Professional Documents
Culture Documents
Game Creation Take Home Exam (Based on the Articles) 1) The article by Curtner-Smith detailed how the TGFU approach and "Games Invention" can be used at the elementary level in addition to the secondary level. As a result he presented "threestep model". Based on this article answer the following: a) What does TGFU stand for? (1 Point) b) Describe the three step model that Curtner-Smith outlined? (10 Points) c) c) What are the purposes of games invention according to Curtner-Smith? (4 points) 2) Rovegno and Bandhauer's article examined the misconceptions that teachers and preservice teachers have about "child-designed games". Based on the article answer the following: a) Rovengo and Bandhauer discuss the potential that using student created games can have on physical education. For 4 points, discuss why each one is an important component of physical education? (4 points) b) Of the 10 presented misconceptions, select two that you feel are very important to consider when using student-created games with students. For each one discuss why these are to consider and discuss what you would do to eradicate this misconception. (6 points - 3 points for each assumption) 3) In recent years the notion of teaching physical education through a tactical approach has become a popular teaching concept. Gail Wilson's article examined the tactical approach to teaching through the invasion game form. Answer the following questions about her article: a) On page 21 Wilson wrote "Many physical educators have an insufficient understanding of fundamental concepts needed to teach the cognitive aspect of team game play." Discuss what you believe she meant by this statement. (5 points) b) Wilson, presented a generic framework of cognitive concepts for invasion games that is based on four interconnected modules. For the game that your group created address and discuss each module. Use examples to justify your answers (10 points 2.5 points/module) Bonus QU 1: In Wilson's artice Morris and Stiehl (1999) is a referenced book. For 1 point tell me the University that Stiehl works at? Bonus Qu 2: How does Matthew Curtner-Smith have ties with the Univeristy of Northern Colorado?
experiences to create games in class. Some may even be able to draw from video games. Also, bringing fun from outside of school into the classroom can be motivating for students. 3) To learn how to learn cooperatively and solve problems in groups. This one is very important and inevitable. Even in my own games creations or group work for that matter, I have seen this. Lets face it, the world is full of people and eventually everyone will have to communicate with someone else. Most will need to develop skills to work as a group. The ability to practice this is great for learners. Group work also allows a teacher to assess these group working skills and be able to teach group skills if any problem arises. If games creation is used in the elementary level, this will be a good place to practice to gradually decreasing me complex of younger children. 4) To create games that are meaningful to them as children while also focusing on significant skills and strategies of game play. This is a bit of a combination of 1 and 2. The games that they create are meaningful to them because they created them. They are also meaningful because they may resemble games they play outside of school. When creating a game, students should be aware of the skills and strategies within their game by the time they are ready to play or present. This allows them to attach words and thought to movements or tactics they may do every day after school. b) -A child-designed game should not look like any other game and should not look like a sport. I have not seen many child-designed games, but I can imagine that many of them look like a known sport or game, especially at the secondary levels. This should not be something that will be graded on or even a focus when creating games. Children will use their previous experiences with games to develop a game. If a group develops a game that is similar to another sport or games, but changes a few things to make it more successful, fun, challenging, etc., then they have successfully created a game. The article does mention that equipment and purpose can make their game look like a sport so I will not go into that. I would also like to point out, firstly, that a game that resembles another can be very beneficial to students. If a group develops a game that uses a basketball and focuses on dribbling, but does not need a hoop, then they will be able to (outside of class) play a game with a basketball (or any ball that can bounce for that matter), without needing a hoop. Secondly, games that resemble other games will be more than likely the games that the teachers are referencing in their own practice designs and students are allowed to be creative, while still practicing the skills the teacher wants them to learn. Thirdly, many teachers games resemble sports and so it is a bit hypocritical to ask students to develop something completely original, when teachers do not. After all, we are not looking to reinvent the wheel, just teach students how to be active.
-Teachers are untrue to the philosophy behind child designed games if they tell children what to do. As with the safety issue mentioned in the article, I do believe it is necessary that teachers have some say in the game creation. Also, I believe that a child designed game is a great assessment tool for students. Teachers can formulate the game creation activity to allow students to demonstrate their learning of particular skills, games, etc. After all it is the teacher who has a plan for their class and is looking to see certain things learned in their class. I also believe establishing parameters allows for a more successful game creation because it gives students an idea of what teachers are looking for. The teacher should also have created an environment for students that allow them to come to the teacher for advice. All in all, the teachers parameters or inputs on the game creation will not hinder, but help game creation, while still allowing for many different and unique games.
Mobility the on-ball player only has three steps, so the mobility is mainly on the shoulders of the off-ball attackers who want to gain passing lanes. The player in possession must pass to advance, so this is a major part of the attack. Advancement This is solely based on the ability to make successful passes that eventually result in positive court gain. Width Players who are able to utilize open space will be successful in creating passing opportunities. Also, by spreading the offense towards the goal line they may be able to make crossing passes to catch the goalie on the opposite side of the one they want to shoot from. Offensive Depth This will come in handy when a player in possession is trapped and needs an outlet pass to regain momentum in the advancement. A player that provides negative support will be able to essentially restart the advancement. Also, this player may be helpful in scoring by receiving a negative pass and being able to pass to a player with an advantageous scoring opportunity.
Defending
Engagement The on-ball defender, as well as any other defender, is not allowed any physical contact to gain possession of the ball so their main objective is to be a distraction to the ball carrier. The off-ball defenders stay close to other offensive players in an attempt to intercept or distract passes. Defensive Depth this concept is somewhat forced by the game by allowing the offense to have one more player than the defense. The defense will try to distract the player with possession, but must keep other offensive players close as to not allow a pass behind them. Since there is no significant advancement by individual players, the concept of supporting a player who has been beaten by an offensive player with the ball is not present. Contraction This concept may be more closely related to the defense played near the goal. Players must place themselves in a position to intercept or distract passes, but not allow the offense to have an uncontested shot at the goal. The goalie is the best example of this concept, by being forced to defend the goal zone. Expansion This describes the strategy used by defenders in the game. Players may choose to be goal-side to defend players in possession or ball side when they want to intercept passes. It may also be advantageous to the off-ball defenders to play more ball side defense to intercept passes, because if an offensive player receives a ball, they cannot advance freely to the goal so the risk is not very great. Defensive players also have the option
to leave a player completely unguarded, which allows uninterrupted passing, but since they cannot move, it is not a complete threat.
4) Action Options
on-ball attackers attempt to score using throw or paddle, which player to pass to, which direction to take 3 allotted steps, how to pass force, hitting vs throwing with paddle. off-ball attackers finding open space for a pass, how far from the ball to move, provide a negative or positive pass. on-ball defender where to place self to interrupt pass, whether or not to help guard off-ball attackers. off-ball defenders how close to stay to off ball attackers, defend goalside or ball-side, stay with marked player or switch upon players crossing, whether to swat ball away or intercept by catching. goalie positioning for best opportunity to stop a scoring attempt. Bonus #1 University of Northern Colorado Bonus #2 Matthew attained his degree of education at University of Northern Colorado in Sport Pedagogy in 1991.