European Journal of Physical Education and Sport Science
ISSN: 2501 - 1235
ISSN-L: 2501 - 1235
Available on-line at: www.oapub.org/edu
Volume 3 │ Issue 6 │ 2017
doi: 10.5281/zenodo.581486
AN INVESTIGATION INTO MODERATE TO VIGOROUS AND
VIGOROUS PHYSICAL ACTIVITY ACCRUAL DURING
INVASION AND NET-WALL GAME-FOCUSED TACTICAL
GAMES MODEL LESSONS
Stephen Harvey1i,
David Robertson2
1, 2
West Virginia University, WV, USA
Abstract:
Students in physical education (PE) classes traditionally do not meet national
recommendations of 50% moderate to vigorous physical activity (MVPA) within
lessons. Information regarding the accrual of vigorous physical activity (VPA) is also
sparse. Recent evidence suggests that lessons delivered via the Tactical Games Model
(TGM) can provide a context where students can achieve national MVPA
recommendations and accrue significant amounts of VPA. However, evidence is limited
on how the type of game (Frisbee/badminton) and/or game category (invasion/net-wall)
may affect opportunities for students MVPA/VPA accrual. The purpose of this study
was to investigate how MVPA/VPA varied as a function of game type/category when
preservice physical education teachers PSPET s taught TGM lessons. Participants were
PSPET s at one Mid-Western University (N=24) who learned to use TGM in one
university-based course within their Physical Education Teacher Education (PETE)
program. As part of the course, each PSPET taught one TGM lesson within invasion
(lacrosse and Frisbee) and net/wall (badminton and pickleball) games. 24 lessons were
delivered in total (n = 6 from each game). Lesson context and teacher behavior data
were collected. PSPET s wore ActigraphGTX ® triaxial accelerometers to collect
MVPA/VPA data. TGM fidelity was established (Metzler, 2011). Lesson context and
teacher behavior data were analyzed descriptively. PA data were analyzed using
repeated measures ANOVA. Lesson context data showed that teachers spent most of
their time in game play, followed by skill practice. Results from accelerometry revealed
Correspondence concerning this manuscript should be addressed to Stephen Harvey, Associate Professor,
Department of Coaching and Teaching Studies, West Virginia University, Morgantown, WV, USA.
i
Copyright © The Author(s). All Rights Reserved.
© 2015 2017 Open Access Publishing Group
1
Stephen Harvey, David Robertson
AN INVESTIGATION INTO MODERATE TO VIGOROUS AND VIGOROUS PHYSICAL ACTIVITY ACCRUAL
DURING INVASION AND NET-WALL GAME-FOCUSED TACTICAL GAMES MODEL LESSONS
that PSPET s did not reach national MVPA recommendations during any of the sessions
focused on the different games types. VPA was also lower than recorded in previous
studies. PSPET s accrued greater levels of MVPA/VPA in invasion games.
Keywords: physical activity; games; pedagogy; tactical games model
1. Introduction
Models-Based Practice (MBP) has been suggested as a means of overcoming limitations
of traditional physical education (PE) curricula (Kirk, 2013), which has been chastised
for being a mile wide and an inch deep . Kirk s main justification for a move to MBP is
due it its educational value, affirming the notion that PE has the potential to contribute
to a wide range of beneficial outcomes across an array of domains. This contrasts with a
traditional one-size fits all , physical-education-as-sports-techniques (Kirk, 2010), multiactivity curricula (Kirk, 2013). In this curriculum model students often practice in
isolated, non-linear, decontextualized conditions that are unlikely to generalize to game
conditions, spend much of their lesson time inactive (Kirk & MacDonald, 1998). In
addition, the teachers behavior and practice is characterized as highly directive and
prescriptive in nature (Harvey, Cushion, & Massa-Gonzalez, 2010) and students and
have little opportunity for empowerment and creativity (Butler & McCahan, 2005).
There is an emerging literature base on second generation models (cooperative
learning, sport education, and the Tactical Games Model) underpinned by
constructivist learning theory (Kirk & MacDonald, 1998). In Game-Centered
Approaches (GCAs) such as the Tactical Games Model (TGM), the teacher utilizes a
game-skill-game format to promote the links between tactics and technique with the
aim of promoting skillful and intelligent performance (Kirk, 1983). For example, an
initial game form is introduced first (i.e., a 3 vs. 3 game to one goal in lacrosse), with
skill practice introduced second (i.e., creating passing lanes off-the-ball), before
returning to the 3 vs. 3 game form. In the TGM, the what therefore comes before the how,
refuting the notion that quality game play cannot emerge until the core techniques are
mastered a priori (Oslin & Mitchell, 2006).
