Published in CAHPERD, Vol 66 (4), pp 14-19.
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By Tim Hopper and Rick Bell
This paper will explain how, based
on a games classification system, strategic understanding and tactical
awareness can be taught as concepts that transfer between games. Developing from the presentation of Hopper and
Bell (1999a) on the Tactical Awareness Components to Increase Cognition
(T.A.C.T.I.C.) framework, this paper will conclude with an analysis matrix for
teaching tactical understanding in games like tennis and squash. For this paper a game is defined as physical
activities using an object that are played in society, for example football,
tennis, golf and softball. Strategic
understanding is identified as understanding ways of playing, for example
getting the ball back into play when playing tennis. Tactical awareness is identified as ways of playing to gain an
advantage over opponents, for example, a fast break in basketball.
Games classification systems were
popular during the 1970’s and 1980’s.
They presented frameworks for selecting and teaching games that would
offer a well-balanced curriculum (Werner
& Almond, 1990). The most
popular game classifications systems were those advocated by Mauldon & Redfern (1981), Ellis
(1983) and Thorpe,
Bunker, & Almond (1986). As Werner
and Almond (1990) explain, each of these classification systems had unique
characteristics, but developing from the lead of Mauldon and Redfern (1981),
the essence of these classification systems was focused on the body-management
(locomotive, non-locomotive) motor skills and equipment handling (manipulative)
motor skills needed to play games. For
a detailed explanation of a games classification system based on motor-skills refer
to Wall and Murray (1994). Based on
these classification systems, provincial curricula in British Columbia, ??? and
the national curriculum for PE in the United Kingdom, have grouped games in the
following categories:
1.
Target
games such as golf, lawn-bowls and ten-pin bowling. Essential body management (BM) skill is balancing. Essential equipment handling (EH) skill is
sending-away (throwing or striking).
2.
Batting
and fielding games such as cricket, softball and baseball. Essential BM skills include run, jump, stop,
turn and guard. Essential EH skills
sending away (throwing and striking) and receiving (collecting and catching).
3.
Net/wall
games such as tennis, volleyball, badminton, squash and racquetball. Essential BM skills include run, stop, turn,
jump and guard. Essential EH skills
include sending away and preparing to receive.
4.
Territory
games such as soccer, ice hockey, basketball, rugby and football. Essential BM skills include run, stop, turn,
jump and guard. Essential EH skills
sending away, receiving (catching and trapping) and retaining (dribbling and
carrying).
From this background knowledge, this
article suggests a games classification system that categorizes games as
advocated above, but with fundamental consideration given to the tactical
demands of the games within each category (Thorpe,
Bunker, & Almond, 1986). The game classification system to be explained here
suggests the central importance of strategic understanding and tactical
awareness whenever teaching children to play games.
Hopper (1998) suggested progressive
principles of play for the four games categories based on the primary rules of
games within each games category. The
principles of play are the basic elements of play that structure effective game
playing. For example, in net/wall games
the primary rule of these games is essentially that ‘The aim of the game is to
get the object into the area of play more often than an opponent.’ This primary rule leads to progressive
principles of play that are consistency,
then placement of the object and positioning in relation to opponent’s
target area, and finally spin and power to make it difficult for an
opponent to get the object back into play.
For further analysis of primary rules and principles of play refer to
Hopper (1998).
The principles of play give an
effective framework for progressively teaching students the strategic
understanding to be successful game players.
However, understanding these principles does not happen for students
from simply being told or shown.
Students need to be taught the principles of playing, repeatedly, within
gradually developing modified games that, through teacher guidance, enable the
students to appreciate and realize how to gain an advantage over an
opponent. In other words, students need
experiences in lead-up games that allow them to determine how to play
tactically. How does the teacher do
this?
