Teaching For Understanding, A Model For Improving Decision
Teaching For Understanding, A Model For Improving Decision
Teaching For Understanding, A Model For Improving Decision
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To cite this article: Adrian Turner & Thomas J. Martinek (1995) Teaching for Understanding: A Model for Improving Decision Making
During Game Play, Quest, 47:1, 44-63, DOI: 10.1080/00336297.1995.10484144
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QUEST, 1995, 47,4463
O 1995 National Association for Physical Education in Higher Education
Jim Larson has just finished teaching a unit of field hockey to his sixth-
grade class. During the unit he focused on teaching the basic skills of the game
(dribbling, passing and receiving, tackling, and shooting). The majority of his
learning tasks were structured drills, and the students were given a chance to
play some games at the conclusion of the unit. During the games Jim noticed
that many of the students who did so well during the practice drills performed
poorly during the games. In fact, it appeared that some students were unable to
execute many of the basic skills (passing to a partner, receiving passes, defending
passes) while playing a field hockey game.
The above vignette illustrates a situation that is not uncommon: Students
who seem to possess the necessary game skills have great difficulty performing
those same skills in game situations. Like Jim Larson, teachers and coaches have
Adrian Turner is with the School of HPER at Bowling Green State University,
Memorial Hall, Bowling Green, OH 43403. Thomas J. Martinek is with the Department
of Exercise and Sport Science at University of North Carolina at Greensboro, Greensboro,
NC 27412.
TEACHING FOR UNDERSTANDING 45
often tried to present skills first and then put them in game situations, hoping
that the application of those skills will surface. Unfortunately, the majority of
teachers and coaches find that only a few of their students can effectively make
the transition. Even with the persistent practice of these skills, ineffective game
play frequently ensues.
One of the main reasons for this problem is that most people believe that
a "skilled child" already possesses the necessary prerequisites for performing
a task in any game-like situation. We believe, however, that the demands of the
game require students to have more than physical skillfulness to be successful.
We contend that game play is interwoven with various decision-making opportu-
nities for the participant; some of these decisions need to be made instantaneously,
whereas others are more anticipatory. It is critical, therefore, that the successful
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game player possess the knowledge to make these decisions in a timely and
effective way. For example, even those students who have mastered the basic
fundamentals of passing in field hockey will be doomed to failure during game
play if they cannot make proper decisions regarding where and when to execute
the appropriate pass.
Traditionally, games lessons have been structured around learning specific
skills and developing techniques associated with these skills. This approach
places the emphasis of instruction on developing physical ability rather than on
understanding the overall dynamics of game play (Bailey & Almond, 1983).
Some researchers have shown that understanding what is necessary requires
knowledge and perception; thus, excellent technical performers may not be skill-
ful, because they may not understand when and where to use their techniques.
These performers do not know "what to do" in the context of game situations.
Knowledge and perception are fundamental to decision making. It is neces-
sary to be able to sift the essential from the nonessential and the first priority
from the second and lower priorities. For example, in soccer the first priority of
a defender who is guarding an offensive player in possession of the ball is to
win the ball. The second priority (if the ball cannot be won) is to prevent the
offensive player from playing the ball forward. It is posited that students should
be encouraged to understand that effective games participation is contingent upon
making appropriate decisions and that physical education teachers are in a position
to facilitate this concept (Hughes, 1980).
The importance of teaching an understanding of game play is also demon-
strated in the way students are motivated during skill practice. We strongly
believe that an inherent problem of discrete skill practice is that learning is often
decontextualized. That is, pupils often practice a skill wanting to know where
the skill will apply. Without this frame of reference, practice becomes meaning-
less. For example, it is not unusual to see teachers and coaches begin a basketball
unit by having their students pair off and pass to each other, first using the two-
hand chest pass, then the bounce pass, then the overhead pass, and so on. We
contend that these types of experiences provide little relevance for learners
concerning when and how these passes will be used; learners are unable to
experience the game condition to which the skills will be applied. As a result,
students quickly lose their motivation to practice these skills. It is little wonder
that the familiar cry, "When do we play the game?" is often heard by teachers
and coaches.
46 TUFSJER AND MARTINEK
Bunker and Thorpe (1986) indicated that the uniqueness of games is the
decision-making process that precedes the execution aspect of performance in
the game. Thomas, French, and Humphries (1986) explained that "sport perfor-
mance is a complex product of cognitive knowledge about the current situation
and past events combined with a player's ability to produce the sport skill(s)
required" (p. 259). Bunker and Thorpe contended that each game situation poses
a problem and that this element of games lies within the cognitive area of learning.
