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Download by: [Deutsche Sporthochschule Koeln] Date: 20 July 2016, At: 02:21

Research Quarterly for Exercise and Sport

ISSN: 0270-1367 (Print) 2168-3824 (Online) Journal homepage: http://www.tandfonline.com/loi/urqe20

Full Issue PDF, Volume 87, Supplement 1

To cite this article: (2016) Full Issue PDF, Volume 87, Supplement 1, Research Quarterly forExercise and Sport, 87:sup1, Si-S120, DOI: 10.1080/02701367.2016.1213610

To link to this article: http://dx.doi.org/10.1080/02701367.2016.1213610

Published online: 19 Jul 2016.

Submit your article to this journal

View related articles

View Crossmark data

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Research Quarterly for Exercise and Sport

CONTENTS

Volume 87 Number S1 Supplement 2016

TEACHING GAMES FOR UNDERSTANDING CONFERENCE SUPPLEMENT FROM THE GERMAN SPORT UNIVERSITY

PREFACE S1

OPENING PLENARY LECTUREWe Are What We Teach: TGfU as a Complex Ecological Situation S2

J. Butler

KEYNOTES“Is TGfU a Model Only Test Pilots Can Fly?”: Teacher-Coach Development in Game-Centered Approaches S4

D. Kirk

Using Technology to Evaluate Game Play for Beginners and Proficient Players That Encompasses Game-Play Evaluation S6

P. G. O’Donoghue

Teaching Games for Understanding and the Psychology of Intuition S8

H. Plessner

INVITED TALKSCapturing the Complexity of Team Synergies to Provide a Better Practice S10

D. Araújo

Student Learning Outcome and Teachers’ Autonomy Support Toward Teaching Games for Understanding Through AdoptingAccessible Technology and Alternative Sport Equipment: An Asian Experience S12

A. S. Ha

Understanding Games for Teaching—Reflections on Empirical Approaches Toward Game Instruction S14

S. König

Building an Increased Evidence Base for Game-Centered Approaches in Professional Practice Settings S16

S. Harvey

Instructions in Sports From a Cognitive Information-Processing Perspective: Implications for Theory and Practice WithinTeaching and Learning in Sport Games S17

P. A. Furley

Analyzing Complex Dynamical Systems: Artificial Neural Networks Contribute New Insight Concerning Optimal AthleticTechniques and Tactics S19

A. Schmidt

Using Modification to Generate Emergent Performance (and Learning?) in Sports S21

D. Farrow, T. Buszard, M. Reid, and R. Masters

Game-Centered Approaches: Different Perspectives, Same Goals—Working Together for Learning S23

D. Gutierrez

“Leveling the Playing Field” in Physical Education With Adaptation Games S25

K. Pagnano Richardson, D. Sheehy, and T. Hopper

THEMATIC SYMPOSIA

Developing a Conceptual Framework to Underpin the Practical Art of Making Games Accessible to Players S27

The Ecological Dynamics Approach to Sport Pedagogics and Tactical Analysis S29

Personality in Team Sport: A Coach and Athlete Perspective S31

Translating TGfU Theory Into Practice: How Can We Support Teachers’ and Coaches’ Learning When Implementing TGfU? S33

Session of the German Handball Association S36

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Democracy in Action Through Inventing Games S37

The Game Performance Assessment Instrument: Twenty Years and Counting! S39

Complexity and the Design of Learning Systems in TGfU S42

Learners as Complex Systems: Basic Moves, Modification-by-Adaptation, and Social Coordinated Mimicry S44

A Critical Evaluation of Limits and Prospects of the Simple Heuristic Approach, Ball-School Approach, Ecological DynamicsApproach, and TGfU Explaining Decision Making in Sports S45

Dynamic Match Analysis S48

Sustained Collaborative Adventures in TGfU: Communities of Practice S50

Implicit Motor Learning: Applying Research Evidence to Real-World Contexts S52

Developing Young Talent Toward Elite Performers S54

An 18-Month Case Study of a Game-Centered Approach Coach Education and Development Program Within a ProfessionalRugby Club S56

BIG Data in Sport Games S58

Learning to Teach TGfU: Pedagogical Ventures With Preservice Teachers S60

PEER-REVIEWED ORAL PRESENTATIONSDecision Making and Task Constraints S63

Current Trends in Performance Analysis S64

Small-Sided Team Games S66

New Theoretical Directions for TGfU S68

Psychophysical Factors Affect Team-Sports Performance S70

Team Tactics S72

TGfU in the Field S75

TGfU and Coaching S77

TGfU and Psychosocial Factors S80

Refereeing S81

Coaching S83

Sports Physiology and Training Science S86

Physical Education and Team Games S87

New Developments in Team Games Pedagogy S90

Psychosocial Factors Affecting Team Performance S92

Decision Making in Association Football S94

Training Science S95

PEER-REVIEWED POSTER ABSTRACTS S97

SELECTED PRACTICAL WORKSHOPS S115

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TEACHING GAMES FOR UNDERSTANDING CONFERENCE SUPPLEMENT FROM THE

GERMAN SPORT UNIVERSITYJust Play It—“Innovative, International Approaches to Games”

6th International Teaching Games for Understanding Conference (TGfU) Meets the 10th

German Sports Games Symposium of the German Association of Sport Science (DVS)

July 25–27, 2016, at the German Sport University in Cologne

Organized by the Institute of Cognitive and Team/Racket Sport Research

Conference ChairDaniel Memmert

Chair of the Scientific ProgramPhilip Furley

Organizing Committee

Assisting Staff

Scientific Committee and Peer Review Panel

Dorothée AltmeierFrowin FasoldWolfgang HillmannStefanie HüttermannMatthias KempeJan KilianTimo Klein-SoetebierCarina Kreitz