The T.A.C.T.I.C. theoretical
framework for analyzing tactics in games based on five components of play (Hopper & Bell, 1999). The five
components are broken into two groups, the initial components and the advanced
components (see Fig 1). The initial
components contain three aspects:
1.SPACE: Where an object should be placed in the
area of play and where a player should go in the area of play.
2.TIME: When to execute a skill within a game,
when to create time to play a shot.
3.FORCE: How much and where to apply force on an
object for height, directional control and distance.
Traditionally, teachers using a
movement approach have used these components to get young children to
experiment and explore as the children learned to control objects in the
environment set by the teacher. We have
found these components particularly effective for young children and when
introducing children to game structures using a more co-operative focus.
The spatial component is
foundational to tactical awareness.
Once students appreciate the need to manipulate how they use ‘space’,
then ‘time’ and ‘force’ components become a natural progression to their
growing tactical sophistication. The
advanced components add the relationship aspect of tactical play. Opponents who can use space, force and time
to affect their play create an unpredictability that keeps the outcome of play
uncertain as they probe the ability of their opponents. This relationship focus is fundamental to
making a game play. The advanced
components that focus on the relationships between opponents are:
4.SELF:
In relation to what you are able to do with the initial components what
should you do to gain a tactical advantage over your opponent?
5.OTHER: In relation to what the other player is
doing with the initial components what should you do to gain a tactical
advantage?
These components create in the
players’ minds the infinite possibilities of play within a game structure
against similarly astute and agile opponents.
To show how a teacher can use these initial tactical awareness
components to increase students’ cognitive understandings of game playing,
there follows an example from the net/wall category of games.
In the following game we have found
particular success with grade two students.
Before any game is played it is important that students have, with the
most appropriate object (usually a large playground ball), the pre-requisite
skills at a level that will enable them to play. For this game students need to be able to consistently toss a ball into the air and catch it after one
bounce. Key refinements to help them
perform these skills would be, (i) toss with arms extending up, (ii) move to
where the ball is going to bounce, (iii) get beneath ball, and (iv) keep hands
together and draw the ball into the body as it drops onto hands and arms. Once students have these refinements to a
level that gives them success then the teacher can give each student a target
(coloured card or hoop). Now they are
ready for the “toss into target” game.
The teacher can then give the following task,
“Tossing the ball up above your head,
how many times can you get the ball to hit the target? Let the ball only one bounce?” The pictures in Figure 1 show a student
performing this task.
The idea behind this task is to get
the children tossing and catching a ball off one bounce consistently and
learning the technique for tossing the ball accurately (placement). Young children usually toss the ball up and towards the
target, and then watch the ball as it bounces before chasing after it (see
Figure 1a). Rarely, in this way of
playing do children catch the ball before it bounces and often end up over
stretching for the ball (see Figure 1b) not catching it or stumbling as they
catch. To help the children have enough
time to catch the ball after one bounce ask the children to explain what happens
when they toss the ball higher.
Students will soon realize that more height on their toss gives them
more time to catch the ball after one bounce (see Figure 1c). At this point the children may need help
with throwing the ball up and towards the target, and then moving to the bounce
of the ball, waiting for the ball to drop into their hands. However, very soon more strategic
understanding needs to be taught with another spatial component question. For example,
“After you toss the ball where
should you go?”
The question will focus the
children’s attention on thinking about what happens after the toss. A second question to help all the students
to understand where to stand can then be asked,
“Where do you want the target to be
after you have caught the ball?”
Then the children may answer,
“In front of me.”
A further prompt from the teacher
could be,
“So where do you need to go?”
“I want to run around behind the
ball.”
“Why?”
“So that I can catch the ball after
one bounce, then quickly toss it at the target again.”
The last three stills Figure 1 show
a student throwing the ball with height (Fig. 1c), relocating to the opposite
side of the target before the ball has bounced (Fig. 1d), and then safely
catching the ball facing the target for the next toss (Fig. 1e).
(a) |
(b) |
(c) |
(d) |
(e) |
Figure 1: Stills of student playing “Toss onto
target” game.