Research on GCAs (see Harvey & Jarrett, 2014 for an extended review) such as
TGM provide evidence for the development of cognitive outcomes (i.e., tactical; Vande
Broek, Boen, Claessens, Feys, & Ceux, 2011), affective outcomes (i.e., student
motivation; Gray, Sproule, & Morgan, 2009) and psychomotor outcomes, particularly
off-the-ball movement (Lee & Ward, 2009). However, more recently, a limited number
of studies (Harvey et al., 2016a, b; Van Acker et al., 2010) have begun to provide
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Stephen Harvey, David Robertson
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DURING INVASION AND NET-WALL GAME-FOCUSED TACTICAL GAMES MODEL LESSONS
evidence that teachers use of a GCA can afford students opportunities to engage in
moderate-vigorous physical activity (MVPA) for at least 50% of the lesson time,
consistent with national recommendations (Association for Physical Education, AfPE,
Institute of Medicine, IOM,
. Moreover, studies have demonstrated teachers
use of GCAs provide students with greater opportunities to accrue MVPA than lessons
focused on direct instruction (Dania, Kossyva, & Zounhia, 2017; Harvey et al., 2015a;
Miller et al., 2015, 2016; Smith et al., 2015; Yelling et al., 2000). This is particularly
significant as it has been well documented that regular physical activity (PA) of at least
a moderate intensity is related to an overall improvement in health and wellbeing along
with a reduced risk of chronic diseases in children and young people (e.g., Andersen et
al., 2006).
In addition, more recent studies (e.g., Harvey et al., 2015a; Smith et al., 2015)
have shown that teachers use of a GCA can provide opportunities to engage in vigorous
physical activity (VPA). For example, Harvey et al. (2015a) have reported VPA data
demonstrating that a GCA-focused TGM unit of field hockey afforded students
opportunities to accumulate VPA above and beyond that previously reported in the
literature. The limitation of this study was its focus on only two middle school-aged
classes, and therefore its low sample size. Nevertheless, this is significant given that
national recommendations, both in the US and United Kingdom (UK), are emphasizing
the importance of VPA on at least three days per week (Centers for Disease Control,
CDC, 2008 Department of Health, DoH, 2011). Providing children with more
opportunity to engage in VPA is of particular significance given its positive association
with cardiorespiratory fitness (e.g., Denton et al., 2013), vascular function (e.g., Hopkins
et al., 2009) and body fat (e.g., Ruiz et al., 2006).
This body of emerging research into PA in GCAs is therefore promising.
However, most GCA studies that have focused on PA have been restricted to invasion
games, and, consequently, we do not know the impact of a teachers utilization of a
GCA such as the TGM on students PA in games from different game categories such as
net-wall games i.e., badminton, pickelball , for example. Knowing the impact of GCA s
such as TGM on PA levels in games from different categories could aid teachers in
developing an appropriate scope and sequence for their curriculum, so that games
where students accrue lower PA can be balanced alongside games which typically
generate higher levels of PA, such as invasion games (Brusseau & Burns, 2016;
Fairclough & Stratton, 2005, 2006). The utilization of Pre-Service Physical Education
Teachers PSPET s in this current study, who have undertaken a specific course
educating them about using GCAs such as the TGM, alongside using published TGM
instructional materials, also provides context for making robust conclusions about the
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AN INVESTIGATION INTO MODERATE TO VIGOROUS AND VIGOROUS PHYSICAL ACTIVITY ACCRUAL
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likely impact of TGM-focused lessons on student PA levels. Moreover, asking PSPET s
to wear accelerometers during their participation in TGM-focused lessons also provides
an objective measure of PA, so it can be contrasted with the results of previous or future
studies. Third, given the growing focus in PA recommendations on the need to
participate in VPA on three days of the week (CDC, 2008; DoH, 2011), greater attention
can be afforded to research studies in reporting VPA data, particularly where the
content chosen may result in significant accumulation of VPA.
This current study is therefore a timely addition to the growing literature base on
PA within GCAs given its inclusion of data from PSPET s as they participated in
multiple TGM lessons focused on two different categories of games (i.e., invasion, netwall) and four different sport games (Frisbee, lacrosse, badminton, pickelball).
Moreover, it additionally reports the contribution of MVPA/VPA. Consequently, the
purpose of this study was to investigate the effects of TGM delivery on MVPA/VPA in
these different game categories and sports.
2. Materials and Methods
2.1 Participants and Setting
Participants were PSPET s at one Mid-Western University (N=24) who learned to use
TGM in one university-based course within their Physical Education Teacher Education
(PETE) program. Specifically, they were enrolled in a curriculum and instruction class,
which provided the PSPET s with an initial experience of learning about and teaching
with the TGM.
