ACTION RESEARCH AND SUPERVISING STUDENT-TEACHERS

 

PART 3:  RESULTS FROM AN ACTION RESEARCH PROCESS

By T.F. Hopper

University of Victoria

 

Published in RUNNER, 35(2), 36-40

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Phase 2:  Developing a practical theory for games teaching

 

This paper is the third in a series of four papers.  The purpose of this series of papers is to describe how action research can offer a more practical, less judgemental model for supervising student-teachers on teaching practice in schools.  Three supervisors (qualified teachers) supervised 10 student-teachers teaching games to children in after school programmes.  Each course involved ten classes made up of children aged 7-9 or 10-12.  Class sizes ranged from 10 to 26 pupils.  These children paid a nominal fee to attend the sessions.  The children were not particularly accomplished at physical activity and varied considerably in physical ability.  Weekly classes ran for one hour after school for a ten week period.  In part 2 the student-teachers had established their own procedures in class through a team-teaching process with the supervisors.  When the supervisors taught they responded more to what the children did rather than telling the children what to do.  The student-teachers admired this approach noticing that the children got excited from playing modified games and developing skills from the demands of the games.  This was an approached related to the teaching games for understanding (TGFU) model (Bunker & Thorpe, 1986).

The action research cycles evolved in three phases.  Each phase consisted of a number of cycles of the action research process (plan, act/observe & reflect)[1]. To assist the reader in recognizing the relationship between plan, act/observe, reflect and re-plan, these aspects in each cycle have been highlighted in brackets.  To give the reader a sense of my position as a supervisory teacher in the account I have included my thoughts in italics.

Cycle 4: Game vocabulary 

       Lessons by student-teachers tended to follow a pattern —  a warm-up activity with a body management focus, a skill development segment to teach a skill or set of related skills, then, if time permitted, a modified game (act/observe).  In order for  student-teachers to respond to their pupils they required the ability to recognize the pupils’ needs in a situation as it develops.  Supervisor prompts were successful in encouraging student-teachers' use of general and selective feedback to pupils as they engaged in tasks.  A prompt, however, was not effective in helping student-teachers perceive what the pupils could be gradually aiming towards in the modified versions of the adult games being played (reflect).  To help student-teachers make connections between body management type activities (tag type games), equipment handling (closed or invariant skill manipulation of objects and equipment), game strategies,[2] game tactics,[3] and the ability to effectively use skills in game situations, summary sheets known as BESTAT (Body management, Equipment handling, Strategies, Tactics And Technique) were developed by the group (re-plan).  Figure 1 shows an example of a BESTAT sheet for court type games (wall and net).

I took responsibility for authoring the BESTAT sheets making reference to Ellis (1985) and Almond (1986) for the classification of games. The BESTAT sheets listed aspects of territory or invasion type games (i.e., football, soccer), court or net/wall type games (i.e., tennis,  squash), and field or fielding/run type games (i.e., cricket, baseball).  Each section of the BESTAT sheets listed generic components common to all games within that classification.  For example, typical of territory-type games is the body management skill of sprinting and changing direction; whereas, rapidly changing direction in a small space by moving sideways, forwards and backwards is more typical of court games (see Hopper, 1994; Sanford-Smith & Hopper, 1996). 

 

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The group members used the BESTAT sheets to give a vocabulary to describe what children were doing and to focus on the possibilities for helping pupils play the games more effectively.  This information also helped student-teachers to make the activities purposeful for playing the recognized adult game better.  For example, a student-teacher pointed out that changing direction without falling was important in a modified flag-football game the children were playing, then started a tag game that concentrated on balance and change of direction.  The pupils practiced a split step (feet shoulder width apart with weight leaning back) after running to enable themselves to have a solid base from which to change direction.  This practice improved their agility in the tag game as well as in the flag-football game subsequently played.  The tasks set by the student-teacher seemed to make more sense to the children, resulting in them buying-in much more to what was being taught (act/observe).

