Decision-Making: The
Key to Success in Games
Margaret Ellis, University of Alberta
Summary by Lisa Appel
Issue
/ Focus:
This article focuses on the “role of the adult or teacher providing an
appropriate environment for decision-making so that all children can develop to
their highest potential as games players.” (Ellis) The purpose of the article
is to provide alternative teaching methods that enable children to develop their
understanding of game play and increase their tactical awareness. Ellis believes
that an indirect teaching style assists children in acquiring the knowledge they
need in order to “take responsibility for the consequences of their own
decision-making and to cope realistically with their abilities.”
Reasoning:
Under the heading titled “The Interactor,” the article explains that
the teacher’s role may vary from one of observer or guide to one of challenger
or director, depending on the game and level of play. The teacher’s main
objective should be “to provide games that provide each child with an
opportunity to meet the challenges that will lead to continued growth in skill,
knowledge, and confidence.” In Ellis’ view, primary concepts that are formed
through simple game structures in youth will aid in problem solving and advanced
motor skill development. She also explains that children who have been exposed
to “free play” or an indirect teaching style master fundamental tasks at an
increased rate; therefore, students should be encouraged to play “their
games” in “their way.”
Assumptions:
The article focuses on children, more specifically, younger children.
The author fails to mention that although decision making abilities are best
developed at a younger age, it is never too late to re-create or enhance these
skills. She assumes that the reader will be working with younger children and
not young adults as many of her examples are geared towards teachers with
elementary-aged students.
Conclusion:
After reading this article I am more aware of the effects of different
teaching styles and the positive outcomes of an indirect style as opposed to one
that is more direct. I understand the importance of allowing children to play
their own games with their own rules; these games will help them expand their
critical thinking and decision-making abilities. It is also beneficial to have
students provide input into the games and through cooperation with their
classmates develop games together. As
Ellis states in her conclusion, “While presenting ready-made games may fulfill
certain objectives that teachers have for their games program, allowing
decision-making within the games program is critical if the games are to fulfill
the needs of every child.”
Significant
Information:
I found it interesting how this article outlines four ways in which game
structure can be arranged; (“…each of [these ways] can be used separately or
in combination.”)
1.)
Teacher selects all rules with no choice on the part of the child.
2.)
Teacher selects rules from which the children make choices.
3.)
Teacher selects aspects of the game for which the children are required
to develop rules and
4.)
Children select the rules themselves.
Another important point Ellis makes is that “games take a considerable
amount of time to develop; therefore, adequate time must be provided for the
children not only to develop the games, but to practice and play them many
times.”
Personal
Comments:
I found this article interesting as it directly relates to our 452 class
since Dr. Hopper himself employed many of Ellis’ suggested teaching techniques
/ strategies, some of which include:
-focusing on accomplishing the goal on each attempt (providing a game
(modified rugby) that enabled us to score repeatedly without undue effort.
-teacher must make it clear which rules are to be kept and which rules
can be changed to suit the situation (utilizing handicaps in our ball games to
make the game fair.)
-“teacher should spend time with the individual games observing,
guiding, suggesting, praising, and asking questions.”
-“number of players should be kept small in the beginning stages of
game development” (progression from 2-10 people in rugby game.)