3. bunker&thorpe

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    Bunker & Thorpe

    VICKNESWARAN A/L NAKAR SALAPAN

    JABATAN PJK

    INSTITUT PENDIDIKAN GURU MALAYSIA

    KAMPUS KENT

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    THE CURRICULUM MODEL by David

    Bunker and Rod Thorpe(1982)

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    Mempertikaikan bahawa, mengajarkemahiran individu sebelum mengajarpermainan TIDAK membawa kepada

    kejayaan, pengetahuan atau keupayaankapasiti untuk membuat keputusan.

    Mereka berpendapat bahawa pelajar PERLUmemahami kerelevanan kemahiran yangterkandung dalam sesuatu permainansebelum mereka belajar kemahiran spesifikyang berkaitan.

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    Model Kurikulum ini memberikan:

    Game Form: A simplified version

    of the adult game in accordance

    with age and experience.

    Versi mudah permainan dewasayang disesuaikan mengikut umur

    dan pengalaman

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    Game Appreciation: The rules of the game

    create the form "the shape" of the game.

    Altering the rules will determine the "tacticsto be employed."

    Peraturan permainan akan membentuk

    gaya permainan tersebut dimainkan.

    Perubahan yang di laku kan dalam peraturan

    akan menyebabkan taktik permainan

    diubah

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    Tactical Awareness: Learning how to usethe rules to gain advantage over opponents

    or to limit advantage gained by opponents.

    Belajar bagaimana peraturan boleh

    digunakan demi memperolihi kelebihan ke

    atas pihak lawan atau mengurangkan

    kelebihan yang telah diperolihi oleh pihak

    lawan

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    Decision Making: After learning tactics,

    children are now ready to make appropriate

    decisions regarding "what to do" and "whento do it."

    Selepas mempelajar i takt ik , pelajar bersedia

    un tuk membuat kepu tusan yang ter tentu

    berkaitan dengan apa yang perlu dibuat

    dan bila ianya perlu dibuat

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    Skill Execution: Now that the children

    understand "what" and "when" they areready to work on "how" to perform the

    individual skills.

    Sekarang pelajar telah memahami apa

    dan bila maka mereka bersedia untuk

    bagaimana kemahiran individu dipamirkan

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    Performance: Students should be

    measured on appropriateness ofresponse as well as efficiency of

    technique

    Pelajar sekarang boleh dinilai

    berdasarkan ketepatan respon serta

    kecekapan teknik

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    Significant Information: Teaching this

    sequential manner will aid many morechildren experience some of the satisfactionof a skillful player.

    Mengajar berdasarkan urutan ini akanmembantu ramai kanak-kanak merasakepuasan pemain berkemahiran tinggi.

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    Conclusion: Bunker and Thorpe

    Conclude that their Curriculum model

    provides a "theoretical base" and"temporal sequences" for game teaching.

    B&T membuat kesimpu lan bahawa modelku r ikulum mereka mampu menyediakan

    asas teori dan urutanpemahaman

    dalam pengajaran permainan

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    1. GAME

    The lesson always commences with a game. The students

    are presented with a game which will probably involvesmall numbers of players, modified playing surface area

    and modified equipment. It is important that the students

    are capable, with guidance, of understanding the particular

    game form and are capable of playing it. They are guidedto recognise the unique problems to be solved in playing

    the game.

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    2. GAME APPRECIATION

    From the outset the students should understand the rules of the game being

    played. The rules should be simplified to ensure this. The imposition ofcertain rules will regulate the skill level and the tactics to be employed.

    3. TACTICAL AWARENESS

    Students are introduced to the tactics of the game through the gradualintroduction of movement principles, based on simple ideas of space and

    time. By investigating and experimenting with these ideas in simple games

    the students are encouraged to progress to more advanced situations.

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    4. MAKING APPROPRIATE DECISIONS

    Proficient games players take only fractions of asecond to make decisions and they would see no valuein distinguishing between the what? and the how?. In

    the understanding approach the teacher separates thequestions ofwhat to do? and how to do it? to enablethe student to recognise and attribute shortcomings indecision-making.

    What to do? In deciding what to do each situation has

    to be assessed and thus the ability to recognise cuesand predict possible outcomes is important. How to doit? Having decided what to do the player then has tomake a decision as to what is the best way to do it.he/she has to make the most appropriate response.

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    5. SKILL EXECUTION

    In the model skill execution is used to describe theactual production of the required movement, asenvisaged by the teacher. The model must be seen

    in the context of the learner and must recognise thelearners limitations. The execution of the correctskill becomes important only after the learner seesthe need for that particular kind of skill. When thestudent is ready for these skills technical instruction

    is given but it is always at a level commensuratewith the students current ability level.

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    6. PERFORMANCE

    This is the observed outcome of the previous processes measuredagainst criteria that are independent of the learner. It should be a

    measure of appropriate response as well as efficiency of technique.