Alexander MoraruBenjamin NoelMarco RathschlagRobert ReinKarsten SchulSebastian SchwabJuliane VeitMartin Vogelbein

Yasmin BadaghlouMichel BrinkschulteRaphael HarbeckeChristian HergottFelix PawlakCornelia Reese

Christiane SchellhornMario SchünkeMegan SierzBente WegnerHendrik Winkelmann

Len Almond, EnglandDuarte Araujo, PortugalElkin Arias, ColombiaMichael Ayres, EnglandArnold Baca, AustriaNatalia Balague, SpainHeidi Bohler, United StatesDirk Büsch, GermanyJoy Butler, CanadaFelipe Costa, BrazilHarjo de Poel, The NetherlandsEike Emrich, GermanyPhilip Furley, GermanyErin Gerlach, GermanyCarlos Goncalves, PortugalPablo Greco, BrazilSteffen Greve, GermanyLinda Griffin, United StatesNorbert Hagemann, GermanySteve Harvey, United StatesOliver Höner, GermanyTim Hopper, United StatesRobert Hristovski, Republic of Macedonia

Timo Klein-Soetebier, GermanyMichael Kolb, GermanyStefan König, GermanyKoen Lemmink, The NetherlandsVictoria Machota, SpainSteve Mitchell, United StatesGabi Neumann, GermanyBruce Nkala, BotswanaBen Noel, GermanyAlan Ovens, AustraliaKelly Ann Perry, United StatesWendy Piltz, AustraliaRobert Rein, GermanyIan Renshaw, AustraliaAhmad Hashim Rodzli, MalaysiaDeborah Sheehy, United StatesJoanna Shepard, CanadaDennis Slade, New ZealandWayne Smith, AustraliaBernd Strauß, GermanyManfred Wegner, GermanyKaren Zentgraf, Germany

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PREFACE

Daniel Memmert

Conference Chair, German Sport University Cologne, Germany([email protected])

The Institute of Cognitive and Team/Racket SportResearch team warmly welcomes the international sportsgames community to the 10th Sportspiel Symposiumby the German Association for Sport Science (DVS) incombination with the 6th International Teaching Gamesfor Understanding (TGfU) Conference at the GermanSport University Cologne (DSHS).

Together with the German Research Community, theFederal Institute of Sport Science, the North Rhine-Westphalia (NRW) Ministry, and prominent nationalsports game federations (German Football Association[DFB], German Handball Federation [DHaB], GermanField-Hockey Federation [DHoB], German BasketballFederation [DBB], German Volleyball Association[DVV], and German Table Tennis Association [DTTB]),we are very pleased to organize the TGfU Conference forthe first time in Germany in the city of Cologne—afterbeing held in NewHampshire (United States), Melbourne(Australia), Hong Kong (China), Vancouver (BritishColumbia, Canada), and Loughborough (United King-dom). Furthermore, it is a great honor to host the DVSSportspiel Symposium, which was held here in 2004, forthe second time at the DSHS. We would like to expressour sincere gratitude for the trust of the TGfU SpecialInterest Group (SIG), to all members of the SIG Executive,and to the DVS Commission sports games.

By bringing together the national German sports gamecommunity and an international scientific community ina joint conference held between the European FootballChampionship in France and the Summer OlympicGames in Brazil, we hope to foster the interdisciplinarydiscussion of team and racket sports in the fields of sportpedagogy, sport didactics, sport psychology, computerscience, human movement science, and training science.The conference aims to cover the entire spectrum ofsports sciences through the Plenary Opening Lecture,three keynote speakers, nine invited talks, invited papers,practical workshops, coaching clinics, oral presentations,and poster presentations. We particularly want to thankthe scientific advisory board, with its 41 members fromall over the world, for helping to establish the overarchingconference themes and scrutinizing the quality ofsubmitted contributions.

The conference theme “just play it—innovative,international approaches to games” is not only addressedto national and international scientists, but also explicitlyto coaches, teachers, and practitioners. In this respect, theconference will provide an ideal opportunity to exchangeinformation, expand existing cooperation, and inspirefuture collaboration. We are delighted to offer a platformfor this international and interdisciplinary exchange,which unquestionably characterizes this conference.

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OPENING PLENARY LECTURE

We Are What We Teach: TGfU as a Complex Ecological SituationJ. Butler

University of British Columbia, Canada([email protected])

Simone de Beauvoir (1953, p. 66) has famously said that“the body is not a thing, it is a situation.” She thuscontradicts the distinction drawn by Descartes betweenthe body and the mind—a division that has haunted thephysical education curriculum for many years, as manyphysical educators have attempted to educate the body,rather than educate the human being through the body.In this presentation, I suggest that the space opened upby de Beauvoir’s distinction is the space in whichteaching games for understanding (TGfU) was born andstill exists. It is a distinction that aligns our teaching,our philosophical stances, our research, and ourgovernance.

To see the body as a “thing or vessel” that exists forand by itself implies that it can (and must be) “schooled”through individualistic skills-based approaches to teach-ing and learning. Traditionally, these approaches haveinvolved students being taught skills through teacher-directed side-by-side or serial drills. Along with manyother TGfU commentators and educators, I have drawnattention to the dangers and limitations of theseapproaches, which ignore important components oflearning, including transfer, tactical understanding,problem solving, and social and ethical learning. To seethe body as a “situation,” on the other hand, honors andexplores the ways in which students connect to otherbodies and to the sociopolitical context in which they liveand breathe, as it engages them in collective learning incontext. Thus, the intentions, beliefs, and actions ofteachers look very different as they implement the TGfUapproach within a worldview I have described asecological complexity.

