Journal of Teaching in Physical Education Journal of Teaching in Physical Education, 2013, 32, 100-109 © 2013 Human Kinetics, Inc. Endorsed by the Curriculum and Instruction Academy of the NASPE and the AIESEP www.JTPE-Journal.com RESEARCH NOTE Development and Validation of the Basketball Offensive Game Performance Instrument Weiyun Chen1, Kristin Hendricks1, and Weimo Zhu2 1University of Michigan, 2University of Illinois The purpose of this study was to design and validate the Basketball Offensive Game Performance Instrument (BOGPI) that assesses an individual player’s offensive game performance competency in basketball. Twelve physical education teacher education (PETE) students playing two 10-minute, 3 vs. 3 basketball games were videotaped at end of a basketball unit in one physical education teaching methods course. Two investigators independently coded each player’s offensive game behaviors with BOGPI. The interrater reliability of the BOGPI was 99% and the alpha reliability coefficient for the total scale of the BOGPI was .95. The content validity evidence of the BOGPI was established by six experienced experts’ judgment. The results of this study indicate that the BOGPI is a theoretically sound and psychometrically supported measure that can be used by researchers and teacher educators to assess the preservice teachers’ offensive game performance ability in basketball. Keywords: game performance, game performance assessment With an increasing application of the tactical games approach to teaching games over the past two decades, improving students’ game performance competency is one of the ultimate goals of game learning and teaching (Oslin, Mitchell, & Griffin, 1998). Meeting a growing concern for the preservice teachers’ lack of game performance competency, the Beginning Physical Education Teacher Standards (National Association for Sports and Physical Education [NASPE], 2009) explicitly state that the preservice teacher should be able to demonstrate competence in movement performance and tactical concepts and to develop reflection and assessment skills. To help assess and improve preservice teachers’ game performance competency, the purpose of this study was to design and validate the Basketball Offensive Game Performance Instrument (BOGPI). The BOGPI was designed to assess an individual player’s offensive game performance competency in basketball. The specific objectives of this study were to (a) establish content validity evidence Chen and Hendricks are with the Kinesiology Department, University of Michigan, Ann Arbor, MI. Zhu is with the Department of Kinesiology and Community Health, University of Illinois, UrbanaChampaign, IL. 100 Game Performance 101 of BOGPI, (b) examine the construct validity of the instrument, and (c) determine the reliability of the instrument. A Situated Learning Perspective Lave and Wenger (1991) proposed that learning takes place within the intertwined interaction of the individual, the task, and the environment. Learning is the social process of an individual’s legitimate peripheral participation in a community of practice. In order for learners to shift from being peripheral participants to becoming full participants in the community of practice, they must actively engage in and contribute to the socioculturally shared activities. Tasks/activities should be authentic and relate to the real world. Construction of meaning is linked to specific contexts and purposes (Kirk & MacPhail, 2002; MacPhail, Kirk, & Griffin, 2008). From the situated learning perspective, game performance represents the intertwined process of a person’s tactical awareness and knowledge, decision making ability, and skill execution in situated game contexts (Oslin et al., 1998). Tactical awareness is defined as an individual’s tactical understanding and ability to detect situated game settings. Skill execution refers to an individual’s ability to execute technical and tactical aspects of skills appropriate for particular game situations. In invasion games, individuals spend a considerable amount of time performing off-the-ball movements like creating open space and supporting the ball carrier (Oslin et al., 1998). What on-the-ball skills and off-the-ball movements a person chooses to use and how to execute them depends on the dynamic demands of a specific game situation. Gréhaigne, Walllian, and Godbout (2005) proposed that on-the-ball skills and off-the-ball movements in a specific game situation reflect two essential dimensions: (a) techniques, and (b) tactics. A successful skill execution and off-the-ball movement depend on how effectively and appropriately a player executes the technical and tactical aspects of the skill and the movement within a specific situational game context (Gréhaigne et al., 2005). The situated perspective views that a task should be situated in authentic and specific settings (Kirk & MacPhail, 2002; MacPhail et al., 2008). Accordingly, a game performance assessment instrument should be designed for a specific game form. For example, although soccer and basketball are classified as invasion games and share similar tactical concepts, the interaction of the primary game rules, the number of field players, the size and dimensions of the field/court, and the specialized skills used for playing a specific sport make each game context unique and different from one another. Therefore, the situated and specific nature of each game context demands designing a game specific assessment instrument. Oslin et al. (1998) designed the Game Performance Assessment Instrument (GPAI) that assesses students’ game performance abilities across invasion, net, field, and target games. The GPAI