    The teacher helps the student in deciding whether a performance is

    correct or incorrect and in making decisions about how to improve it.

    7. GAME

    The sequential aspects of the model are critical. Satisfactory

    completion of the stages as outlined will necessitate modification of

    the game leading to a reappraisal of the requirements of the new

    game. The cycle begins again.

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    Model Bunker & Thorpe-Teaching Games for

    Understanding

    [TGfU]

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    PENGENALAN

    TGfU dihasilkan oleh Bunker and Thorpe pada tahun

    1982 untuk pelajar-pelajar sekolah menengah TGfU merupakan satu model pendidikan yang

    menekankan:

    Pemahaman yang menyeluruh pada setiap

    permainan Meningkatkan tahap aktiviti fizikal

    Menjadikan kelas pendidikan jasmani sebagai tempat

    yang sesuai untuk persaingan, motivasi serta bersuka

    ria Digunakan secara meluas dalam kejurulatihan dan

    pendidikan jasmani sehingga masa kini

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    FAKTOR-FAKTOR

    Terdapat beberapa isu timbul di kalangan pelajar-pelajar

    Britain pada 1980-an yang mendorong Bunker andThorpe untuk mengkaji TGfU:

    Pencapaian dalam permainan adalah sikit dan kurang

    memuaskan

    Kekurangan pengetahuan tentang permainan Lemah dalam kemahiran asas dan kurang berupaya

    dalam membuat keputusan

    Terlalu mengharapkan jurulatih atau guru untuk

    membuat keputusan Kadar perkembangan dalam permainan adalah

    lambat dan tidak menonjolkan

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    MATLAMAT

    Matlamat utama TGfU adalah untukmemperkembangkan kemahiran seseorang pelajar

    dalam menyelesaikan masalah dan membuat keputusan

    Menurut falsafah TGfU, pelajar atau pemain bukan

    sahaja perlu tahu bagaimana untuk menjayakan sesuatupermainan tetapi adalah lebih penting untuk belajar

    membuat keputusan yang sesuai ketika permainan

    berjalan

    Model TGfU juga menggalakkan pelajar untukmelibatkan diri dalam pelbagai permainan

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    PERKEMBANGAN

    Selepas kajian Bunker dan Thorpe, falsafah dan teori

    dalam TGfU masih diubahsuai dan diperkembang darisemasa ke semasa

    Secara mendalam dan tepat, TGfU adalah lebih pratikal

    dan mudah diaplikasikan dalam permainan bola

    Pada tahun 2004, Webb and Pearson telahmengkategorikan permainan kepada empat kategori

    utama:

    Target

    Striking / Fielding Net / Wall

    Invasion

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    KATEGORI PERMAINAN

    Target

    Menempatkan objek pada sasaran atau mendekatisasaran untuk mendapat mata

    Contoh: bowling, archery, golf

    Striking / Fielding

    Perlawanan yang melibatkan dua pihak: pasukan striking

    dan pasukan fielding

    Mengumpul mata melalui larian yang selamat dan berjaya

    selepas pukulan dalam masa atau pusingan yang

    ditetapkan

    Contoh: baseball , softball, cricket

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    Net / Wall

    Permainan dimainkan antara jaring atau atas dinding Mengumpul mata melalui menghantar objek ke

    gelanggang pihak lawan dengan syarat objek tersebut

    tidak dapat dihantar balik dalam kawasan gelanggang

    Contoh: badminton, squash, table tennis

    Invasion / Serangan

    Permainan berpasukan

    Dalam jangka masa yang tertentu, masuk ke dalam

    kawasan pihak lawan dan mengumpul mata

    Contoh: soccer, basketball, handball

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    TUJUAN MENGKATEGORIKAN PERMAINAN

    Setiap permainan dalam kategori yang tersebut

    mempunyai sifat dan peraturan yang mirip atau seiras TGfU bertujuan untuk menggalakkan palajar-pelajar

    melibatkan diri dalam pelbagai permainan

    Setelah mempelajari salah satu permainan dalam satu

    kategori, pelajar akan memperoleh pengetahuan asasatas peraturan, kemahiran dan taktik dalam kategori

    tersebut

    Oleh itu, pelajar akan bermampu untuk menyertai

    permainan lain dalam kategori yang sama Contoh:

    Pelajar yang telah belajar bola keranjang atau bola

    sepak dapat main bola baling

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    Meaning of Traditional

    Play The traditional model of teaching games is based on the

    acquisition of discrete sports skills and techniques whichare then developed in the context of specific games.

    The teaching of skill and technique takes second placeto the development of tactical awareness through anexploration of principles of play.

    We must recognize that the majority of students will nothave the capacity to become highly skilled players, butthey will all have the capacity to develop sufficient skill toplay games at an enjoyable level.

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    Much of the pleasure involved in games playing lies in making

    correct decisions in the light of tactical awareness (Thorpe and

    Bunker, 1982).