As Parker Palmer (2007) suggested, this philosophi-cal orientation determines who we are when we teach.When we facilitate TGfU learning experiences effec-tively, we naturally become focused on emergentlearning and can be described as emergent learning-focused teachers. Such educators understand that theirwork takes place in contexts and intersections thatinclude the group, the team, the class, the school, andthe community. They are interested in learning that is

sustainable and serves the interests and needs of allthese different bodies. When teachers situate themselvesin this way, their entire pedagogy will tend to flow in acertain direction when it comes to such issues asauthority, decision making, and knowledge sharing.They become part of a dynamic and sustainable systemof learning that aligns itself with other educationalinitiatives that seek to accommodate and encourage newdemocratic forms of participation (The New LondonGroup, 1996).

As I trace and discuss the history of TGfU during thelast 30 years, I will also suggest that the orientation ofecological complexity has influenced and guided thedevelopment of its etymology and governance, so thatits organizational and political structures have emergedlooking somewhat different from the hierarchicalgovernance structures more typical of traditionaleducational organizations. TGfU has always been andstill is a grassroots organization (somewhat akin to socialmovements such as Occupy) as it has gained groundwith practitioners and theorists alike through smallconferences, town hall meetings, informal networks, andnew media sites. Its activities have been organizedthrough flexible and adaptive communities of practicesuch as the TGfU Task Force, the AssociationInternationale des Écoles Supérieures d’ÉducationPhysique TGfU Special Interest Group, and itsInternational Advisory Board. It has also learned fromand emphasized local initiatives throughout the globeand drawn them together in a dynamic community ofpractice that has paid attention both to theoreticalinvestigation and practical implementations. In this way,TGfU has reflected new forms of decentralizedorganization, composed of individuals who may not befrom the same countries or institutions but nonethelesscome together as a virtual community.

To survive and stay robust, such grassrootsdecentralized communities must remain flexible andadaptive as they attend to changing circumstances. Theydo so by reflecting the collective voice, responding toaccepting emergent ideas and new directions, and

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paying attention to the sociopolitical contexts in whichlearning occurs.

As TGfU advocates have espoused constructivelearning theories, so have they attempted to close thegap between practice and theory as the movement hasreached out to practitioners and theorists alike. This kindof inclusivity bodes well for continued research alliancesbetween researchers and practitioners as TGfU continuesto develop. Here I will draw upon Memmert et al.’s(2015) meta-analysis of current research and futureresearch directions.

References

de Beauvoir, S. (1953). The second sex. New York, NY: Knopf.Memmert, D., Almond, L., Bunker, D., Butler, J., Fasold, F.,Griffin, L., . . . Furley, P. (2015). Top 10 research questionsrelated to teaching games for understanding. ResearchQuarterly for Exercise and Sport, 86, 347–359.

The New London Group. (1996). A pedagogy of multiliteracies:Designing social futures. Harvard Educational Review, 66,60–93.

Palmer, P. J. (2007). The courage to teach: Exploring the innerlandscape of a teacher’s life (2nd ed.). San Francisco, CA:Jossey-Bass.

OPENING PLENARY LECTURE S3

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KEYNOTES

“Is TGfU a Model Only Test Pilots Can Fly?”: Teacher-Coach Development inGame-Centered ApproachesD. Kirk1,2

1University of Strathclyde, United Kingdom; 2University of Queensland, Australia([email protected])

Alan Launder (2001) posed the question, “Is teachinggames for understanding (TGfU) a model only test pilotscan fly?” in the first edition of his book Play Practice. Hisquestion, in part, reflected the widespread view that some20 years after the introduction of TGfU to the physicaleducation teaching and sports coaching communities,this approach to games was still regarded as somethingof a novelty, as a radical departure from so-called“traditional” methods of teaching and learning in games.The question also held a possible explanation for thissituation, which was that TGfU is too complex anddemanding for “ordinary” teachers and coaches.This explanation was one for which Launder himselfhad some sympathy.

As I will elaborate on in the first part of this talk, thisexplanation continues to be used by scholars puzzled bythe apparent reluctance of teachers and coaches to fullyembrace TGfU. I will cite a range of studies publishedsince 2001—for example, Butler (2005), Diaz-Cueto,Hernández-Álvarez, and Castejón (2010), Evans andLight (2007), Harvey, Cushion, and Sammon (2015),Harvey and Jarrett (2014), and O’Leary (2015)—thatreport on a lack of progress with the use of TGfU amongpreservice and experienced teachers and among partici-pation and professional sports coaches. These authorsand others offer a range of explanations, in addition tothe complexity and demanding features of TGfU, for thecontinuation of this situation for more than 30 years,despite its merits as an approach, which Butler (2005,p. 226) claims with some exasperation “seem blindinglyobvious to its proponents.”

I will show that many of these authors have importantand helpful things to say about how teacher and coachdevelopment might progress within game-centeredapproaches. I will also argue, however, that few of thesestudies identify the sources of the impediment to themore widespread use of TGfU and related approaches,and as such, some of their valuable recommendations willbe bound to fail because they cannot address and resolvethe root causes of the problems in games teaching andlearning.

