What are the four 4 game categories recognized in the TGfU model?

What are the four 4 game categories recognized in the TGfU model?

The model can be applied to four categories to games. These categories are: Target Games, Net/Wall Games, Striking/Fielding Games and Invasion games. All games in each category have similar concepts and share similar tactical problems to be solved allowing transfer of tactical understanding across games.

What is the TGfU approach?

Abstract. Teaching games for understanding (TGFU) is understood as an inquiry approach to games teaching where the play of a game is taught before skill refinement. The TGFU approach has encourage d debate on games teaching which has often polarized into skill s v tactics arguments .

What is the difference between game sense and TGfU?

This highlights the fundamental difference in the origins of each approach with TGfU being a prescriptive education-focused model and Game Sense being a more performance-focused approach more open to interpretation to support coaches’ (and teachers’) existing good practice.

What does TGfU stand for?

Teaching Games for Understanding (TGfU) is a useful approach for all coaching communities that enhances skill and technique and transfers practice into competitive-like situations.

Why is TGfU effective?

One of the aims of TGfU is encouraging players to become more tactically aware and to make better decisions during the game. As well, it encourages young players to begin thinking strategically about game concepts whilst developing skills within a realistic context and most importantly, having fun.

What is unopposed game?

Unopposed target games are not dependent on where the opponent places their object. Opposed target games are dependent on where the opponents place the object. • Players control the object’s speed and trajectory.

What are the 6 steps of TGfU?

Stages of Teaching Games for Understanding:

  • Game Form. The game is introduced.
  • Game Appreciation. Students develop an understanding of the primary and secondary rules of the game as well as any modifications/variations applied to the game being played.
  • Tactical Awareness.
  • Decision Making.
  • Skill Execution.
  • Performance.

Who invented TGfU?

Teaching Games for Understanding is an approach to physical education developed by Peter Werner, David Bunker, and Rod Thorpe, and was adopted in the year 2002 by a group of representatives, associations and individuals from all around the world.

Why was TGfU created?

The Teaching Games for Understanding (TGfU) approach was developed by researchers at Loughborough University in the United Kingdom to tap into children’s inherent desire to play. Bunker and Thorpe (1982) developed TGfU around the concept of teaching kids games by playing games.

Who created the TGfU model?

The Teaching Games for Understanding (TGfU) approach developed from the work of Rod Thorpe and David Bunker at Loughborough University during the 1970s and early 1980s (Bunker & Thorpe, 1982; Thorpe & Bunker, 1989).

Is Dart opposed or unopposed?

Opposed target games are ones, such as snooker or bowls, where the opposition’s play affects the next move. In unopposed target games, such as golf and darts, the outcome is not affected by what the opposition does.

What is Thorpe & bunker (1986)?

Hence, Thorpe & Bunker (1986) recognise that just as skills transfer across games, so will tactical knowledge. Decision Making: With increased appreciation of the game and tactical knowledge, students show a much greater understanding of when and how to perform skills.

What is the tgfu approach?

The Teaching Games for Understanding (TGfU) approach was developed by researchers at Loughborough University in the United Kingdom to tap into children’s inherent desire to play. Bunker and Thorpe (1982) developed TGfU around the concept of teaching kids games by playing games .

What is teaching games for understanding (tgfu)?

The Teaching Games for Understanding model incorporates 6 key stages which include: (1) Game-Focus, (2) Game Appreciation, (3) Tactical Awareness, (4) Decision Making, (5) Skill Execution and (6) Performance (Thorpe & Bunker, 1986). Thus, when implementing TGfU, the development of any game follows the model presented in Figure 1.

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