As this principle of positioning is
being grasped some children may need to be reminded to toss the ball higher,
often they want to throw the ball at the target with minimal height, they then
become aware of how a little more force in the right direction (upwards) will
give them more time to get behind the ball.
As the spatial awareness component is appreciated by the children they
will start to understand how positioning will give them more time to be
consistent at tossing and catching the ball and therefore allow them to do more
tosses as they work on getting the placement of the ball onto the target.
With grade 4 and older children
using smaller balls (tennis ball size balls) this same progression is
challenging. Once these children have
followed the sequence of tasks, instead of catching with hands students can use
a scoop to catch a ball. As they
succeed at this they can be instructed on how to strike a ball using the palm
of their hand and then striking with a light paddle bat. Figure 2 shows a student playing the “toss
onto target game” with a scoop. Her
ability to move to receive the ball before it has bounced gives her time to
catch the ball. Also, this recovery
movement encourages the student to use a side stepping lateral movement so
important in net/wall games. When a
scoop can be used effectively a student is ready for striking a ball after one
bounce and keeping it going. Grade 4
children can play this game in pairs, hitting the ball alternatively, to see
how many times they can hit the target.
Figure 2: Stills of student playing
“toss onto target” game with a tennis ball and scoop
Once the initial tactical awareness
components have been taught children would have developed an array of strategic
ways of playing in net/wall games. At
this point the children are ready to work with and against an opponent. The following example is a progression of
tactical questions to help students develop the initial and advanced tactical
awareness components against an opponent.
The castle game is played between
two or three players and for this reason is more suitable for grade 3 children
(eight years of age) and older. The aim
of the game is to get a tossed or struck tennis-size ball to hit a pile of four
tennis-sized balls (the castle) as shown in Figure 3. Three essential rules are needed, (1) the ball must be hit up
above waist height, (2) the ball must bounce, and (3) the ball must be hit
alternatively. The children can decide
how to start and re-start the game, what happens when the castle is hit and
what happens when any of the three essential rules are broken. To help the students play, a teacher may
need to modify the equipment or object.
For example, players may need a larger ball and work on tossing and
catching if striking a ball is too difficult.
Or a teacher may need to work on the refinements for striking a ball and
keeping it going after one bounce, with the students working individually first
using their hands, then a light paddle bat and then playing against a wall
hitting the ball high.
(a) |
(b) |
(c) |
(d) |
Figure 3: Stills of student playing “Castle”
game with an opponent
When working in pairs students, as
shown in Figure 3a, have a tendency to strike the ball, then stand and watch
their partner play a shot. To address
this lack of preparatory action the following tactical awareness questions can
be asked.
“Where should you stand after you
have struck a ball?”
This positioning question focuses
the children’s attention on what happens after they have a struck a ball and
their partner is striking the ball. As
with the positioning question asked earlier, the players need to consider where
the ball will go after they have hit it, but this time they need to think about
what the OTHER player will do, that is where the other player will hit the
ball. This question starts the
development of the advanced tactical awareness components. The aim of the game is to hit the target,
therefore the answer wanted from the children is:
“I should go opposite my partner, in
the line with the target.” Figure 3b
and 3c shows a student moving opposite to where her partner is going to hit the
ball. Notice how the lateral movement
developed in the ‘toss onto target” game has transferred into the more
challenging “castle” game.
When the children realize this
tactical idea they will find that they have more time to play their next shot
because they are anticipating where the ball will go. With more time to play a shot the children can control the force
on their shot in order to send the ball accurately towards the target. The teacher may need to work on technical
refinements to help the students with waiting for the ball to drop, bat
preparation, grips, hitting with forehand and backhand sides of the bat and
setting up the body in preparation for striking the ball. However, with an awareness of effective
positioning the children will learn to move side-ways effectively and create
time for successful practicing of the technical refinements within the
game. The following question will get
the students to consider their own abilities and how to maximize their chances
to play effectively.