In the second part of the talk, I build on my analysisset out in the book Physical Education Futures (Kirk,2010a) to argue for a different explanation for the 30-odd-year conundrum of TGfU in physical education andsport. The crux of my argument is that there are differentexplanations for the lack of progress of TGfU in physicaleducation teaching compared with sports coaching.Although both activities are ostensibly pedagogicalpractices, it is a mistake to assume that they also sharethe same explanation for the apparent preference fortraditional pedagogies over TGfU.

The case of physical education teaching is the mainfocus of Physical Education Futures (PEF; Kirk, 2010a)and is possibly more complex. In the book, I useRovegno’s (1995) concepts of the molecularization oflearning and the hegemony of biomechanics to reveal indetail the dominant form of physical education inschools, which I call “physical education as sportstechniques.” I revisit these concepts here to show whatthe so-called traditional approach to physical educationlooks like in practice, which is the approach TGfUostensibly seeks to replace and is thus often portrayed inthe literature as the antithesis of TGfU . . . Thistraditional practice is what TGfU is not. I point outthat many scholars in physical education have taken thissports technique-based approach seriously, as a valid (ifflawed) pedagogical practice.

I will argue here that this misconception has led tolines of research that compare traditional sportstechnique-based approaches to TGfU. I argued in akeynote talk I gave to the first TGfU conference held inNew Hampshire in 2001 (Kirk, 2001, 2005) that suchcomparative studies should cease because they sought tocompare two approaches to games that had fundamen-tally different purposes. In PEF, I explained in historicaldetail why I made this call. The so-called traditionalapproach to physical education is not practiced todaybecause it is a valid and effective pedagogical practice.In its own terms, it has been shown by any number ofempirical studies to be an ineffective pedagogy (e.g., VanDer Mars, 2006). The practice has survived nonetheless

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from its historical roots in a gymnastics-based form ofphysical education because it is effective for singleteachers working with classes of up to 30 or more pupilswho have a wide range of abilities in and motivation forphysical education. The so-called traditional approach iscentrally concerned, as was its gymnastics/drilling andexercising predecessor, with the social regulation ofchildren’s bodies in time and space. In short, it isprimarily a practice of social control required by theschool as an institution—what Lawson (2009) dubbed“the industrial-age school.” In the talk, I provide moreevidence for this claim and its consequences for theprofessional development of teachers within TGfU.

I propose that the institutional context for sportscoaching is quite different and swings around two axes ofprofessional and participation coaches, and those whohave an adequate level of education as a coach and thosewho draw primarily on their own experience as formerplayers. Here the issue is about pedagogy, and theargument for retaining traditional practices that resemblemolecularization have, in my view, no defense whatso-ever on pedagogical grounds (see Kirk, 2010b). In thetalk, I again elaborate on the evidence for this claim andconsequences for coach professional development inTGfU.

I will argue, in summary, that it is not only test pilotswho can fly TGfU. But “ordinary” teachers and coachesnever will use TGfU in great numbers until we identifyand then tackle the different root sources that impede itsprogress as a games pedagogy.

References

Butler, J. (2005). TGfU Petagogy: Old dogs, new tricks andpuppy school. Physical Education and Sport Pedagogy, 3,225–240.

Diaz-Cueto, M., Hernández-Álvarez, J. L., & Castejón, F. J.(2010). Teaching games for understanding to in-service

physical education teachers: Rewards and barriers regardingthe changing model of teaching sport. Journal of Teaching inPhysical Education, 29, 378–398.

Evans, J. R., & Light, R. L. (2007). Coach development throughcollaborative action research: A rugby coach’s implemen-tation of game sense pedagogy. Asian Journal of Exercise &Sports Science, 4, 1–7.

Harvey, S., Cushion, C., & Sammon, P. (2015). Dilemmas facedby pre-service teachers when learning about and implement-ing a game-centred approach. European Physical EducationReview, 21, 238–256.

Harvey, S., & Jarrett, K. (2014). A review of the game-centredapproaches to teaching and coaching literature since 2006.Physical Education and Sport Pedagogy, 19, 278–300.

Kirk, D. (2001, August). Future prospects and directions forTGfU. Keynote address at the International Conference onTeaching Games for Understanding, Waterville Valley, NH.

Kirk, D. (2005). Future prospects for teaching games forunderstanding. In L. Griffin & J. Butler (Eds.), Teachinggames for understanding: Theory, research and practice(pp. 213–227). Champaign, IL: Human Kinetics.

Kirk, D. (2010a). Physical education futures. London, England:Routledge.

Kirk, D. (2010b). Towards a socio-pedagogy of sports coaching.In J. Lyle & C. Cushion (Eds.), Sport coaching: Professiona-lisation and practice (pp. 165–176). Edinburgh, UK: Elsevier.

Launder, A. (2001). Play practice. Champaign, IL: HumanKinetics.

Lawson, H. A. (2009). Paradigms, exemplars and social change.Sport, Education and Society, 14, 77–100.

O’Leary, N. (2015). Learning informally to use the ‘full version’of teaching games for understanding. European PhysicalEducation Review, 22, 3–22.

Rovegno, I. (1995). Theoretical perspectives on knowledgeand learning and a student teacher’s pedagogical contentknowledge of dividing and sequencing subject matter.Journal of Teaching in Physical Education, 14, 283–304.

Van Der Mars, H. (2006). Time and learning in physicaleducation. In D. Kirk, D. Macdonald, & M. O’Sullivan (Eds.),Handbook of physical education (pp. 191–213). London, UK:Sage.

