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The tactical games model sport experience: An examination of student motivation and game performance during an ultimate frisbee unit.

机译:战术游戏模拟了运动体验:在极限飞盘单元中检查学生的动机和游戏表现。

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摘要

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).
机译:学生将从体育中积极的体育锻炼中受益。如果设计得当,体育将为体育活动提供社交渠道,并增强学生在心理运动(例如运动技能),认知(例如决策)和情感(例如个人和社会责任)学习领域的成就。不幸的是,并非所有学生都得到高质量的体育指导,许多学生在体育中没有积极的体育经验。战术游戏模型(TGM,Griffin,Mitchell和Oslin,1997)是一种旨在改善学生运动体验的教学模型。作为建构主义的体育教学方法,TGM重塑了体育课程,让学生体验小型比赛(游戏1),批判性地思考游戏(问答),练习游戏方面的情况(现场练习)并展示游戏(游戏2)的改进。 TGM文献包括从业者关于参与程度的报告(Berkowitz,1996)和发现结果,这些结果显示了TGM运动单元中游戏表现的衡量指标(例如技能执行,决策)(Allison&Thorpe,1997; Turner&Martinek,1999)。有限的数据可用来解释TGM的建构主义性质如何影响动机(Griffin和Patton,2005; Rink,2001)。这项定性研究的目的是使用情境兴趣理论(Chen,Darst和Pangrazi,1999; Mitchell,1993)来检验参与者在学习过程中的学习情境(游戏1,问答和练习,练习2)的动机。一个为期八天的TGM Ultimate飞盘单元。该研究人员担任教师研究人员,参与者为15位五年级生(分配给不同的小组)和常规体育老师兼参与者观察员Mia。使用调查,学习情况问卷,访谈和使用游戏性能评估工具的系统观察收集数据(GPAI,Oslin,Mitchell和Griffin,1998)。数据分析包括开放和轴向编码(Strauss&Corbin,1998),理论比较(Strauss&Corbin,1998)和概念图(Rossman&Rallis,2003)。调查结果表明,参与者:(a)参加性别,目标取向,技能/努力水平和个人对终极游戏兴趣如何的日常课程,(b)玩游戏(第1场,第2场)感到兴奋,因为他们想移动,喜欢极限,和/或想评估技能/打法,(c)要求具有挑战性的条件,积极的竞争和/或个人/团队的成功,以便获得积极的参与者-游戏打法,(d)输入问答A and Practice希望学习新的知识;(e)如果他们收到答案,了解事实/规则,和/或认为讨论对团队有帮助,则对Q&A保持兴趣;(f)如果团队运作良好,则继续参与Practice。很有趣,和/或他们学习了技巧/策略,并且(g)感觉到游戏的进步(例如投掷)。 Mia得出的结论是,参与者:(a)有玩游戏的动机,(b)参与了不同的学习情况,并且(c)改善了该单元的游戏玩法。 GPAI分数证实,参与者在第3天(第1周)到第7天(第2周)之间至少改善了游戏表现(例如,技能执行不及格)方面。

著录项

  • 作者

    Carpenter, Eric J.;

  • 作者单位

    University of Massachusetts Amherst.;

  • 授予单位 University of Massachusetts Amherst.;
  • 学科 Education Physical.;Education Curriculum and Instruction.;Education Teacher Training.
  • 学位 Ed.D.
  • 年度 2010
  • 页码 307 p.
  • 总页数 307
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:37:33

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