Entwistle (1969) introduced the notion of intelligent performance based
upon the participant's knowledge of the situation. But what knowledge is im-
portant in terms of understanding and performing intelligently in games? Thomas
et al. (1986) postulated that the ability to select appropriate responses in game
situations is a type of decision making that requires several kinds of knowledge,
including knowledge about the game and its goals and knowledge of actions
within the context of game situations. If teaching games is concerned with
developing good decision makers, then the "knowledge concept" appears to be
crucial.
Anderson (1976) proposed two distinct classifications of knowledge: declar-
ative and procedural. Declarative knowledge is defined as the knowledge of
factual information. It is a propositional network consisting of nodes and links
(Chi & Glaser, 1980; Chi & Rees, 1983). Each node indicates a concept and the
links represent associations between concepts. Procedural knowledge is usually
conceptualized in terms of production systems (Anderson, 1976, 1982; Chi &
Rees, 1983). Procedures are (if-then) statements for completing sequences
- - of
action that are activated through associations with declarative concepts. If the
condition side matches the contents of the short-term memory, then the action
is executed. For example, in baseball, knowledge of the players, the field, and
different positions would be declarative knowledge, whereas knowledge of the
appropriate actions during the course of the game would be procedural knowledge
(Thomas et al., 1986).
The link between knowledge development and performance is further sub-
stantiated when looking at earlier studies on expertise. In a summary of research
on expertise Chi et al. (1988) characterized experts as having a rich, well-
organized, domain-specific knowledge base. In other words, experts' knowledge
structures contained more concepts, more relations defining each concept, more
interconnections among concepts, greater ability to retrieve related concepts, and
more production systems or procedures concerning how to perform in a given
situation than did those of novices (Chi & Glaser, 1980).
TEACHING FOR UNDERSTANDING 47
The depth and organization of knowledge influences how experts deal with
problem-solving situations. According to Housner (1991), experts are able to
interpret and recall domain information in large and meaningful chunks. Experts
spend more time analyzing problems and apply more powerful algorithms or
heuristics to solve these problems than do novices. Expert-novice differences
have been found to be generalized across various domains including chess
(Chase & Simon, 1973), physics problem solving (Chi, Feltovich, & Glaser,
198I), taxi driving (Chase, 1983),medical diagnosis (Elstein, Shulman & Sprafka,
1978), and sport (Housner, 1981; Starkes, 1987).
French and Thomas (1987) contend that many of the cognitive decision-
making processes involved in sports situations could be modeled by productions
(proceduralknowledge). If, as Anderson (1976) and Chi and Rees (1983) suggest,
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within the context of a game's goal structure (Thomas et al., 1986). That is, sport
performance differences may result from an individual's knowledge of "what
to do" in the context of a sport situation.
One of the only experiments to address this issue was undertaken by
McPherson and Thomas (1989). They classified 9- to 12-year-old tennis players
as experts or novices. Novices had 3-6 months playing experience and had never
played in tournaments. The experts had a minimum bf 2 years experience and
had played in junior tournaments. In this study, after each point in a game, the
players were interviewed and asked what they had attempted to do on the previous
point. This information was then compared to what they had done, which was
established from a videotape of the points played.
In general terms, the experts knew what to do nearly all of the time, whereas
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the novices did not. Experts formed condition action (if-then productions), which
may facilitate the development of if-then-do productions stored in sport knowl-
edge. The verbal protocols of the experts' actions included both the selection of
the action (then) and the method for carrying out this action (do) (McPherson &
Thomas, 1989). The researchers noted thefollowing example from an expert
player: "If my opponent has a weak backhand then I will stroke my forehand
deep down the line to his backhand and I will do it by placing topspin on the
ball and making sure I will follow through" (p. 208).
In contrast, novices were still forming a declarative base of knowledge and
how to solve the problems (make decisions during game play) which follows
along with the characteristics of the development of procedural knowledge (e.g.,
general interpretiveprocedures). Novices exhibited a much more general approach
to solving the problem: "I was just trying to hit it" (McPherson & Thomas,
1989, p. 208). The interviews indicated that the novices were unable to use
procedural references during game play because such references did not exist.
As French and Thomas (1987) have indicated, "many mistakes commonly ob-
served in young children in various sports situations may stem from a lack of
knowledge about what to do in the context of a given sport situation" (p. 17).
Interestingly,Magill (1993) noted that although the experts were able to show
that they knew what action goal to establish in a particular situation, they were not
always able to fulfill this goal in their performance of the action. That is, experts
could not attach the appropriate parameter values to the specified motor program.