identifies seven game components (i.e., Base, Adjust, Decisions Made, Skill Execution, Support, Cover, and Guard/Mark) related to a variety of game contexts. The rationale for designing the GPAI as a generic and flexible instrument is that teachers and researchers can flexibly choose any game components in relation to a specific game form for their research and instructional purposes. Due to the fact that each sport within the invasion game form is context situated and specific, the ways to handle similar tactical problems in basketball are different from other invasion games like soccer. Memmert and Harvey (2008) stated 102 Chen, Hendricks, and Zhu that the broad game component definition and the general coding system of the GPAI might cause difficulty for teachers and researchers to objectively assess and code if a player’s game performance on a specific game component is appropriate/ efficient or inappropriate/inefficient to a specific game situation. Therefore, it is critical to modify the global features of the GPAI by defining them as specifically as possible as well as to make the game performance assessment criteria and coding protocols more adaptable to a particular game context (Memmert & Harvey, 2008). Methods Research Participants and Setting The participants were junior and senior physical education teacher education (PETE) majors (5 males and 7 females) who were enrolled in a physical education teaching methods course at a major university. Their average age was 21 years old with a standard deviation of 2.27 years. Among them, seven had varsity high school playing experience in basketball and the other five did not have any experience in basketball. Throughout the semester, the PETE students were taught three invasion games and one net game using a tactical games approach (Mitchell, Oslin, & Griffin, 2006) The University Institutional Review Board approved the study and the participants signed an informed consent form before data collection Development of the BOGPI The BOGPI was designed to provide teachers and researchers with a reliable and valid assessment instrument that assesses preservice teachers’ offensive game performance competency in basketball. The investigators worked together to design, revise, test, and redesign the BOGPI. First, they used GPAI’s (Oslin et al., 1998) three offensive game components (i.e., Skill Execution, Decision Making, and Support) as the three game dimensions in the BOGPI. Then, they identified essential subgame components within each game dimension. Next, they used the situated learning perspective’s premises as guidelines for defining each subgame component. Subsequently, the investigators selected six preservice teachers who did not participate in this study as a panel of experts to judge the content validity of the instrument (i.e., subcomponent definitions). The selection of the experts for the panel was based on three criteria: (a) playing on varsity basketball team in high school, (b) having at least four years of basketball coaching experiences, (c) either playing on a varsity basketball team in college or participating in basketball intramural/club teams. The experts judged the content of the BOGPI using a 5-point rating scale (5 = very precisely, 4 = precisely, 3 = sort of precisely, 2 = less precisely, 1 = not precisely). After numerous revisions, the investigators finalized definitions of all subgame components in the BOGPI (see Table 1). A rating scale (i.e., +/yes; -/no; N/A; see Table 1 for a complete description of each point) with an event recording method was used for the BOGPI to help objectively assess a preservice teacher’s offensive game performance. On the BOGPI assessment sheet (see Table 2), each game component was broken down into five columns marked one through five, representing five segments of the team gaining Game Performance 103 Table 1 Definition of Each Sub-Game Component and Rating Scales in the BOGPI Game Dimension Definition of Each Game Component Skill Execution: 1. Dribbling: Dribbles a ball when appropriate while changing pace and directions to maintain control of the ball. 2. Passing: Passes accurately when a teammate is open, has a good supporting position, or has the best shooting position. 3. Shooting: Shoots when getting open and scores a basket. Decision Making: 1. Attempts to dribble to take on/beat defender, drive to the basket, or read situations. 2. Attempts to pass to set up a shot, move the ball, beat defender, or set up offense. 3. Attempts to shoot when in good position and wide open. Support: 1. Reads defense and offense situations to effectively and appropriately use cuts or post up. 2. Reads defense/offense situations to effectively and appropriately set screens. 3. Reads the defender to effectively come off screens by using roll, pop out, curl, and/or fade appropriately 4. Reads defense/offense situations to effectively and appropriately relocate positions. Rating Scale: “+” indicates that an individual player demonstrates the definition of each individual game component. “-” indicates that an individual player does not demonstrate the definition of each individual game component. “/” indicates that the definition of a specific game component is not applicable to an individual player. possession of the ball. Using the BOGPI assessment sheet, an evaluator observed and recorded the presence or absence of a specified game behavior on each subgame component with a tally mark when the observed player’s team gained possession of the ball. The coding protocol included: (a) identifying two targeted players to observe; one from each team; (b) observing the targeted player’s offensive game behaviors until a turnover in