Ethical approval for this study was granted by an Institutional Review Board
(IRB) for the protection of human subjects at a large Mid-Western United States
University. All participants were treated in agreement with the ethical guidelines of the
American Psychological Association with respect to participant consent, confidentiality
and anonymity.
2.2 Pre-Study Training of PSPET’s
PSPET s were supported in learning about and using the TGM via the study researchers
in an undergraduate class for PSPET s. Before the initial class session introducing TGM
to the students, instructors provided several readings focused on TGfU and TGM. The
variety of readings provided PSPET s with foundational knowledge focusing on
history, tenets, instruction, and assessment used within each. During the initial class
session, PSPET s were provided PowerPoint presentations, YouTube videos, and
interactive class discussion building on knowledge gained by the readings.
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After the initial class, subsequent sessions involved PSPET s participating in
practical experiences provided by the class instructors. Modeling of practical sessions
included two invasion games (i.e., Frisbee and lacrosse) and two net-wall games (i.e.,
badminton and pickleball). Throughout the practical sessions, instructors facilitated
whole class and small group discussion through using questions to engage the PSPET s
and make explicit the important elements of teaching through the TGM. These sessions
were taken from Mitchell, Oslin, and Griffin (2013) and were lessons not being taught
by the PSPET s later. PSPET s also completed a reflective journal regarding their
experiences of the TGM during the initial lectures and modeling sessions, as well as
during their experiences in teaching using TGM, and participating in TGM sessions
delivered by their peers. The purpose of the reflective journal was for the PSPET s to
individually reflect on their experiences of using TGM Harvey & O Donovan,
.
The journals are not included in this study but are mentioned here as they were
significant in dealing with dilemmas that PSPET s had about using TGM in k-12
teaching settings (Harvey, Cushion, & Sammon, 2015).
. PSPET’s Teaching of TGM Sessions
After participating in model sessions delivered by the two course instructors from
within the same games, PSPET s peer taught one TGM lesson within invasion lacrosse
and Frisbee) and/or net/wall (badminton and pickleball) games using content from
Teaching Sports Concepts and Skills: A Tactical Games Approach (Mitchell, Oslin, & Griffin,
. Each PSPET s was therefore solely responsible for leading one lesson in one of
the sport areas. Consequently, 24 lessons were delivered in total, six from each game
and each of the 24 lessons was led by a different PSPET. Due to time constraints in the
university-based course, PSPET s were advised their lessons would only be allowed to
last 25 mins. The actual average lesson time was slightly longer at 25 minutes 15
seconds.
2.4 Instruments
The research team was present during each class to collect data on PSPET s fidelity to
the model, lesson context and teacher behavior. They also assisted PSPET s if they
needed support with accelerometers.
2.4.1 Model Benchmarks
The TGM lessons were assessed using benchmarks to ensure that lessons were
implemented correctly and not detrimental to learning outcomes (Metzler, 2011). While
benchmarks offer key criteria to determine if the teacher is doing the model it has been
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AN INVESTIGATION INTO MODERATE TO VIGOROUS AND VIGOROUS PHYSICAL ACTIVITY ACCRUAL
DURING INVASION AND NET-WALL GAME-FOCUSED TACTICAL GAMES MODEL LESSONS
suggested that not all benchmarks need to be met when using curriculum models
(Hastie & Casey, 2014). For this study, we followed the lead of Gurvitch, Blankenship,
Metzler, and Lund
and Harvey et al.,
b in selecting four key non-
negotiable teacher benchmarks, which included teacher uses tactical problems as the
organizing center for the learning tasks, teacher begins each lesson with a game form to
assess students knowledge, teacher uses deductive questions to get students to solve
tactical problems, teacher uses high rates of guides and feedback during situated
learning tasks. Non-negotiable student benchmarks utilized for model fidelity were
students are given time to think about deductive questions regarding the technical
problem, students understand how to set up situated learning tasks, students are
making situated tactical decisions, game modifications developmentally appropriate
(for a complete list of model benchmarks, see Metzler, 2011).
2.4.2 Lesson Context Data
Lesson context was coded using definitions from the System for Observing Fitness
Instruction Time (SOFIT) training manual (McKenzie, 2012). This involved coding the
context of the lesson every 20 seconds (McKenzie, 2012). Lesson context codes were
recorded as follows; M = general content (transition, break, management), P =
knowledge content (physical fitness), K = general knowledge (rules, strategy, social
behavior, technique), F = motor content fitness, S = skill practice and G = game play.