    The teachers task is to create the situation where the student seeks

    to develop skills which are required for him/her to perform in a given

    situation. Skill acquisition is seen in the context of the learner and

    the game situation - it arises from the game.

    The main focus of the understanding approach to games teaching is

    on tactical awareness and decision making rather than on the

    development of skill and technique.

    This provides the opportunity for all the students, irrespective ofphysical ability, to play a central role in the games lesson, thus

    enhancing self-esteem and a sense of personal fulfillment.

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    Students are encouraged to play the game at theirown technical levelensuring a level of success and

    enjoyment for all.

    Thorpe and Bunker (1989) explain how gamesteaching strategies of sampling, modification throughrepresentation (a simplified game), modification

    through exaggeration (eg., a long and thin area ofplay in net/wall games) ) and games focused oncertain tactical complexity, allow children to becomeactive decision makers in their own learning.

    In The Teaching Games For Understanding (TGFU),learners recursively evaluate and develop their ownperformance within game playing situations thatgradually, under the guidance of the teacher, evolvetowards the sophisticated adult games.

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    Teaching Modified Games

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    Modified Games

    Are games that look l ike the

    actual sport on which they arebased, but adapted to suit the

    players age, size, ability, skill

    and exper ience.

    (Hillary Commission of New Zealand)

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    Why Use Modified Games?

    -

    Enable varieties

    - Promote learning progressions

    - Enable greater participation

    - Promote fun way of learning

    - Overcome shortage of equipment

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    Modifying Individual Sports

    Examples:Track & Field: Expanded take-off board;

    Lower hurdles; use line instead of

    circle for shot/discus.

    Swimming: Use of f ins; start race in water.

    Gymnastics: Use long bench for balance

    beam.

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    Modifying Dual Sports

    Racquet games examples:

    Move in serve lines.

    Short-handled racquets.

    Short wide / longernarrow cour t.

    Different (i .e., slower moving) ballShorter-handled racquets

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    Modifying Team SportsSample modif ications forInvasion Games

    Equipment

    Gaining

    possession Progression Scoring

    Use larger balls

    Use slower

    balls.

    Use shorter

    handles on

    striking

    implements

    (e.g., hockey

    sticks)

    Do not allow

    direct stealing

    of a ball from

    one player byanother.

    Increase the

    ways in which a

    player can

    actually gain

    possession

    Allow players some steps in

    games where none is allowed

    (e.g. Frisbee).

    Increase the time an individual

    player can have possession

    without being penalized or in

    which they must make a pass.

    Reduce the pressure on a

    player as she or he attempts toput the ball in play after an out-

    of-bounds play or a penalty

    (e.g. do not allow players to

    stand too close to the sideline).

    Make a goal larger.

    Make a goal lower.

    Consider including

    the opportunity of

    scoring by

    progressing the ball

    (or object) across an

    end-line rather than

    into a specific goal.

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    Modifying Team Sports

    Sample modif ications forBatting /Fielding Games

    Equipment Batting Fielding Base

    running

    Use larger balls

    Use shorter

    handled bats

    Hit from a tee rather than

    a pitch

    Allow the batter to receive

    a pitch/bowl from his or

    her own team

    Have the duty team to

    provide a pitcher, aiming

    to present batter friendly

    deliveries

    Have larger

    targets to hit(e.g. cricket)

    Reduce the

    size of the

    sector **

    Limit the

    stealingoptions

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    Including Students w. DisabilitiesModi fy ru les to equal ize com pet i t ionAllow a student to kick or hit a stationary ball where it might otherwise bepitched.

    In volleyball allow them to catch the ball and throw it and/or allow the ball tobounce.

    Allow certain length of time to get to base or the goal

    Involved the disabled student in the decision making concerning rulemodifications.

    Decrease distancesMove bases closer together

    Allow students to be closer to the target/goal/net

    In volleyball or badminton allow them to serve from mid court

    Prov ide more chances to sco re3 foul shots instead of two; four strikes instead of three; ten arrows insteadof six etc

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    Including Students w. Disabilities

    Analyze positions according to the abil ities ofhandicapped studentsAllow them to be goalie, pitcher, or other position, which entails

    limited mobility

    A student with a heart problem may be goalie in soccer, or a

    pitcher in softball

    A one-leg amputee may be a pitcher or first baseman

    Provide adapted equipment that makes performance easier

    larger bat,

    larger, lighter and/or softer balllarger, flat bases, goals, baskets etc.

    Shorter racquet shaft or larger racquet face

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    Strategies For Modifying Games

    C H A N G E I T

    C : Coaching Style (demo ? Discovery?)

    H : How To Score

    A : Area ( Large / Small )N : Number (eg. 3 on 4)

    G : Game Rules

    E : Equipment (types & size)

    I : Inclusion

    T : Time

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    Thank you for your attention