The studies of French and Thomas (1987) and McPherson and Thomas (1989)
have shown that the development of sport declarative knowledge was related to
the development of productions that allowed sport participants to make better
decisions during game play. An important issue facing practitioners, then, pertains
to knowing how this relationship is affected by the timing of tactical and skill
instruction. Recently, ~ c ~ h e r s oand
n French (1991) conducted two experiments
to examine this concept. In Experiment 1 of their research, the participants were
given instruction in fundamental tennis skills emphasizing consistent motor patterns
and declarative tennis knowledge (rules, goals, and subgoals of the game) followed
by the introduction and integration of tennis strategies. In Experiment 2 participants
received declarative and procedural (decision-making) tennis knowledge and mini-
mal fundamental skill instruction, followed by an emphasis on refining knowledge
and skill in the context of game situations.
The results from Experiment 1 suggested that participants may have experi-
enced interference at midterm when strategies were introduced because skill did
TEACHING FOR UNDERSTANDING 49
not improve thereafter, but across the semester, students improved their decision-
making ability in game situations. In Experiment 2, attention was focused more
on strategy than on skill. Overall, students' knowledge (declarative) and decision
making during games increased dramatically, whereas motor skill ability (skill
tests) denoted little improvementover time. After midterm, in Experiment 2, when
response execution was instructed, skill execution during game play improved.
In a similar study by Rink, French, and Werner (1991) the effects of three
different treatments (tactical awareness, skill development, and a combination
of strategy and skill development) were examined on the knowledge base of
ninth-grade novice badminton players. No differences were observed between
the treatment groups on the knowledge test, which was split into categories of
knowledge of rules, technique, and strategy. All of the treatment groups scored
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better than the control group of students who did not take badminton.
The studies by McPherson and French (1991) and Rink et al. (1991)
examined the issue of time spent on skill instruction and tactical instruction and
how these instructional strategies influenced knowledge and the components of
game performance from a relational perspective. However, the issue of how to
go about teaching the decision aspects during game play from a games-centered
perspective was not addressed in these studies. This emphasis is at the very
center of the games approach, teaching for understanding, which stresses the
importance of the player making correct decisions in the light of tactical aware-
ness.
Although virtually untested in terms of a research base, the strength of the
Bunker and Thorpe (1992) "understanding approach" to games teaching is the
focus on tactical awareness and decision-making processes before skill selection
and execution. In addition to the work of Thomas et al. (1986), theoretical support
for Bunker and Thorpe's sequence distinction between what to do and how
to do it is provided from an information-processing perspective. Information-
processing models that specify the movement preparation process usually stipulate
the determination of the action goal as a stage that occurs prior to the preparation
of the movement parameters. Requin, Lecas, and Bonnet (1984) and Sanders
(1980) have shown in their motor preparation models that specification of the
goal-directed action precedes the creation of a motor program to carry out the
action. Pew (1984) and Schmidt (1988) also consider that after a goal-oriented
representation has been accessed from memory (what to do), then the movement
parameterization process takes place (how to do it).
Research by Bard and Fleury (1976) and French (1985) indicated that the
component of game performance that discriminated expert and novice players
wasthe ability-to make appropriate decisions within the context of the game.
French and Thomas (1987) report that a significant relationship exists between
sport-specific knowledge and the decision component of performance. There is
speculation that the acquisition of domain related knowledge is responsible, in
part, for the facilitationof performance on certain tasks, and consequently,varying
instructional strategies may impact on knowledge and performance.
Specifically, the model suggests that teaching games takes place in six
stages. The first stage introduces the game form. During this stage, an adult game
may be the aim, but initially, students should be introduced to a variety of
mini (lead-up) games. A suitable playing surface, small numbers, and adapted
equipment may be used to present children with situations and problems involved
in playing games. If an appropriate minigame is constructed it may look very
similar to the adult version of the game.
Figure 1 - The games for understanding model. Note. From "A Model for the
Teaching of Games in Secondary Schools," by D. Bunker and R. Thorpe, 1982,
Bulletin of Physical Education, 18(1),p. 6. Copyright 1982. Reprinted with permission.
TEACHING FOR UNDERSTANDING 51
Application of Model
In the games for understanding approach, the teacher constructs a game
form at the start of each lesson. One of the main elements of this approach is
the provision of small-group learning experiences that are gamelike initially.