The first author conducted the SOFIT coding. One additional coder assisted with
inter-observer agreement. Both the first author and the additional coder conducted all
four parts of the SOFIT training included in the SOFIT manual and reached the
acceptable levels of Inter Observer Agreement (IOA) with the gold standard within the
lesson context section. When acceptable IOA levels (i.e., 80%) were reached (McKenzie,
2012), the additional observer undertook live coding on two occasions alongside the
first author. On each occasion, acceptable IOA levels above 80% were reached
(McKenzie, 2012).
2.4.3 Teacher Behavior Data
Teacher behavior data were collected using the West Virginia Teaching Evaluation
System (WVUTES; Hawkins & Wiegand, 1989)ii. While initially developed for use with
computer-based software, in this study the traditional paper and pencil method was
employed. The WVUTES instrument includes the following 11 behaviors: general
observation,
specific
observation,
encouragement,
positive
feedback,
negative
(corrective) feedback, management, verbal instruction, modeling, physical guidance,
ii
The behavior categories of the WVUTES can be obtained from the first author.
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DURING INVASION AND NET-WALL GAME-FOCUSED TACTICAL GAMES MODEL LESSONS
non-task verbal and off-task. To align with data collected via lesson context, teacher
behaviors were also coded every 20s using momentary time sampling. One behavior
per interval was recorded. If two behaviors were evident in the same interval, the
behavior with the higher ranking was recorded. For example, if both corrective
feedback (ranked number 4) and general verbal instruction (ranked number 6) were
noted within the same interval, general verbal instruction, i.e., the higher ranked
variable, would be recorded. This instrument has previously been utilized in the context
of the TGM literature (Harvey et al, 2016a).
The first author conducted the teacher behavior coding. One additional coder
assisted with inter-observer agreement. To align with data collected via lesson context,
teacher behavior coder training followed the same process as lesson context, and
utilized the same videotaped records. Gold standard records of behaviors for each
videotaped record from all four parts of the SOFIT training were constructed by the first
author who reached acceptable IOA levels (McKenzie, 2012) with one of the originators
of the WVUTES instrument (Potrac, Jones and Armour, 2002). The additional coder then
coded these same videotaped records and reached acceptable IOA levels with the first
author (McKenzie, 2012).
2.4.4 Accelerometry
PSPET s wore ActigraphGTX ® triaxial accelerometers to collect physical activity data.
PA levels during each lesson were measured using Actigraph GT3X® triaxial
accelerometers (Pensecola, FL). The GT3X® measures acceleration of movement across
three axes (x, y and z) and these data are subsequently converted to activity counts. The
GT3X® activity counts for moderate and vigorous have been validated through indirect
calorimetry (Evenson, Catellier, Gill, Ondrak, & McMurray, 2008; Trost, Loprinzi,
Moore, & Pfeiffer, 2011). The thresholds (counts/min) of Troiano et al. (2008) were used
in this study: moderate 2020 (3 METs) and vigorous 5999 (6 METs).
Each participant was assigned a specific identification (ID) number by the
first/second author. Accelerometers with these corresponding numbers were preprogrammed by one of the authors for the individual specifications of each participant
(i.e., height, weight, date of birth). Stature and body mass were measured using
standardized procedures (CDC, 2011)iii and each PSPET consented to provide date of
birth information and approval was granted by the Institutional Review Board.
PSPET s were provided an accelerometer for duration of the class, lasting three
weeks. PSPET s placed the accelerometer onto their waistband and wore the
accelerometer while they participated in the TGM lessons delivered by their peers.
iii
Stature and body mass (calibrated Tanita BF-682 scales; Tanita Corp, Tokyo) were measured to the nearest 0.1cm and 0.1kg.
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After the final lesson on each activity area was completed, the devices were returned
into the correct clear plastic bags by the PSPET s, placed into a box and taken back to
the first author s office. The devices were connected to a personal password protected
computer and the information downloaded via the Actigraph software. The utilization
of the Actigraph software permitted GT3X® activity counts for each lesson at a 1second epoch. Data were extracted by applying a filter with the specific times of the
lesson, which had previously been noted during data collection during class. This
enabled the mean percentage of time spent in MVPA and VPA to be calculated using
the previously cited Troiano et al. (2008) cut off points. These data were then exported
from the Actigraph software to Microsoft Excel™ for subsequent data management
before being imported into Version 24.0 of SPSS (SPSS Inc, Chicago, IL) for statistical
analyses.
2.4.5 Observer Reliability
For model benchmarks, Inter-observer reliability checks were performed on three of the
24 sessions (12.5% of the data, as recommended by McKenzie, 2012). Inter-observer
reliability for these three sessions was 100%, 88%, and 100%, averaging 96%.