KEYNOTES S5

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Using Technology to Evaluate Game Play for Beginners and Proficient Players ThatEncompasses Game-Play EvaluationP. G. O’Donoghue

Cardiff Metropolitan University, Wales([email protected])

Teaching games for understanding (TGfU) is a learner-centered approach involving problem solving, decisionmaking, and tactical development (Bunker & Thorpe,1982; Thorpe, Bunker, & Almond, 1986). This approachpromotes skill development in a realistic and enjoyablecontext that has benefits for motivation and sportsparticipation (Strean & Holt, 2000). A further benefitis that skill development progresses at a pace that ismanageable for the learners (Pill, 2006). There are anumber of variations of TGfU (Almond, 2015; Holt,Strean, & Bengoechea, 2002), but the general approach isrecognized as a cycle of six main stages that addressthe game, game appreciation, tactical awareness, decisionmaking, skill execution, and performance. The purpose ofHolt et al.’s (2002) study was to consider the affectivedomain within TGfU, which had already incorporated thecognitive and psychomotor domains of learning. Researchinto TGfU has considered instructional environmentsand the tactical and technical development of learners(Memmert et al., 2015). However, Memmert et al. (2015)also recognized that the integration of state-of-the-arttechnology into game-play evaluation still needed tobe described. Therefore, the purpose of the currentpresentation is to review feedback technologies that arerelevant to TGfU and to discuss their relevance within thedifferent feedback mechanisms utilized within TGfU.

Magill (1995) classified feedback in two broad classes:sensory and augmented feedback. Within TGfU, learnerswill receive sensory feedback through their participationin games. Augmented feedback is provided withincoaching processes and includes knowledge of resultsand knowledge of performance. There are examples ofaugmented feedback used in the assessment of perfor-mers in TGfU such as the Game PerformanceAssessment Instrument (Mitchell, Oslin, & Griffin,2003) and the Team Performance Assessment Procedure(Gréhaigne, Godbout, & Bouthier, 1997). The type ofdata recorded includes tallies of events as well assubjective judgements about quality of skill execution of

skills. These techniques are the same as those used withinthe area of notational analysis (Hughes & Franks, 1997),which has now grown into performance analysis ofsport and exploited advances in information technology(Liebermann, McClements, Katz, Franks, & Hughes,2002).

TGfU is a learner-centered approachwith the flexibilityto address the needs of learners at differing stages ofdevelopment in different game typeswho learn in differentways. Therefore, the use of feedback technology withinTGfUmust be optimal to allow for the benefits of sensoryfeedback through game play and augmented feedbackincluding knowledge of performance, outcome statistics,and supporting video sequences. Kinematic motionanalysis systems can be used to monitor techniquedevelopment (Leser & Roemer, 2015). General-purposegame analysis systems can be tailored to analyze relevantaspects of games and therefore allow for interactive videosequence feedback as well as real-time feedbackpossibilities supported by wireless technology andportable devices (O’Donoghue, 2015). The cost, port-ability, and usability of technology are important factors inthe selection of technology to use in TGfU.At elite levels ofsport, ubiquitous computing, voice input, and specialpurpose game systems have the potential to supporttechnique and tactical development (O’Donoghue, 2015).

Performance profiles are an important tool foridentifying areas where learners need to improve(Almond, 2015). Profiles give content validity toperformance assessments and are collections of perform-ance indicators that together represent all importantaspects of attacking and defending play.

Whatever technologies are used within TGfU, theymust be appropriate for the learners, teachers, andtraining context, with motivational impact as well assummative and formative feedback (Wiemeyer &Mueller, 2015). The technologies that can enhancelearning include virtual reality, multimedia, simulation,and animation (Wiemeyer & Mueller, 2015).

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References

Almond, L. (2015). Rethinking teaching games for under-standing. Ágora para la ef y el Deporte, 17, 15–25.

Bunker, D., & Thorpe, R. (1982). A model for the teaching ofgames in secondary schools. Bulletin of Physical Education,18, 5–8.

Gréhaigne, J. F., Godbout, P., & Bouthier, D. (1997).Performance assessment in team sports. Journal of Teachingin Physical Education, 16, 500–516.

Holt, N. L., Strean, W. B., & Bengoechea, E. G. (2002).Expanding the teaching games for understanding model:New avenues for future research and practice. Journal ofTeaching Physical Education, 21, 162–176.

Hughes, M., & Franks, I. M. (1997).Notational analysis of sport.London, UK: E & FN Spon.

Leser, R., & Roemer, K. (2015). Motion tracking and analysissystems. In A. Baca (Ed.), Computer science in sport(pp. 82–109). London, UK: Routledge.

Liebermann, D. G., McClements, J., Katz, L., Franks, I. M.,& Hughes, M. (2002). Advances in the application ofinformation technology to sport performance. Journal ofSports Sciences, 20, 755–769.

Magill, R. A. (1995).Motor learning: Concepts and applications.Madison, WI: Brown and Benchmark.

Memmert, D., Almond, L., Bunker, D., Butler, J., Fasold, F.,Griffin, L., . . . Furley, P. (2015). Top 10 research questionsrelated to teaching games for understanding. ResearchQuarterly for Exercise and Sport, 86, 347–359.

Mitchell, S. A., Oslin, J. L., & Griffin, L. L. (2003). Sportfoundations for elementary physical education: A tacticalgames approach. Champaign, IL: Human Kinetics.

O’Donoghue, P. G. (2015). Game analysis. In A. Baca (Ed.),Computer science in sport (pp. 154–186). London, UK:Routledge.

Pill, S. (2006). Teaching games for understanding. SportsCoach, 29, 1–4.

Strean, W., & Holt, N. (2000). Players’, coaches’, andparents’ perceptions of fun in youth sport. AVANTE, 6,84–98.