Students are introduced to the game as quickly as possible under conditions that
are appropriate for them to handle. Examples of this might include a 2-on- 1 keep
away game and a 3-on-3 minigame. The teacher observes the game and then
investigates tactical problems. This will be done by stopping the game and
questioning the students, thereby encouraging them to think about the aim of the
52 TURNER AND MARTINEK
game and exactly what they are trying to achieve. Students are allowed to learn
the rudiments of strategies (give and go, screen, post play, rebounding) before
they have mastered the intricacies of individual skills (dribble, pasq shoot).
If the game is "breaking down," it is appropriate to ask the students,
"Why is this occurring?" The teacher attempts to elicit responses from the
pupils. An example might occur when the play is compressed in a small space
in a soccer game. From an attacking perspective this will make the game difficult.
Once the students are aware of the tactical problem, they need to be helped to
develop a strategy that could amend this predicament.
This help may be in the form of a game-related practice decided upon by
the teacher. If the reason for the game breakdown is technique related but the
strategy is appropriate, then the teacher will intervene to promote (teach) the
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The structure is flexible, and rather than cover tactics and strategies necessarily
in a specific order, the teacher may select practices based upon game weaknesses
that he or she observes in conjunction with the students. Unfortunately the typical
format used to teach games and sports has not reflected this premise.
evaluate than other aspects of games, such as decision making, may have pulled
the physical educator toward the technical side of games. Bailey and Almond
(1983) have shown that one of the consequences has been a clear division in
schools between those who are good or bad games players. Teachers may have
unwittingly been fostering incompetence in the majority of children. Earls (1983)
noted that there is little evidence that conventional instruction is positively related
to learning and developing motor skills for most children.
In addition, Bunker and Thorpe (1986) contended that the insistence by
training colleges and universities upon a lesson plan that ensures student teachers
follow a clear and easily documented preparation procedure has led to a lesson
format divided into an introductory activity, a skill phase, and a game. The
following provides a typical example of the technique model:
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The template that appears to have emerged for games teaching is one in which
teachers have structured the learning experience so that students are guided
and prompted continually, culminating in the development of teacher-dependent
performers. Under a guided learning approach identified by Singer (1982), think-
ing (improvising, planning, adapting) behaviors are discouraged, and learning is
deemed efficient as specific acts are acquired in rapid time.
Earls (1983) and Peterson (1992) have noted in reference to game play
that a child's readiness is frequently violated by the leap from simple practice
drills to complex games. It appears that a weakness may exist in the practice
conditions for teaching games during physical education lessons. A key prediction
of the schema theory of motor learning (Pew, 1974; Schmidt, 1975) is that
schemata, or rules, governing a category of movements become stronger with
more variable practice of these movements. The variable practice will develop
schemata that are retained longer and are more adaptable. It may be argued that
current games teaching practices neglect this theory.
The variability prediction has prompted much research attention and has
found general, though not always convincing, support (e.g., Carson & Wiegand,
1979; Kelso & Norman, 1978; Moxley 1979). Although these and other tests of
the variability of practice notion have focused on closed skills, the predictions
about variable practice would seem to be more significant for the acquisition of
"open" skills as shown by Gabbard (1984), where greater demands are made
upon response adaptation during games.
Buck and Harrison (1990) indicated that the effective transition from skill
drills to game play requires students to practice in game-like conditions early in
the learning sequence. Singer (1982) has shown that if the purpose of the learning
situation is to lead to the development of the learning process and to encourage
learners to think, resolve any situational dilemmas, and adapt to new but related
game situations, then the encouragement of problem-solving approaches (guided
tactfully by the teacher) in the initial learning situations should be advantageous.
To be in a state of inquiry, the learner must move away from cognitive acquies-
cence (to accept passively) and towards cognitive dissonance (to create an active
disturbance). Festinger (1957) contended that a cognitive disturbance creates the
requisite desire to inquire and seek solutions.
Open skills are predominant in games. Open tasks involve adaptive
processes, the ability to react suddenly to the unknown and to anticipate. The
ability to anticipate and to make accurate predictions stems from the experience
of playing games (Davies & Armstrong, 1989). Singer (1982) has shown that
TEACHING FOR UNDERSTANDING 55
Development of Knowledge
Although some studies have focused on the relationship of expertise (skill-
fulness) to decision making and skill development, only a few have focused on
the fidelity of the games for understanding approach in the development of game
knowledge. Lawton (1989) conducted one of the first studies that compared the
games for understanding approach with a skill-based teaching approach. Lawton
compared the two approaches on the development of declarative and procedural
knowledge in 12- and 13-year-old badminton players. The treatment period was
6 weeks. The results indicated that there were no significant differences for
student knowledge of badminton over time or betweentreatments.