Inter-observer reliability checks for lesson context data were also completed on
three of the 24 sessions (randomly selected based on observer availability and training;
McKenzie, 2012). Interval-by-interval agreement between observers averaged 94.58%
(range 90.41-97.70%), which exceeded minimum levels of agreement (McKenzie, 2012).
Inter-observer reliability checks for teacher behavior data on three of the 24
sessions (randomly selected based on observer availability and training; McKenzie,
2012) demonstrated interval-by-interval agreement between observers averaging
86.67% (range 80.82-90.80%), which exceeded minimum levels of agreement (McKenzie,
2012). In all instances, scores from the lead observer were used in subsequent data
analyses (McKenzie, 2012).
2.5 Data Analysis
2.5.1 Model Benchmarks
The benchmark chart for TGM in Metzler (2011) was used to assess PSPET video
recorded lessons. Sessions were reviewed from video-taped records with check marks
being placed under one of the following criteria very well , ok , or not present
associated with one of the eight selected TGM benchmarks (four teacher, four student;
Gurvitch et al., 2008; Harvey et al., 2016b).
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DURING INVASION AND NET-WALL GAME-FOCUSED TACTICAL GAMES MODEL LESSONS
2.5.2 Lesson Context and Teacher Behavior Data
Descriptive lesson context and teacher behavior data (means and standard deviations)
were calculated using percent of class time as the unit of measurement following
standard protocols outlined by McKenzie (2012) for the SOFIT protocol and Hawkins
and Wiegand (1989) for the WVUTES. For example, the percent of class intervals
students spent in each lesson context/teacher behavior category were calculated for each
lesson and a mean percentage score computed over the course of the 24 (n = 6 for each
sport) observed lessons.
2.5.3 Accelerometry
Once accelerometry data for each PSPET had been downloaded for each lesson by the
researchers and exported to SPSS, this enabled computation of mean scores for
MVPA/VPA over the 24 (n = 6 for each sport) lessons. Accelerometers that did not
contain any data either due to absence or neglecting to wear the device were excluded.
All available data was therefore included in subsequent analyses.
Accelerometer data were analyzed using repeated measures ANOVA. Two
separate repeated measures ANOVAs were employed to assess any differences in
MVPA/VPA between the invasion and net-wall games. Alpha level was set at p < 0.05,
with a confidence interval for differences of 95%. Version 24.0 of SPSS (SPSS Inc,
Chicago, IL) was used for all statistical analyses.
3. Results
3.1 Model Benchmarks
Model benchmarks were recorded in all 24 lessons. Table 1 provides information about
the results generated from the TGM teacher benchmarks. One PSPET did not begin
their session with a game. The
other PSPET s met the benchmark scoring ok .
Similarly, one PSPET (the same one as previously highlighted) did not begin their
session by explicitly focusing on tactical problem as the organizing center of the
learning task. However, the other
PSPET s did ok on that benchmark. The
benchmark focusing on teacher s using inductive questions to solve tactical problems
was met with two PSPET s scoring very well and the remaining
ok . The
benchmark, teacher s using high rates of feedback had two PSPET s score very well
and
scoring ok . Thus, these data suggest the PSPET s were doing the model with
acceptable fidelity.
The model student benchmarks are shown in Table 2. In evaluating the results
generated from the TGM student model benchmarks PSPET s met all student
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AN INVESTIGATION INTO MODERATE TO VIGOROUS AND VIGOROUS PHYSICAL ACTIVITY ACCRUAL
DURING INVASION AND NET-WALL GAME-FOCUSED TACTICAL GAMES MODEL LESSONS
benchmarks with ratings of ok to satisfy the PSPET s were doing the model with
acceptable fidelity.
3.2 Lesson Context and Teacher Behavior Data
Lesson context data showed that teachers spent most of their time in game play,
followed by skill practice, with the remaining time spent in knowledge and
management (see Table 3 for specific mean and standard deviations).
The teachers primarily used verbal instruction, followed by general observation,
management, positive feedback, specific observation, corrective feedback, and
modeling (see Table 4 for specific mean and standard deviations). Corrective feedback
and modeling were low, each lower than 7% of the total behaviors utilized (see Table 4).
3.3 Accelerometry
For the two invasion games of Frisbee and lacrosse, the results showed there was a
significant effect of game type on both MVPA and VPA F
.
,F
,
=
.
,p> .
, ηp = .
,
=
, respectively see Table
.
,p> .
, ηp =
for specific means and
standard deviations). For the two net-wall games of pickelball and badminton, the
results showed there was a significant effect of game type for MVPA only; F (1,22) =
.
,p> .
, ηp = .
see Table
for specific means and standard deviations).