Cycles 5 and 6: Working from game situations using a "teaching games for understanding" (TGFU) approach

 Examining the BESTAT sheets and reflecting on discussions with their supervisors resulted in the student-teachers being more confident about working from game situations with the children (act/observe).  This confidence led to more personal concerns being expressed by individual student-teachers regarding what they wanted to achieve (reflect).  For example, some student-teachers wanted children to make more intelligent choices.  They found that pupils tended to choose adult equipment even though they were unable to play the game with such equipment (reflect).  The action research group decided that teaching children how to intelligently choose equipment initially involved providing only limited equipment choices (re-plan). The result was that children played with the equipment provided and were more able to address the challenges set by the student-teacher (act/observe).  It was concluded that though children complained about not being allowed to use adult size equipment, with teacher guidance and encouragement they soon learnt that playing with the modified (shorter, lighter or in a case of balls slower bouncing) equipment enabled them to play more vigorous and exciting games than before (reflect).

Student-teachers also tried to get the children thinking about what they were doing by asking focused questions such as, “Why do we need to change direction?”; “How does a wide base help you change direction?”; “What can a player do to stop an opponent from receiving a ball in space?”; or “What was the most effective way to hit a ball accurately?" (re-plan).  These questions asked the pupils to think, explain, and show through demonstrations that they understood.  Questioning also developed tactical awareness for pupils in game play.  For example, earlier on in the courses the teacher defined all rules for games.  The teacher introduced the games by showing and explaining them to the children.  If a game was too easy the children considered it boring and if a game was too difficult some children did not participate.  If the children had played the game before, depending on their previous experience, they considered it to be either brilliant or boring.  Once the children began to determine initial rules and subsequent rule changes to make a game better they started to take responsibility for the game.  Children started to realize the need for certain rules and how they could tactically take advantage of situations that rules created (act/observe). 

One student-teacher indicated that initially she confused the children in her lessons when she tried a questioning approach.  The children did not expect to be asked questions or to ask questions themselves, they would stand passively waiting to be told what to do.  The children were not used to making decisions.  In later lessons, after coaxing out answers and questions from the children in each lesson, the student-teacher said that the children asked, "What happens if...?"  The children were able to imagine possiblities in the play of their games.  The student-teacher indicated that she was now able to respond to pupils' needs in a way that made sense to her and the pupils (reflect). 

Another student-teacher agreed with this perspective.  When she had initially asked children about how they should score in a game, a child responded, "Don't you know how to play the game?"   However, later in the course the same child  had suggested a way to improve the slow-pitch game by saying, "Well the game would work better if the batter did not have three strikes, only one, then the  fielders would always be busy and the waiting batters would have less time to wait".

Though I have been an advocate of the Teaching Games for Understanding (TGFU) approach, and tended to teach within this model of teaching, as did my supervising colleagues, I did not tell students to teach in this way.  Student-teachers were encouraged to teach the best way they could.  It is my belief that supervisors modeling teaching behaviours as situations arose in classes enabled student-teachers to construct their own style of teaching within a TGFU model.  Student-teachers' teaching constructions came from seeing situations as a teacher and feeling a change in lesson  quality when the supervisors taught.  At the beginning of the action research process all the supervisors  avoided telling student-teachers what to do.  Lesson planning sessions for a 50 minute lesson initially took over an hour to plan.  During lesson planning, supervisors tried to explain possibilities and encourage student-teachers to come up with their own ideas based on what they thought the pupils needed to play a game more effectively.

Cycle 7: Blue print lesson plan

With this increased insight into possibilities for lessons, a concern arose about the need for detail in lesson planning (reflect).  Student-teachers would list objectives related to the learning domains (cognitive, affective, social and psychomotor) but when actually teaching they were more focused upon managerial problems with children, equipment and the available space.  The desire to challenge the pupils in the learning domains as the pupils responded to the learning environment tended to work against detailed lesson plans that indicated exactly what the children should be doing.  As one student-teacher said, "You are told in your university courses to write a detailed lesson plan that seems to take a month to write but which you can scrap at a moment’s notice if you need to -- sure you will."  The group agreed that the need for detail in lesson planning was to help see what was possible, but until one had experience to reflect upon, then one had limited ability to see lesson needs and possibilities.  The writing process prepared the student-teachers to see more in their lessons, especially if things did not go according to plan.  The conclusion was that planning required the influence of knowledge of real pupils to be meaningful, but detail in lesson planning was needed initially to enable a novice teacher to realize what was needed and possible in a lesson.  Reflections on the degree lesson plans met objectives guided the construction of subsequent lesson plans (re-plan).  It was impossible to plan more than one lesson ahead for the student-teachers; however, the supervisors, based on their previous experience teaching games course, had a sense of what would be needed in the next few lessons.  In a sense the lesson plan was seen as a blue-print from which to work rather than as a map to follow.

