This simplified game can represent a range of sports depending on the changes made to the rules and so, enables easy transfer of tactical knowledge throughout games in general rather than one specific game. Exaggeration is the changing of secondary rules to put emphasis on a specific tactical problem. Tactical complexity is all about making the difficulty and complexity of the game relevant to the developmental stage of the participants (Griffin, L.L.& Butler, J.I., 2005).

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        An example of a session presented using the TgfU model is ultimate frisbee. The teacher delivering the session begins with a modified game in which the rules are altered as follows; All passes must be made below shoulder height. To score, participants must receive the disc, place it on the floor in front of them and perform a star jump in which their arms go right up above their head before picking the disc up again and continuing on with the game. If however, the opposing team gain possession of the disc (i.e. by picking it up or pushing ...

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