4. Discussion
This study used direct observation, accelerometry, and PSPET teaching to examine
MVPA during a TGM lesson episode delivered by PSPET s. Findings show that
students did not reach the suggested recommendations of 50% MVPA during any of the
four activities. However, invasion activities, Frisbee and lacrosse, provided significantly
greater opportunities for MVPA/VPA than the net/wall activities, badminton and
pickleball, with Frisbee recording the highest levels of MVPA/VPA out of the four
activities areas studied. Results are consistent with previous research showing invasion
activities are proficient in getting a high measurement of MVPA in PE (i.e., Brusseau &
Burns, 2016; Fairclough & Stratton, 2005, 2006). Net and wall activities show a marked
decrease in trying to attain 50% MVPA in contrast to invasion activities. For example,
Aelterman et al. (2012) previously found that physical activity varied according to the
activity. Racquet sports provided lesser opportunities for physical activity where other
activities provided more.
One reason that PSPETs may not have technically met slated recommended
activity levels is the nature of the measurement tool used in the current study. Research
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shows that teachers using GCAs such as the TGM can meet PA recommendations when
MVPA has been measured using SOFIT (Harvey et al., 2016a), heart rate monitors (Van
Acker et al., 2010), and/or different brands of accelerometers with different cut off
points (Smith et al., 2015). Indeed, there is an association between the MVPA accrual in
the current study and a previous study by Harvey et al. (2016b) who utilized the exact
same brand of accelerometer. That said, Harvey and colleagues found higher levels of
VPA, though this may be due to the VPA cut-off points for Evenson (4011) being lower
than those of Troiano (5999) used in the current study. An important point, however, is
for more studies to be conducted using similar measurement tools so that results of
these studies can be compared. As identified above, the reporting of some studies
meeting slated guidelines may be due to the measurement tool used rather than the
quality of the TGM teaching observed. Thus, the importance of benchmarking and
cataloguing lesson context and teacher behavior is hugely important so results can be
contextualized when presented.
However, although PSPET s did not accrue
% MVPA in any of the four
activities studied, we contend that using GCAs such as the TGM is potentially affords
students opportunities to be more active when compared to games lessons focused on
direct instruction (i.e., Dania et al., 2017; Harvey et al., 2015a, 2016a, b; Miller et al., 2015,
2016; Smith et al., 2016; Van Acker et al., 2010; Yelling et al., 2001). Roberts and
Fairclough (2011) found that physical education lessons centered on the direct
instruction model resulted in high levels of inactivity. They argued this was related to
(a) high levels of teacher management time, (b) too much time in lessons being centered
on skill and drill practice, and c the teachers overuse of full-sided versions of games
(e.g., 11 vs. 11 soccer or 5 vs. 5 basketball). Moreover, researchers argue using the TGM
is one of the best ways to concurrently meet psychomotor, cognitive and affective goals
in physical education (Harvey et al., 2016a).
Another factor that future studies may look to investigate in more detail,
however, is the MVPA/VPA accrued in the actual activity itself (i.e., game form or skillbased activity) rather than over the course of the whole lesson like we did in this study.
What we do not know, therefore, is which activity of the different activities (game or
skill permitted PSPET s to accrue greater levels of MVPA/VPA, and if the PA levels
accrued within these different activities was consistent with national recommendations.
Knowing more about this accrual within the activities themselves may enable teachers
to plan their lessons accordingly if they want to emphasize PA or a particular PA
outcome.
That said, we would still contend that lessons delivered through GCAs such as
the TGM offer teachers the opportunity to concurrently meet psychomotor, cognitive
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and affective goals in physical education, especially if they maintain a 70:20:10 ratio of
practice (whether this be game-based or skill learning), knowledge and classroom
management, respectively, as previously recommended by Harvey et al., (2016a). That
said, data from the current study provide evidence of a juxtaposition between the
teachers need to meet physical activity recommendations and the cognitive elements
associated with games that are a focus of the TGM, especially given a central tenet of
GCAs such as TGM is questioning, dialogue, debate and discussion (Light, 2008), so
time needs to be dedicated by the teacher to using provocations or having students
unpack game concepts and processes. Additionally, some lessons may not be as active
as students need to spend more time in skill development practices. The notion for the
teacher is to gain experiences in using the TGM so they learn to balance PA (game play
and skill practice) and cognitive engagement, as development in one area helps the
other. Moreover, we appreciate that the results gained from the current study may have
been mediated by the teachers limited experiences of TGM delivery. As such we would
expect MVPA accrual to increase as PSPET s fidelity to the model as teachers moved
from simply ok
to very well and as students became more accustomed to
experiencing lessons where their teachers use the TGM. Future studies to be undertaken
to better understand more about how model fidelity affects student activity and
learning.