Thorpe, R., Bunker, D., & Almond, L. (1986). Rethinking gamesteaching. Loughborough, UK: Department of PhysicalEducation and Sports Science, Loughborough University ofTechnology.

Wiemeyer, J., & Mueller, F. (2015). Information andcommunication-enhanced learning and training. In A. Baca(Ed.), Computer science in sport (pp. 187–213). London, UK:Routledge.

KEYNOTES S7

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Teaching Games for Understanding and the Psychology of IntuitionH. Plessner

University of Heidelberg, Germany([email protected])

One of the top research questions that have beenidentified in relation to teaching games for understanding(TGfU) pertains to possible contributions by scientificpsychology. In principle, this comprises knowledgeabout basic psychological concepts, such as perception,anticipation, learning, memory, motivation, and morecomplex processes, such as problem solving, self-regulation, or group dynamics. The present keynotewill focus on aspects of judgment and decision makingand the role of intuition in these processes, respectively.

Expertise and creativity in decision making have beenacknowledged as core factors that separate the best gameperformers from those who are behind. The psychologyof judgments and decision making in sport and exercisehas been omnipresent in many current debates in sportscience disciplines, such as talent development andselection, but also in regard to refereeing, choices aboutwhere to host events, how to respond to doping or matchfixing, and many more areas, such as physical educationin general (e.g., Raab, 2007).

Due to the nature of most game sports, athletes’decision making has to be carried out in a highlydynamic, time-pressured environment. Therefore, it isnot surprising that their decision making has beenfrequently associated with certain attributes, such asautomatic, implicit, affective, and nonanalytic, whichmany authors relate to the term intuition (cf. Evans &Stanovich, 2013).

So far, however, intuitive decision making in gamesports has been mainly considered from the perspectiveof the so-called adaptive toolbox approach (Gigerenzer,Todd, & the ABC Research Group, 1999; Raab &Gigerenzer, 2015). According to this approach, expertslearn to rely on fast and frugal heuristics in an adaptiveway to make accurate decisions. For example, it has beenproposed that experienced players use a “take-the-first”heuristic (i.e., when confronted with a tactical decisionsituation, such as where to pass the ball in handball, theytend to choose the first option that comes to mind, whichis mostly better than any other option generatedsubsequently; Johnson & Raab, 2003). On the otherhand, less skillful players commonly generate more

options and in most cases do not pick any of the firstoptions generated.

In contrast to the adaptive toolbox approach, so-calledmultiple-cue approaches to judgment and decisionmakinggenerally highlight people’s ability to make decisions byassessing multiple features of the decision-makingsituation. According to these approaches, the ability toprocessmultiple cues in a parallel fashion and to draw validconclusions even under time pressure can be considered animportant factor of a decision makers’ expertise. Conse-quently, the value of multiple-cue approaches for under-standing expert performance in sport has been recognizedas well (e.g., Araújo, Davids, & Hristovski, 2006; Plessner,Schweizer, Brand, & O’Hare, 2009).

Given the great variety of proposed processes that aretermed intuitive in the domain of judgment and decisionmaking (for an overview, see Plessner, Betsch, & Betsch,2008), several authors have argued that this diversityshould be acknowledged instead of focusing only on oneprocess, such as single-cue heuristics, or generalizingacross different approaches. For example, Betsch andRoth(in press) presented a categorization system for intuitiveprocesses that cross-tabulates the size of the informationsample and the centrality of used information. This systemresults in four feature combinations—describing fourtypes of intuitive judgment and decision-making pro-cesses. All can bear specific benefits under certaincircumstances. Consequently, Phillips, Fletcher, Marks,and Hine (2015) argued that educators should carefullyconsider both individual differences in the decisionmakerand the nature of the decision task when advising a certaindecision style. This reasoning is in line with otherpsychological approaches to game sports that emphasizethe fit between individual preferences and situationalconstructions (e.g., activated via instruction) as a basis fortop performance, such as regulatory focus theory(Plessner, Unkelbach, Memmert, Baltes, & Kolb, 2009).

The present talk concludes with a discussion ofthe differentiation between several intuitive decisionstyles as a general framework for understanding thedevelopment of intuitive decision making in game sportsand as a basis for its improvement (cf. Hogarth, 2001).

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References

Araújo, D., Davids, K., & Hristovski, R. (2006). The ecologicaldynamics of decision making in sport. Psychology of Sportand Exercise, 7, 653–676.

Betsch, T., & Roth, P. (in press). Intuitive thinking. In L. J. Ball& V. A. Thompson (Eds.), International handbook ofthinking and reasoning. Hove, UK: Psychology Press.

Evans, J. T., & Stanovich, K. E. (2013). Dual-process theoriesof higher cognition: Advancing the debate. Perspectives onPsychological Science, 8, 223–241.

Gigerenzer, G., Todd, P. M., & the ABC Research Group (Eds.).(1999). Simple heuristics that make us smart. New York, NY:Oxford University Press.

Hogarth, R. (2001). Educating intuition. Chicago, IL: Universityof Chicago Press.

Johnson, J., & Raab, M. (2003). Take the first: Optiongeneration and resulting choices. Organizational Behaviorand Human Decision Processes, 91, 215–229.

Phillips, W. J., Fletcher, J. M., Marks, A. D. G., & Hine, D. W.(2015). Thinking styles and decision making: A meta-analysis. Psychological Bulletin, 142, 260–290.

Plessner, H., Betsch, C., & Betsch, T. (Eds.). (2008). Intuitionin judgment and decision making. Mahwah, NJ: LawrenceErlbaum.