possession occurred; (c) coding the player’s offensive game performance in each subgame component; (d) switching to observing and coding the opponent’s offensive game behaviors until there was a turnover in possession; (e) taking turns observing and coding the pair of individual players’ offensive game behaviors throughout the 10-minute game play using the above procedures; (f) rewinding the DVD to the beginning of the game to observe and 104 Chen, Hendricks, and Zhu Table 2 BOGPI Assessment Sheet Essent. Dim. Decision Making Skill Execution Dribbles a ball while changing pace and direction and maintaining control of the ball Passes accurately when a teammate is open, has a good supporting position and/or a shooting position Shoots when appropriate and scores a basket Attempts to dribble to take on / beat defender, drive to basket, or read situations Attempts to pass to set up a shot, move ball, beat defender, or set up offense 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1. Student A 2. Student B 3. Student C 4. Student D 5. Student E 6. Student F 7. Student G 8. Student H 9. Student I 10. Student J 11. Student K 12. Student L Note: Columns 1-5 represent five different times an individual player gains possession of the ball. For example, column 1 will be used to assess a player’s performance on the relevant game component(s) during the first time he/she gains possession of the ball. If he/she demonstrates the criteria of the game component, “+” will be used in the first column; if not, “-” will be marked in the first column; if not applicable, “NA” will be used. code the next pair of individual players’ offensive game behaviors throughout the 10-minute game until all players’ offensive game performance have been coded. Data Collection At the end of the basketball unit, the participants were organized into four teams of three players. Three of the teams consisted of two females and one male while the fourth team consisted of two males and one female. In addition, three of the teams consisted of two students who had played on varsity basketball teams in high school (one male and one female) while the fourth team only consisted of one student (female) with such experience. The seven participants (four females and three males) who had high school varsity playing experience in basketball were classified into the experienced group. In contrast, the five participants (three Game Performance 105 Support Attempts to shoot when in good position or wide open Reads defense and offense situations to effectively and appropriately use cuts or/ post up Reads defense and offense situations to effectively and appropriately set screens Reads the defender to effectively come off screens by using roll, pop out, curl, or fade appropriately Reads defense and offense situations to effectively and appropriately relocate positions 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 females and two males) who did not have any previous basketball playing experience before participating in the methods course were classified into the novice group. They played two 10-minute 3 vs. 3 games, which were videotaped by a research assistant. Before officially coding the two videotaped 10-minute game play sessions, the two investigators spent an estimated 20 hr observing and coding four players’ offensive game behaviors with the BOGPI assessment sheet until they obtained 88% interrater reliability. Then, the two investigators independently coded each player’s game behaviors using the BOGPI assessment sheet. At the end of the coding process, the investigators transformed the coded game behaviors into an index score of each game component. An example of calculating an index score is: Skill Execution Index (SEI) = [the number of efficient game responses ÷ (the number of efficient game responses + the number of inefficient game responses)] × the total number of times the player gained possession of the ball. The Overall 106 Chen, Hendricks, and Zhu Game Performance Index (OGPI) is calculated as: OGPI = (SEI + DMI + SI) ÷ 3 (Oslin et al., 1998). Data Analysis Subgame component definitions were considered appropriate if 66% of the experts rated a definition as “precisely” or “very precisely.” A Welch’s formula of t test was used to examine differences of offensive game behaviors between the novice and experienced groups. The standardized-difference effect size (Cohen’s d) (Trusty, Thompson, & Petrocelli, 2004) was used to report the mean differences of the dependent variables between the two groups. The interrater reliability of the BOGPI was examined by checking each investigator’s coding results item by item using the formula: % R = numbers of agreement ÷ (numbers of agreement + numbers of disagreement) * 100 (van der Mars, 1989). The Cronbach alpha reliability coefficient was used to determine the internal consistency reliability of the BOGPI. Results Validity of the BOGPI Content Validity. Table 3 presents the percentage of the expert judgment of the content of the BOGPI with a 5-point rating scale. Sixty-six percent of the experts Table 3 Percentage of the Expert Judgment of the Content of the BOGPI with a 5-point Rating Scale Game Components 5 4 3 2 1 Skill Execution Dribbling 66 33 Passing 66 33 Shooting 50 50 Decision Making Attempts to dribble 66 33 Attempts to pass 66 33 Attempts to shoot 66 33 Support Creating Space 50 50 Setting Screens 50 50 Reading Defender 50 50 Relocating 50 50 Note. 5 = Very Precisely; 4 = Precisely; 3 = Sort of Precisely; 2 = Less Precisely; 1 = Not Precisely Game Performance 107 rated that the definition of Dribbling and Passing was stated “very precisely” and 33% of the experts rated it “precisely”. Fifty percent of