There are strengths and limitations of any study. The strengths of the current
study were that it provided teachers with an experience teaching a lesson using TGM,
and used an objective measure of PA (i.e., accelerometry). It also measured MVPA
during TGM invasion and net/wall game lessons. An important aspect of the study was
that instructors/researchers with substantial experience facilitated the PSPET s learning
of TGM. An enabling environment that nurtured PSPET s learning about and
implementing TGM was created through the instructors scaffolding PSPET s learning
progression which included classroom lectures and discussion, participating in lessons
taught by the course instructors/researchers, to finally independently teaching a lesson
in the TGM using an invasion or net/wall activity. This experience enabled them to
realize some of the dilemmas of teaching with TGM Harvey et al.,
b , while doing
so in a somewhat safe environment, where the instructors/researchers provided
constructive feedback based on the teaching episodes, which was supplemented by
PSPET s completing a series of reflective journal prompts PSPET s after each
episode/class.
Some limitations that should be addressed from the current studies include the
utilization of only one specific PETE course in a single geographical area at one
university. As such, results do not provide generalizability to any other PETE program
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or PSPET. The sample size, limited number of teaching episodes using TGM, and no
experience with TGM throughout PSPET program until before student teaching
semester could contribute to the results presented earlier. Due to the circumstances of
course offering and the number of PSPET enrolled, the limitations could not be
addressed. A limited number of invasion sessions had to be moved indoors due to
weather and did not use the same area of space indoors as was used outdoors for the
other lessons of invasion activities. A study over time using multiple PSPET cohorts
may reveal different results. Finally, using invasion and net/wall classifications with
PSPET s teaching only one of the activities should be considered when interpreting
results.
5. Conclusions
PSPET s did not reach national MVPA recommendations during any of the sessions
focused on the different games types. VPA was also lower than recorded in previous
studies. PSPET s accrued greater levels of MVPA/VPA in invasion games. Results may
have been mediated by the teachers limited experiences of TGM delivery.
6. Recommendations
Studies such as the present one provide information that is important to the physical
activity levels of students in PE classes. By incorporating an instructional model such as
the TGM teachers can concurrently meet psychomotor, cognitive and affective goals in
physical education. This study provides the need to further investigate PSPET s
development in learning about and using the TGM in a public-school setting during the
student teaching semester. MVPA should be measured during this process to continue
to build on research in the current study. Moreover, if PSPET s are expected to
implement TGM during student teaching, universities need to provide professional
development experiences in TGM for the public-school PE teachers who supervise
student teaching experiences.
About the authors
Stephen Harvey is an Associate Professor in the Department of Coaching and Teaching
Studies at West Virginia University, WV, USA where he teaches courses in Physical
Education
Teacher
Education.
His
research
is
focused
on:
a)
advancing
teaching/coaching pedagogy through the utilization of game-centered approaches; b)
emerging technologies and their application to physical education/coaching. Stephen is
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Stephen Harvey, David Robertson
AN INVESTIGATION INTO MODERATE TO VIGOROUS AND VIGOROUS PHYSICAL ACTIVITY ACCRUAL
DURING INVASION AND NET-WALL GAME-FOCUSED TACTICAL GAMES MODEL LESSONS
co-author of Advances in rugby coaching: An holistic approach, and co-editor of
Contemporary developments in games teaching, and Ethics in youth sport: Policy and
pedagogical applications, all published by Routledge.
David Robertson is a Graduate Student completing his PhD in Kinesiology with an
emphasis in Coaching and Teaching Studies at West Virginia University. He is also a
part-time instructor in Physical Education Teacher Education at the University of
Louisville, Kentucky, USA. His research is focused on advancing teaching/coaching
pedagogy through the utilization of game-centered approaches.
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DURING INVASION AND NET-WALL GAME-FOCUSED TACTICAL GAMES MODEL LESSONS
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DURING INVASION AND NET-WALL GAME-FOCUSED TACTICAL GAMES MODEL LESSONS
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DURING INVASION AND NET-WALL GAME-FOCUSED TACTICAL GAMES MODEL LESSONS
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Table 1: PSPET TGM teacher benchmarking
Teacher Benchmark
Activity
NO
OK
(No. of Sessions)
Very
Well
Teacher uses a tactical problem as the organizing
Frisbee (6)
1
5
0
center for learning tasks.
Lacrosse (6)
0
6
0
Badminton (6)
0
6
0
Pickleball (6)
0
6
0
Teacher begins each unit segment with a game
Frisbee (6)
1
5
0
form to assess student knowledge.