“If you prefer hitting the ball on
one side how should you position yourself in relation to the target?”
This SELF-question focuses the
students on setting up with usually their forehand side favoured for receiving
the ball. As students get confident
with hitting the ball with one side of the bat, they realize the need to
develop ability to hit with both sides of the bat.
Once the students are able to anticipate
where their opponents will hit the ball, and can prepare effectively, the
following advanced tactical awareness question develops further excitement in
the game.
“If your opponent anticipates where
you will hit the ball should you always hit the ball towards the target?”
Once this OTHER-question is asked,
students start to hit the ball away from the target in order to move their
opponent away from the target, aiming at the target only when they think their
opponents are out of position or forced to hit with their less favoured
side. Once students start doing this
tactical play, a new rule may be needed to decide a boundary within which the
ball must be hit. To help students to
recover when they are out of position the teacher can remind them that if they
hit the ball higher they will have more time to prepare for the next shot. All these elements create a dynamic game
(see Fig. 3e) where the skills are being developed whilst playing against an
opponent.
When the students consider
themselves and their opponents’ options spinning the ball becomes a skill to
make it more difficult to hit the ball accurately. Some students start spinning the ball as they realize how to
control the ball by applying the right amount of force. This advanced skill can be developed further
in game structures that have a court and a net.
The progression in the “toss onto target” game
and “castle game” are both beginning games that develop strategic understanding
and as the games are played with an opponent, develop tactical awareness that
can be transferred into other net/wall type games. Both of these games can be played against a wall. The target can be placed slightly away from
the wall so that it can be hit after the ball rebounds off the wall. For net/wall games like badminton and
volleyball where the object is not meant to bounce the same progression can be
used, except the players try to prevent the object from bouncing in an area of
play that they occupy.
Using the principles of play for tactical depth
and the tactical awareness components for tactical breadth, the T.A.C.T.I.C.
matrix in Figure 1 can be developed to summarize the strategic elements that
develop tactical understanding.
Game
and focus |
Principle of Play depth |
Tactical
Awareness Components for breadth
|
||||
Initial |
Advanced |
|||||
SPACE |
FORCE How |
TIME When |
SELF OTHER In
relation to… |
|||
Toss onto target Bounce,
catch then send. Co-operative then
compete |
Consistency ¯ Placement & Positioning |
Where is the biggest target
area? |
How hard send ball to be
able to get ball to hit target? |
When playing a shot can you
get to next shot? |
In relation to the ball
move self to bounce of the ball |
|
Where is your partner's target
area? |
How will you apply the
force to keep the ball in? |
When use height to recover? |
What is the area to get
into to be ready for next shot? |
How can you anticipate the
placement of partner’s shot? |
||
Castle game Bounce
to hit target. Co-operative then compete |
Consistency ¯ Placement &
Positioning ¯ Spin & Power |
Where will the ball land? |
How can you use force to
control ball accuracy? |
When do you hit the ball
high for time to get to bounce? |
In relation to target where
is best place to stand? |
In relation to opponent’s
hit where should you stand? |
Where do you go after
striking the ball? |
How hard hit ball and in
which direction to be ready for next shot? |
When will partner hit ball
to target? |
How can you position
yourself to use your favoured side? |
Can you send the ball where
your opponent does not expect it to go? |
||
Where will the ball bounce
if you use spin? |
How will force be applied
to the ball to make it spin? |
When should you spin the
ball and when use power? |
How well can you spin the
ball and control placement? |
How can you use spin to
get your opponent out of position? |
Figure 4:
Tactical depth and breadth matrix for “Toss onto target” game and
“Castle” game progressions
The cells within the matrix offer
strategic elements to which the teacher can focus student attention. The matrix works as a prompt to the teacher
to develop tactical awareness. The
questions in each cell are only examples and more questions can be asked. As the students’ awareness grows, they will
develop an array of strategic understandings that lead to tactical awareness
that transfer from one net/wall game to the next. This tactical awareness allows students to realize sophisticated
ways of playing within simple games that then transfers to more complex
games. This tactical awareness
increases students’ cognitive activity when playing games and develops an
appreciation of complex tactical play in the adult games such as tennis,
volleyball and squash.