the experts rated that the definition of Shooting was stated “precisely” and 50% rated it “sort of precisely”. In addition, three experts suggested changing the definition of shooting to the new definition of “shoots when getting open and scores a basket,” which was adopted in the BOGPI. Sixty-six percent of the experts rated that the definitions of the three subgame components on the Decision Making were stated “very precisely” and 33% rated them “precisely”. Fifty percent of the experts rated that the definitions of the four subgame components on the Support were stated “very precisely” and 50% rated them “precisely”. The results of the experts’ judgment established the content validity evidence of the BOGPI. Construct Validity. Table 4 presents the descriptive statistics for the index scores of the four game components, the results of the t tests, and the Cohen’s d values between the two groups. The t test yielded that the mean score of the OGPI in the novice group was significantly lower than that of the OGPI in the experienced group, indicating that the BOGPI was a valid instrument to distinguish the players’ overall offensive game ability between the two groups. In addition, the t tests revealed a significant mean score difference of the SEI, DMI, and SI between the two groups, indicating that the BOGPI could differentiate the players’ ability of executing skills, making decisions, and providing support between the novice and the experienced groups. Reliability of the BOGPI Eleven hundred game behaviors were coded independently by the two investigators. Of the coded game behaviors, the number of agreement was 1,089. According to the formula (IR% = 1089 ÷ 1100), the interrater reliability of the BOGPI was 99%, indicating a high consistency between the two raters’ judgment (van der Mars, 1989). The alpha reliability coefficient for the total scale of the BOGPI was .94, which is higher than .70, thus demonstrating a high degree of internal consistency reliability (Stevens, 2002). Table 4 Statistics of the Index Score of the Four Game Components Between the Two Groups Novice Experienced M (SD) M (SD) t test Cohen’s d (nonoverlap%) SEI 5.01 (1.80) 10.63 (2.25) -4.67** 2.75 (81%) DMI 7.77 (3.39) 13.25 (1.97) -2.99* 1.97 (79%) SI 9.50 (1.29) 14.25 (3.45) -3.44** 1.82 (77%) OGPI 7.43 (1.90) 12.71 (1.98) -4.475** 2.72 (81%) Note. ** represents p < .01, * represents p < .05 108 Chen, Hendricks, and Zhu Discussion and Implications The content validity of the BOGPI was established by determining the appropriateness of the BOGPI in assessing preservice teachers’ offensive game performance competency in basketball. First, the three dimensions of the BOGPI provided adequate opportunities for the players to demonstrate offensive game behaviors during basketball game play. Second, the specification of criteria for assessing each subgame component was situated in authentic game contexts. Last, similar to the study by Oslin et al. (1998), this study observed and assessed the players’ game performance ability in authentic game situations, which was critical in obtaining meaningful and relevant information about the demonstration of specific games behaviors. The construct validity of the BOGPI was also established in this study. The results of the t tests indicated that the BOGPI was a valid instrument to differentiate the players’ overall game performance ability between the novice and experienced groups. Furthermore, this study indicated that the Skill Execution, Decision Making, and Support were valid individual game performance variables to distinguish the offensive game ability in basketball between/among the players of the two groups. The high degree of interrater reliability and internal consistency in this study might be related to the specific definition of each subgame component, the event recording method, and the coding protocol. This study suggests that the specific definition of the subgame component, the event recording method, and the articulated coding protocol help the evaluators gain a better understanding of what game performance behaviors they should focus on observing, how to distinguish between specific game components, and how to code a specific game performance behavior in a live physical education lesson. The significant contribution of the BOGPI with the specified coding protocol is that it makes a peer assessment in a live physical education lesson possible and feasible. This instrument could also be used as a self-assessment tool for the preservice teacher to self-assess his/her own game performance while watching the videotaped game play. The preservice teacher’s engagement in the peer-assessment and selfassessment tasks is instrumental to improving his/her own tactical understanding and game performance. More importantly, it is helpful for the preservice teacher to develop and build his/her keen observation and diagnostic evaluation skills. In conclusion, the BOGPI is a theoretically sound and psychometrically supported measure. It can be used by researchers and teacher educators to assess the preservice teacher’s offensive game performance ability in basketball using videotaped game play. Future studies may focus on the students’ perspectives and experiences in using the BOGPI either to assess their peers’ game performance during the game play in a live lesson, or to self-assess their own game performance while watching the videotaped game play. Researchers may also use broad samples of preservice teachers in various PETE programs to examine the psychometric properties of the instrument using cross-sectional and/or longitudinal research designs. 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