Lacrosse (6)
0
6
0
Badminton (6)
0
6
0
Pickleball (6)
0
6
0
Teacher uses deductive questions to get students
Frisbee (6)
0
5
1
to solve the tactical problem.
Lacrosse (6)
0
6
0
Badminton (6)
0
6
0
Pickleball (6)
0
5
1
Teacher uses high rates of guides and feedback
Frisbee (6)
0
5
1
during situated learning tasks.
Lacrosse (6)
0
6
0
Badminton (6)
0
5
1
Pickleball (6)
0
6
0
NO
OK
Very
Table 2: PSPET TGM student benchmarking
Student Benchmark
Activity
(No. of Sessions)
Well
Students are given time to think
Frisbee (6)
0
6
0
about deductive questions regarding
Lacrosse (6)
0
6
0
the tactical problem.
Badminton (6)
0
6
0
Pickleball (6)
0
6
0
Students understand how to set up situated
Frisbee (6)
0
6
0
learning tasks.
Lacrosse (6)
0
6
0
Badminton (6)
0
6
0
Pickleball (6)
0
6
0
Students are making situated
Frisbee (6)
0
6
0
tactical decisions.
Lacrosse (6)
0
6
0
Badminton (6)
0
6
0
Pickleball (6)
0
6
0
Game modifications are developmentally
Frisbee (6)
0
6
0
appropriate.
Lacrosse (6)
0
6
0
Badminton (6)
0
6
0
Pickleball (6)
0
6
0
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Table 3: Percent time spent in different lesson contexts in TGM lessons taught by PSPET s
Lesson Context
Frisbee
Lacrosse
Pickelball
Badminton
M (SD)
M (SD)
M (SD)
M (SD)
Management
12.02 (2.44)
11.18 (2.33)
12.67 (2.79)
11.11 (1.78)
Knowledge
19.64 (3.20)
16.99 (5.06)
16.78 (5.17)
17.83 (1.90)
Skill Practice
33.82 (3.20)
33.97 (6.76)
26.65 (13.81)
37.23 (4.25)
Game
34.52 (6.15)
37.86 (7.80)
43.89 (9.85)
33.82 (4.07)
100
100
100
100
Total
Table 4: Percent time spent in different teacher behaviors in TGM lessons taught by PSPET s
Lesson Context
Frisbee
Lacrosse
Pickelball
Badminton
M (SD)
M (SD)
M (SD)
M (SD)
18.03 (5.54)
14.85 (8.44)
20.38 (6.64)
12.86 (5.40)
Encouragement
0.43 (0.67)
1.06 (1.27)
0.70 (0.77)
0.45 (0.70)
Positive feedback
9.58 (4.53)
7.36 (3.39)
8.87 (3.56)
9.63 (2.23)
Corrective feedback
5.96 (2.91)
7.75 (4.09)
6.24 (4.17)
7.84 (2.79)
Management
11.52 (3.51)
12.31 (4.60)
16.08 (4.90)
11.97 (3.64)
Verbal instruction
36.53 (5.63)
41.49 (10.27)
29.27 (8.56)
37.16 (11.22)
Modeling
3.54 (5.71)
5.32 (2.90)
6.58 (4.64)
9.11 (5.22)
Physical guidance
0.23 (0.56)
0.00 (0.00)
0.24 (0.59)
0.00 (0.00)
Non-task verbal
0.90 (1.11)
0.89 (0.69)
2.07 (1.71)
2.86 (2.78)
Off-task
4.48 (4.19)
2.86 (2.00)
1.15 (1.03)
1.88 (2.51)
Specific observation
8.80 (5.42)
6.13 (2.87)
8.42 (3.65)
6.25 (2.79)
100
100
100
100
General observation
Total
Table 5: MVPA and VPA percentage according to activity
School
Activity
% activity
CI (95%)
M (±SD)
MVPA
31.39 (±6.04)
28.78-34.00
VPA
8.68 (±3.22)
7.29-10.07
MVPA
27.80 (±6.78)
24.87-30.74
VPA
6.57 (±6.56)
5.46-7.68
Pickelball
MVPA
24.85 (±6.06)
22.23-27.48
VPA
4.81 (±2.04)
3.93-5.70
Badminton
MVPA
20.91 (±5.77)
18.42-23.41
VPA
4.37 (±2.31)
3.37-5.36
European Journal of Physical Education and Sport Science - Volume 3 │ Issue 6 │ 2017
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Frisbee
Lacrosse
Stephen Harvey, David Robertson
AN INVESTIGATION INTO MODERATE TO VIGOROUS AND VIGOROUS PHYSICAL ACTIVITY ACCRUAL
DURING INVASION AND NET-WALL GAME-FOCUSED TACTICAL GAMES MODEL LESSONS
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