A similar finding was also reported in a recent study by Turner and Martinek
(1992). The game selected by these researchers was field hockey. The games
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Decision Making
Throughout this paper we have stressed the importance of tactical awareness
and decision making during game play, a prime tenet of the games for understand-
ing approach. If both the quality of decisions and motor skill execution determine
TEACHING FOR UNDERSTANDING 57
playing ability. The results showed that there were no significant differences
between the two treatment groups for the control, decision-making, and execution
variables. However, there was a significant difference over time for the control
variable. The nonsignificant results were partially attributed to a large number
of decision opportunities found at the end of the treatment period. These may
have increased due to the students' ability to control the hockey ball over time,
thus enabling the students to make more decisions on the posttest and subsequently
commit more errors. At the beginning of the treatment, Turner and Martinek
found that the students' inabilities to stop the hockey ball meant that fewer
decisions were made.
In addition, the short treatment period may have impaired the effects of
the two treatments on decision making. This notion is supported by Thomas et
al. (1988), who contend that the ability to make correct decisions within the
context of the game takes considerable time and many hours of practice. Further
research supporting this view was reported by Turner (1993), who found that
with a longer treatment period for field hockey (across a semester), students
receiving instruction under the games for understanding model made significantly
better decisions during games than students in the technique instruction or the
control groups. There were no significant differences between the two treatment
groups in terms of game execution.
These recent findings are also interesting in light of McPherson and
Thomas' (1989) study with child expert and novice tennis players. Although the
experts were quite capable of showing that they knew what action goal to establish
in a specific situation (i.e., they made the correct decision), they were not always
capable of accomplishing it in their game performance. While the appropriate
goal may have been established, there were problems in attaching the correct
parameter values to the selected motor program in the game. A's Magill (1993)
speculated, the distinction between what to do and how to do it may be unique
to complex motor skills, unlike verbal skills where knowing what to do is enough.
It would appear that differences in game decision making are beginning to emerge
favoring the use of an understanding approach to games instruction.
Skill Development
An important dimension in examining the impact of the games for under-
standing approach is the development of physical skill. In general, studies have
shown that the games for understanding approach has had an impact on skill
58 TURNER AND MARTINEK
development similar to the technique approach. For example, Turner and Martinek
(1992) found that there was little difference between children receiving either
the games for understanding approach or a technique approach in the development
of field hockey skills (dribbling, shooting).
Turner's (1993) findings also suggest that the change in emphasis from a
technique to a games for understanding approach does not adversely affect sub-
jects' performanceson specific field hockey skills. This finding parallels Lawton's
(1989) study. Lawton found no differences between the skill based and teaching
for understanding treatments on skill tests for badminton.
We also feel that the skill variable needs to be studied in relation to
knowledge development and decision-making ability. This will allow the re-
searcher to determine how long it takes to change each of the variables as they
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Future Considerations
There appears to be limited substantiation of the validity of the games for
understanding model. Given the methodological shortcomings indicated in this
paper, however, research must continue with increased refinement. Refinement
of future research should be bounded by several considerations. One consideration
for study would be to describe the interconnections between various stages of
the model. Although the model assumes linear direction among the stages, little
is known about the relative impact each stage has on one another. For example,
one could study how (or if) the experience of the game (Stage 1) impacts on the
student's appreciation of the game (Stage 2). Or how does game appreciation
relate to tactical awareness (Stage 3)? An extension of this type of inquiry might
also include the identification of various instructional strategies that influence
each stage. By knowing this, more credible information about the model's utility
can infuse into in-service delivery programs.
Continued research will also require an improvement in the sophistication
of the tools needed to determine the power of the games for understanding
approach. For example, one might determine if there is more global impact on
procedural knowledge development. Many of the studies reported in this article
used only domain-specific questions to determine the knowledge level of the
learners. We believe inventories should also include items that describe general
problem-solving ability (i.e., metacognitive or strategic ability). Having this infor-
mation will have important implications regarding cany-over effects to other
settings beyond the walls of the gymnasium and athletic field.
Moreover, the assessment of decision-making ability needs broader applica-
tion in future investigations. Studies have described those decisions that were
TEACHING FOR UNDERSTANDING 59
approach.
It should be noted that teaching through this interpretation of the games
for understanding model takes considerable pedagogical skill and therefore needs
much practice. The teachers may simply not have had enough experience with
this style of teaching in the previous studies. Werner (1989) has suggested the
following:
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