teaching pe – other curricular models. also some older editions available in regular circulation ...
TRANSCRIPT
Teaching PE – Other Curricular Models
Also some older editions available in
regular circulation
I have one extra text
PART A – OBJECTIVE QUESTIONS (50-55)
• Definitions
• Matching
• Fill in blanks
PART B – SITUATIONAL QUESTIONS (15-
20)
PART C – SHORT ANSWER (45-50)
Sport Education
Health-related PE
Teaching Games for understanding
(TGfU)
Designed to promote “authentic”
sport experiences
Involves direct instruction,
cooperative, and peer teaching
SIX key features....
1. Seasons – longer “unit”
2. Affiliation – members of teams
3. Formal Competition – practice & game
schedule
4. Culminating Event - championship
5. Record Keeping – feedback
6. Festivity – celebrates improvement, fair
play
Ongoing participation – each team member
has a role each day Developmentally appropriate games
matched to skill level of students with a goal
to improve individual & team performance Diverse roles – team player, coach, referee,
scorekeeper, statistician, publicity officer
Managerial routines• Home spaces• Timed competitions• Scorekeeper submits sheets to statistician
Duty Teams• E.g. 3 teams – 2 compete, 1 referees/keeps
score Peer Teaching - COACH Cooperative planning (e.g. Balancing teams) Conflict-resolution mechanisms (e.g. Fair
play points, red/yellow cards, RPS, board of review)
Students reached similar or higher levels of skill
All students had positive experiences Most believed their skills improved Most had fun! Teacher had more freedom to interact
with students (less instruction) Sport Education requires a lot of
planning on the part of the teacher
SPARK (Sports, Play, and Active Recreation for Kids)
Designed to reduce health risks in children by • Increasing activity during PE class• Facilitating regular engagement in PA
outside of school Focus is healthy lifestyles, motor
skills and movement knowledge, and social & personal skills
Early Childhood (ages 3-5)
Primary School (K-2, 3-6)
Middle School (grades 6-8)
High School (grades 9-12)
After School (ages 5-14)
Recommended sequence for CONTENT
“Each program is a complete package of
curricula, staff development, extensive
follow-up consultation, and equipment
(via our corporate sponsor, Sportime)”
Well supported in the research literature
TYPE I – Health-related fitness• Group fitness, jump rope, walking, jogging,
running, fitness circuits, parachute play, aerobic games, dance & rhythms, cooperative games
TYPE II – Skill-related fitness• Soccer, basketball, ultimate, track & field,
field games, volleyball, softball, hockey, gymnastics, handball
Introduction & Warm-up
Type I activity (15 minutes)
Type II Activity (15 minutes)
Personal Best Day
Individual Day
Partner Day
Group Day
Listen and follow directions
Keep all body parts to yourself
Respect others
Be a good sport
Warm-up – 1 song (free jumping) Flat Rope jump Double side swing Single side swing Double side swing jump Single side swing jump Double bounce forward Single bounce forward Hot peppers Challenges
Partner throw and catch (review)
One-hand catch (fingers up)
One-hand catch (fingers down)
Give and Go
Largely direct instruction & practice styles
Traditional Model:• Teacher-centred approach
• Skills Drills Game
• The HOW is taught first, then the WHY
TGfU model:• Game Tactical Awareness Decision-making
Skills Performance
• The WHY is taught before the HOW
More emphasis on guided discovery and
student-centred approaches Teachers introduce a modified or simplified
version of the formal game Using guided discovery questions that allow
students to experience and understand
strategies, tactics, and skills (problem
solve) Students then realize the need for skills
LEARNERLEARNER
Game Category Key Components Examples
INVASION Invade the opponent’s territory with the aim of scoring more points within a time period
Basketball, ultimate, touch football, team handball, soccer
NET & WALL The aim is to send an object into the opponent’s court so that it cannot be returned
Volleyball, tennis, pickleball, squash, badminton
STRIKING/FIELDING Fielding and batting teams with the aim of scoring more runs than the opponent
Softball, cricket
TARGET Place an object on or near a target to have the best possible score
Golf, darts, archery, bocce, disc golf
Rules & Significance
How the game is played
Game-like scenarios develop understanding
of offensive and defensive tactics that assist
in gaining an advantage over opponents Components:
• SPACE
• TIME
• FORCE
• RELATIONSHIPS
SPACE• Where an object should be placed in the play area
• Where a player should go in the play area
TIME• When to execute a skill within a game
• When to create time to play a shot
FORCE• How much and where to apply force on an object for height,
directional control, and distance
RELATIONSHIPS• Self - gaining an advantage over opponent in relation to other
tactical components
• Other – gaining a tactical advantage in relation to what the other
player is doing
Participants begin to make
appropriate decisions within the
game context
They begin to understand the
importance of skill and proper skill
execution
The game play provides a context for
developing and refining skills
Students are more dedicated to skill
development because they now
understand why they need the skill
Apply the previous steps through
performance
The teacher plays a major role in
providing feedback to the learner
regarding skill execution
Similarity of tactics between games
within each game category transfer
to another game
Tactical Problem: creating space
Lesson Focus: half court singles
Objective: keep shuttle in play
Game – keep rally going as long as
possible
Questions:• How do you score a point in badminton?• How can you stop your opponent from
scoring?• Is it easier to do this with overhead or
underhand shots? Practice Task – half court singles
• Keep a rally going as long as possible using only overhead shots
Game – half court singles
Loose Ends
Course Review
Answer questions
Possible hints???
Please complete before you go!
Bubble sheet & comment sheet