TEACHING GAME STRUCTURES THROUGH CHILD-DESIGNED GAMES Presenters: Trey Leech Shelley McCumber Charlie Hugo Eric Smith University of Northern Iowa WHAT ARE GAME STRUCTURES? • Includes: • Boundaries • Rules & Consequences for Breaking Rules • Scoring Goals • Competitive and/or Cooperative Structure WHY TEACH GAME STRUCTURES? • Provides more meaning for students when they design their own game and allows them to solve their own problems with the game structure. Rovegno, I. & Bandhauer, D. (2013) Elementary physical education Curriculum and Instruction. Jones & Bartlett Publishing, Burlington, VA. WHAT MAKES A GOOD GAME, AND WHEN IS WORKING? • Balance between offense and defense should be evident • Time spent playing on offense and defense is roughly equal • All students understand/agree on game design components (rules, scoring, etc.) • The game has flow! TEACHING CONSIDERATIONS FOR HELPING STUDENTS DESIGN GAMES Rovegno & Bandhauer’s (2013) 3 C’s: CLARIFICATION CRITERIA Provide possible Provide criteria for options and/or rules to the game design consider when expectations. students get “stuck”. CRITIQUE Monitor students’ decisions and provide critique of students’ decisions. PLAY DISCUSS PLAY CYCLE IMPORTANCE OF TACTICS IN GAMES • ALL GAMES, even simple tag games, HAVE TACTICS. • When GAME STRUCTURES are taught, BASIC TACTICS are SIMULTANEOUSLY TAUGHT WHEN SHOULD YOU EMPHASIZE TACTICS DURING GAME DESIGN? • First = Work on getting games “good” • Second = Then teach tactics 1. TAG PROGRESSIONS: DESIGNING PERFECT BOUNDARIES 1. Place students into groups of 4-6 students 2. Play “Too Large of Boundaries” Tag…then discuss problems a) 3. Play “Too Small of Boundaries” Tag…then discuss problems a) 4. Large boundaries = < Runners (not taggers) Small boundaries = < Taggers (not runners) Students create “Perfect Boundaries” for Tag Game a) Perfect Boundaries = No Adv. to Runners or Taggers…it’s equal 5. Refine “Perfect Boundaries Tag Game” 6. Discuss “Boundary” Tag Tactics, what needs to be improved 7. Ask for group demo of Tag Game 8. Culminating Activity: Switch groups up and have new groups create new Tag Game 2. TAG PROGRESSIONS: ESTABLISHING RULES & CONSEQUENCES 1. Place students into groups of 4-6 students 2. Discuss importance of RULES when designing games (like Tag) 3. Create a game with following considerations: a) b) c) d) Boundaries? # of Taggers vs. Runners? How will tagging occur (ex. Flags? How many flags?) How will the tagger and runner “role” rotate/chance? 4. Play Game 5. Discuss rules that were created, discuss problems with any rules 6. Emphasize importance of consequences for breaking rules a) 7. Fairness to reduce cheating? Consequence for cheating? Refine game, & play again…discuss tactics…play again…Culminating Activity = share tag games among class and play the various tag games created…discuss 3. TAG PROGRESSIONS: SETTING TEAM/INDIVIDUAL GOALS & INCORPORATING SCORING SYSTEMS • See Lesson Overview on Session Packet (Share the Wealth Site) 4. TAG PROGRESSIONS: RULES & TACTICS USING BASES/SAFETY ZONES 1. Place students into groups of 4-6 students 2. Discuss how tag games change with safety bases &/or zones 3. Discuss what problems might occur? 4. Create a game with following considerations: a) Boundaries? b) # of Taggers vs. Runners? c) How will tagging occur (ex. Flags? How many flags?) d) How will the tagger and runner “role” rotate/chance? e) How will your group incorporate Safety base/s and/or zone/s 5. Play Game 6. Discuss game, Revise Game and play again 7. Extending Ideas: To discuss tactics, purposely have students try various locations of safety zones/bases. a) 8. Example: Design a safety zone where it’s harder on to get on base…Design one where it’s easier Discuss revisions, Discuss Tactics, Play Again, Culminating Activity: Show-N-Tell of Games 5. TAG PROGRESSIONS: CULMINATING TAG EXPERIENCE: SPLITZ ATTACK THANK YOU!!! Presenters: Trey Leech Shelley McCumber Charlie Hugo Eric Smith University of Northern Iowa Physical Education
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