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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

A TEACHER’S INTERPRETATION AND APPLICATION OF TWO CONTEMPORARY MODELS OF SPORT AND GAMES EDUCATION: AN ECOLOGICAL PERSPECTIVE

Chouinard, Andrew D. 04 May 2007 (has links)
No description available.
2

The Tactical Games Model Sport Experience: An Examination of Student Motivation and Game Performance during an Ultimate Frisbee Unit

Carpenter, Eric John 01 May 2010 (has links)
Students benefit from positive sport experiences in physical education. If designed well, sport provides a social avenue for physical activity and strengthens student achievement in psychomotor (e.g., motor skill), cognitive (e.g., decision-making), and affective (e.g., personal and social responsibility) learning domains. Unfortunately, not all students receive quality sport instruction and many students fail to have positive sport experiences in physical education. The Tactical Games Model (TGM, Griffin, Mitchell, & Oslin, 1997) is an instructional model focused on improving student sport experiences. As a constructivist approach to teaching and learning sport, TGM reshapes sport lessons to allow students to experience small-sided games (Game 1), think critically about games playing (Q & A), practice aspects of playing (Situated Practice), and show improvement in games playing (Game 2). TGM literature includes practitioner reports about involvement (Berkowitz, 1996) and findings that show measures of game performance (e.g., skill execution, decision-making) during a TGM sport unit (Allison & Thorpe, 1997; Turner & Martinek, 1999). Limited data is available to explain how the constructivist nature of TGM influences motivation (Griffin & Patton, 2005; Rink, 2001). The purpose of this qualitative study was to examine motivation using situational interest theory (Chen, Darst, & Pangrazi, 1999; Mitchell, 1993) to interpret participant – learning situation (Game 1, Q & A, Practice, and Game 2) experiences during an eight-day TGM Ultimate Frisbee unit. The researcher acted as teacher-researcher and participants were 15 fifth graders (assigned to heterogeneous teams) and Mia, the regular physical education teacher and participant-observer. Data were collected using surveys, learning situation questionnaires, interviews, and systematic observations using the Game Performance Assessment Instrument (GPAI, Oslin, Mitchell, & Griffin, 1998). Data analysis incorporated open and axial coding (Strauss & Corbin, 1998), theoretical comparisons (Strauss & Corbin, 1998), and concept mapping (Rossman & Rallis, 2003). Findings show that participants‟: (a) participated in daily lessons regardless of gender, goal orientation, skill/effort level, and personal interest in Ultimate, (b) were excited to play games (Game 1, Game 2) because they wanted to move, liked Ultimate, and/or wanted to assess skills/playing, (c) required challenging conditions, positive competition, and/or individual/team success in order to have a positive participant-games playing experience, (d) entered Q & A and Practice expecting to learn something new, (e) stayed interested in Q & A if they received answers, learned facts/rules, and/or felt the discussion helped team, (f) remained involved in Practice if team worked well, task was fun, and/or they learned skill/strategy, and (g) perceived improvements in games playing (e.g., throwing). Mia concluded that participants: (a) were motivated to play, (b) were involved in the different learning situations, and (c) improved games playing during the unit. GPAI scores confirmed that participants‟ improved at least one area of game performance (e.g., skill execution-passing) between Day 3 (week 1) and Day 7 (week 2).
3

Fifth-Grade Students' Tactical Understanding, Decision-Making and Transfer of Knowledge in a Tactical Games Model Net/Wall Sampling Unit

Bohler, Heidi Renee 01 September 2011 (has links)
The Tactical Games Model (TGM) is an instructional model in which the primary assumption is to facilitate students' tactical understanding of games (i.e., response-selection and execution processes). Additionally, there is speculation that tactical understanding of one game transfers to other tactically similar games (Mitchell, Oslin & Griffin, 2006, p. 20). Limited research has been conducted regarding student response selection processes, problem representations, knowledge base development, or transfer of learning in this model. Griffin and Patton (2005) called for examination of TGM through an information processing lens. Examining action, condition, and goal responses of novice physical education students could provide significant insight to students' improved game performance. Also, examining students' engagement in particular tactical problems across diverse activities in a single game category could provide insight into how and which knowledge structures transfer. The purpose of this study was to examine fifth-grade students' tactical understanding and decision-making in a net/wall unit. A second purpose was to analyze the transfer of knowledge structures across the unit. Participants included an elementary school physical educator and purposively selected students (n=16; M=8, F=8) from a fifth-grade physical education class (N=50) at a suburban elementary school in the northeastern United States. Appropriate permission was obtained from the university's Institutional Review Board. The unit consisted of 20 lessons (50 minute classes). Select students remained in a cohort, participating with and against each other throughout the unit. Data was collected using multiple sources: (a) game performance (pre-post-unit), (b) situational knowledge quiz (pre-post-unit), (c) formal, semi-structured teacher interviews/written response to structured questions (pre-post-unit), (d) descriptive field notes, (e) video-taped and audio-taped teacher/student performances, (f) student think-aloud reports during the second game of each lesson (McPherson & Thomas, 1989), and (g) student focus group interviews (post-unit). Interviews were transcribed, open, axial, and selectively coded, then triangulated to develop categories. Situational quizzes, verbal recall data, and focus group interviews were micro-analyzed using a protocol analysis developed by McPherson and Thomas (1989) to examine action, condition, and goal orientations of students. Video taped game performances were analyzed using the Game Performance Assessment Instrument (Griffin, Mitchell, & Oslin, 1997). Results contribute to the empirical support for TGM, as well as contribute to what is known about knowledge structure development and transfer of learning for 5th grade novice games players.

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