Plessner, H., Schweizer, G., Brand, R., & O’Hare, D. (2009).A multiple-cue learning approach as the basis for under-standing and improving soccer referees’ decision making.In M. Raab, J. Johnson, & H. Heekeren (Eds.), Progress inbrain research: Mind and motion: The bidirectional linkbetween thought and action (pp. 151–158). Amsterdam,The Netherlands: Elsevier.

Plessner, H., Unkelbach, C., Memmert, D., Baltes, A., &Kolb, A. (2009). Regulatory fit as a determinant of sportperformance: How to succeed in a soccer penalty shooting.Psychology of Sport and Exercise, 10, 108–115.

Raab, M. (2007). Think SMART, not hard: A review of teachingdecision making in sport from an ecological rationalityperspective. Physical Education and Sport Pedagogy, 12,1–22.

Raab, M., & Gigerenzer, G. (2015). The power of simplicity:A fast-and-frugal heuristics approach to performancescience. Frontiers in Psychology, 6, 1672.

KEYNOTES S9

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INVITED TALKS

Capturing the Complexity of Team Synergies to Provide a Better PracticeD. Araújo

University of Lisbon, Portugal([email protected])

Performance of expert teams is distinguished from lower-skill team performance by achievement of high levels oftask outcomes, with effective and adaptive interactionsbetween team members. Team performance analysishas gained prominence in the last decade. One variant,notational analysis, has been used to objectively audit thebehaviors of performers during different subphases of playand has provided additional information to practitionersto improve future sports performance. Recently, therehave been criticisms of these methods that have arguedthe need for a sound theoretical rationale to explainperformance behaviors rather than simply documentoutcomes (Vilar, Araújo, Davids, & Button, 2012).

In complex social neurobiological systems, self-organization is the fundamental principle acting tobring order among the parts (Davids, Button, Araújo,Renshaw, & Hristovski, 2006). Ecological dynamicsanalyses of team sports have attempted to explain howthe interaction between players and information from theperformance environment constrains the emergence ofpatterns of stability and variability and the transitionsin organizational states of such systems—precisely whatsport scientists and coaches need to understand inanalysis of team game performance (Araújo, Silva, &Davids, 2015).

The emergent coordination patterns in team sportsare channeled by the surrounding constraints, as theystructure the state space of all possible configurationsavailable to the team game as a complex system (Davids,Araújo, & Shuttleworth, 2005). The interaction betweenconstraints of the performance environment and eachindividual’s characteristics allows opportunities for actionto emerge (Araújo et al., 2015). For example, anopportunity to score a goal in football may emerge betweenthe performer’s ability to shoot the ball (individualconstraints) and the distance to the goal or to thegoalkeeper (task constraints). In this way, successfulperformance in sport is grounded in the performer’s abilityto attend to the relevant informational variables that areneeded to regulate their decisions and actions (Hristovski,Davids, Araújo, & Button, 2006). By perceiving opportu-nities for others to act, performers make use of

environmental information to coordinate their actionswith others. This process enables players to actsynergistically with respect to specific team task goals(Travassos, Araújo, Duarte, & McGarry, 2012). By meansof tracked positional data, recent studies have started toreveal how players and teams continuously interact duringcompetition. For example, Sampaio and Maçãs (2012)found specific expertise effects. They argued that becauseplaying football demands that players constantly adjusttheir positions on the pitch, according to the game ebb andflow, a more effective team coordination was expressed bythe fact that the most powerful variable in distinguishingpretest and posttest conditions was the distance of playersfrom the team geometric center. As was expected,interplayer coordination in pretest seems to reflectindividual affordances, and not shared affordancesamong team players. However, posttest values showedthat players became more coordinated with increasedexpertise. The coordinationpatterns showed compensatorybehavior within the team, an essential characteristic of asynergy (Riley, Richardson, Shockley, & Ramenzoni, 2011).

Specific constraints like the players’ individualcharacteristics, strategy, and coaching may impact thefunctional and goal-directed synergies formed by playersduring performance. These informational constraintsshape shared affordances available for players, whichare viewed as crucial for the assembly of synergies andsupport the reduction in the number of independentdegrees of freedom and enable fast, regulating actions.Another feature of a synergy is the ability of one of itscomponents (e.g., a player) to lead changes in others (Rileyet al., 2011). Thus, the decisions and actions of the playersforming a synergy should not be viewed as independent.Synergies’ properties can be used to inform themeaning ofvariables like team center, team dispersion, and the like.These team variables have revealed that effective teamstend to be tightly synchronized in their movements whenthey are successful. Developments in methods of analysisof expert team performance can benefit from a theoreticalapproach that situates and traces relevant team processes.Here we suggest ecological dynamics as an alternative tomore conventional operational methods of performance

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analysis that merely document performance statistics.Then ecological dynamics can guide the design ofrepresentative practice tasks where the evolution of thesynergistic properties of team performance could bemonitored.

ORCID

D. Araújo http://orcid.org/0000-0001-7932-3192

References

Araújo, D., Silva, P., & Davids, K. (2015). Capturing grouptactical behaviors in expert team players. In J. Baker &D. Farrow (Eds.), Routledge handbook of sport expertise (pp.209–220). New York, NY: Routledge.

Davids, K., Araújo, D., & Shuttleworth, R. (2005). Applicationsof dynamical systems theory to football. In T. Reilly, J. Cabri,& D. Araújo (Eds.), Science and football V (pp. 547–560).London, UK: Routledge.