Lesson planning became more flexible with student-teachers relying more on diagrams and less upon written descriptions of what they wanted to happen.  Student-teachers were able to respond to the situations they created.  Children started to play with ideas.  For example, a supervisory teacher recalled how one student-teacher, Erin, taught batting-fielding type games with pupils of ten to eleven years of age (act/observe).

 The children's games had been moving towards baseball so Erin wanted to enable them to use the body management skill of sliding into a base.  Rather than telling the children to slide, a skill that can hurt especially on a smooth but hard wooden floor, she set up a tag game.  Four children stood on mats that were two metres apart, the other eight children had to run through the mats without being tagged.  Initially, with Erin's encouraging, the children ran through the mats fast, some got through in the confusion, but in the first assault most of the children were tagged.  In the second assault only 3 children were left.  It looked like none of them had a chance.  All three ran at the same time for different gaps.  Two were immediately caught, but one pupil, Don, dove to the ground as he approached the mats sliding beneath the tagging pupil's hand.  All the children were very impressed.  Erin was thrilled.  This was a 'teachable moment', one she had hoped for.  She asked Don to demonstrate his slide emphasizing how he bent his knees, and while keeping his body rigid, took his lowered body weight on his hands, sliding forward.  The class erupted with sliding bodies dusting the floor.  Even Erin joined in.  Some children found it difficult but repeatedly tried, after 2 or 3 minutes all the children could slide to some degree.

I watched the lesson.  Erin owned the idea and responded to the moment.  She told me it was a turning point, a point where she  she felt she had made a large step towards becoming a physical educator.

Conclusion so far

This anecdote points to how Erin as a representative of the other student-teachers, had started to teach in a way that asked pupils to make appropriate decisions based on the environments being set by the teacher.  In the final phase of the action research project the student-teachers were asked to supervise peers from the university who had not had any experience teaching games to children in schools.  In this situation the student-teachers were able to encourage the university students to develop a TGFU approach.

 

REFERENCES

 

Almond, L. (1986).  Reflecting on themes:  A games classification.  In R. Thorpe, D. Bunker, & L. Almond (Eds.), Rethinking games teaching, (pp. 71-73). Loughborough: University of Technology.

 

Bunker, D.,& .Thorpe, R,  (1986). The curriculum model.  In R. Thorpe, D. Bunker, & L. Almond (Eds.), Rethinking games teaching, (pp. 7-10). Loughborough: University of Technology.

 

Ellis, M. (1985).  Classification of Games.  Unpublished paper Department of Physical Education and Sport Studies, University of Alberta: Edmonton.

 

Hopper, T. (1994). Can we play the game? RUNNER, 32(2), 21-22.

 

Sanford-Smith, K., & Hopper, T. (1996). Teaching the Mind and Body:  Connecting Physical Education and Language Arts. RUNNER, 34(1), (In press).


 

 

 

Figure 1.  An example of a BESTAT sheet for court games.



[1]These phases were connected to those highlighted by Kagan's (1992) comprehensive study of 40 learning-to-teach studies where generally novice teachers went from learning their role as they familiarized themselves with the nature of children, to then acquiring procedural skills related to the context and finally developing problem solving skills to adapt to the needs of the situation.

[2] This refers to the planned playing procedures for attaining the game objectives.  The way of playing, i.e., initially you need to be consistent in court games as in tennis and squash, then you try to be consistent and place the ball to make it difficult for your opponent, etc.

[3] These are the practical maneuvers used to gain advantage over opponents or situations, i.e., hitting the ball short then long in court games.