The T.A.C.T.I.C. framework with the
principles of play for games (Hopper, 1998) offers a systematic way to teach
the tactical complexity of games in the net/wall, territory, target and
batting/fielding game categories (Bell
& Hopper, 1999a; Bell & Hopper, 1999b; Hopper & Bell, 1999a). By way of
example this article has focused upon the net/wall games category, future
articles will show how this framework can be used for other game
categories. We feel that too much focus
in games teaching has been upon the technical points of isolated skills that
rarely transfer into actual game play.
The reason for engaging in games is not to perform a skill or to display
ones physical prowess, but to use the repertoire skills one is developing to
play against the structures of the game and the challenges set by an
opponent. As Thorpe et al., (1986) have indicated, players that learn to play tactically
will play games for the mental challenge as well as the physical exertion; they
are more likely to play longer and will appreciate more the watching of games.
The cognitive challenge of playing games must be broken down so that children
can become intelligent players who appreciate the play of games. We feel that the T.A.C.T.I.C. framework
offers teachers a way to systematically teach children how to fully play a
game, as they play with tactical sophistication.
For further information and examples
related to this approach visit http://web.uvic.ca/~thopper.
Bell, R., & Hopper, T. (1999a). Let's
get the play back into the game . Wolfville, Nova Scotia: CAHPER '99
national conference.
Bell,
R., & Hopper, T. (1999b). A 'T.A.C.T.I.C' approach to teaching territory
Games . Wolfville, Nova Scotia: CAHPER '99 national conference.
Ellis,
M. (1983). Similarities and differences in games: A system for classification: Paper presented at the AIESEP
conference, Rome, Italy.
Hopper.
(1998). Teaching games for understanding using progressive principles of play. CAHPER,
27(1), 1-15.
Hopper,
T., & Bell, R. (1999). A 'T.A.C.T.I.C' approach to teaching net/wall Games
. Wolfville, Nova Scotia: CAHPER '99 national conference.
Hopper,
T., & Bell, R. (1999b). Let's get the play back into the game . Wolfville,
Nova Scotia: CAHPER '99 national conference.
Mauldon,
E., & Redfern, H. (1981). Games Teaching. London: Macdonald and
Evans.
Thorpe,
R., Bunker, D., & Almond, L. (Eds.). (1986). Rethinking games teaching.
Loughborough: University of Technology, Loughborough.
Wall,
J., & Murray, N. (1994). Children and movement. Dubuque, IA: Wm. C.
Brow Publishers.
Werner,
P., & Almond, L. (1990). Models of games education. JOPERD, 61(4),
23-27.
Title page:
Games classification system: Teaching strategic understanding and
tactical awareness
Author and contact person
Tim Hopper, Assistant
Professor
School of Physical Education
PO Box 3015 STN CSC
University of Victoria
Victoria. BC V8W 3P1
Canada
E-mail:
thopper@uvic.ca
Tel: 1 (250) 721 8385 (O)
Tel: 1
(780) 464 1719 (H)
Fax: 1 (250) 721 6601
BIOGRAPHICAL INFORMATION Dr.
Tim Hopper
Tuesday, January 18,
2000
Tim Hopper
is currently an assistant professor at the University of Victoria. He took up this position in July of
1999. His interests are in teacher
preparation, physical education and social constructivism. Tim originated from the South of England
where he taught at a secondary level school.
Since arriving in Canada, Tim has completed a Masters degree and a
Doctoral degree at the University of Alberta.
His research has focused on teacher education both at the university and
in the field.