Davids, K., Button, C., Araújo, D., Renshaw, I., & Hristovski, R.(2006). Movement models from sports provide representa-tive task constraints for studying adaptive behavior in humanmovement systems. Adaptive Behavior, 14, 73–95.

Hristovski, R., Davids, K., Araújo, D., & Button, C. (2006).How boxers decide to punch a target: Emergent behavior innonlinear dynamical movement systems. Journal of SportsScience and Medicine, 5, 60–73.

Riley, M., Richardson, M., Shockley, K., & Ramenzoni, V.(2011). Interpersonal synergies. Frontiers in Psychology, 2, 38.

Sampaio, J., & Maçãs, V. (2012). Measuring tactical behaviourin football. International Journal of Sports Medicine, 33,395–401.

Travassos, B., Araújo, D., Duarte, R., & McGarry, T. (2012).Spatiotemporal coordination patterns in futsal (indoorfootball) are guided by informational game constraints.Human Movement Science, 31, 932–945. doi:10.1016/j.humov.2011.10.004

Vilar, L., Araújo, D., Davids, K., & Button, C. (2012). The roleof ecological dynamics in analysing performance in teamsports. Sports Medicine, 42, 1–10.

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Student Learning Outcome and Teachers’ Autonomy Support Toward TeachingGames for Understanding Through Adopting Accessible Technology andAlternative Sport Equipment: An Asian ExperienceA. S. Ha

The Chinese University of Hong Kong, China([email protected])

In Hong Kong, physical education (PE) is one of theeight key learning areas of the Education Bureau (2013;Education Department, 2002). Accordingly, the PEcurriculum and classes should be designed to motivatestudents to participate in physical activity (PA) regularly,and emphasize a student-centered constructivistapproach. Nonetheless, the content-based, teacher-centered approach emphasizing skill learning andimprovement is still used predominantly in most HongKong schools. Ha and her colleagues (Ha, Macdonald, &Pang, 2010; Ha, Wang, & Collins, 2014; Ha, Wong, Sum,& Chan, 2008; Wang & Ha, 2013) consistently observedthat Hong Kong teachers are weak in terms ofacknowledging or adopting the learner’s point of view.Moreover, even when teachers’ beliefs slanted toward anewer approach, these did not appear to translate intomethods related to more student-centered learningapproaches, such as teaching games for understanding(TGfU) in PE. Therefore, research evidence concerningthe effectiveness of TGfU-based interventions (Butler& Griffin, 2010; Memmert et al., 2015) designed toenhance the competence of in-service teachers innurturing the students’ positive learning experience inPE is lacking. To address this void in research, Idesigned and piloted a school-based intervention usingTGfU, and also adopting accessible technology andalternative sport equipment.

According to tenets of self-determination theory (SDT;Ryan & Deci, 2002), students are more likely to engageand persist in activities that (a) are fun and enjoyable and/or (b) provide outcomes that are valued by the individual.Therefore, the intervention was designed with the aims of(a) facilitating the development of technical skills throughavailable technology, (b) assessing the tactical knowledgetransfer across games using alternative sport equipment,and (c) enhancing fun and enjoyment through game playand the provision of meaningful choices. Two classes ofstudents (one boys’ class and one girls’ class) took part inthe pilot study. Instead of using a traditional teacher-led

format, students were shown videos of team games usingiPads and were then asked to play these games.Alternative equipment (e.g., balls, frisbees) made of softfoam materials were also given as alternatives for their“real” counterparts. Students’ moderate-to-vigorousphysical activity (MVPA) during the pilot study wasmeasured using ActiGraph wGT3X-BT accelerometers.Students were also interviewed immediately after the endof the lesson to determine whether the TGfU-basedgames were considered interesting or enjoyable. The PEteachers of the two classes were also interviewed. Theywere asked to provide feedback and reflections after usinga TGfU-based approach, and also to provide comments interms of the feasibility of such teaching methods in HongKong schools. Results of the pilot suggested that theintervention did not negatively impact students' MVPA.Students also reported that they enjoyed the format ofthe lesson. The teachers, however, noted potential genderdifferences in terms of the acceptance and supportrequired.

The results of the pilot study suggested that TGfU-based teaching methods could be applied to Hong Kongschools and may increase students' activity levels andenjoyment in PE. Nonetheless, a change toward astudent-centered approach may provide challenges toboth teachers and students, and therefore culturaladaptations may be required. Theory-driven professionaldevelopment for in-service teachers should be applied.Vigorous experimental research designs, such asrandomized controlled trials, should also be used toevaluate TGfU-based interventions in the future.

References

Butler, J. I., & Griffin, L. L. (2010). More teaching gamesfor understanding: Moving globally. Champaign, IL: HumanKinetics.

Education Bureau. (2013). An overview of the learning topics inthe six strands: Physical education key learning area. HongKong, China: Government Logistics Department.

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Education Department. (2002). Physical education: Keylearning area curriculum guide. Hong Kong, China:Government Printing Department.

Ha, A. S., Macdonald, D., & Pang, B. (2010). Physical activity inthe lives of Hong Kong Chinese children. Sport, Educationand Society, 15, 331–346.

Ha, A. S., Wang, C. L., & Collins, J. (2014). Perceptions ofHong Kong physical education teachers on teachinggames for understanding: Implications for continuingprofessional development. Educational Research Journal,29, 91–110.

Ha, A. S., Wong, A. C., Sum, R. K., & Chan, D. W. (2008).Understanding teachers’ will and capacity to accomplishphysical education curriculum reform: The implications

for teacher development. Sport, Education and Society,13, 77–96.

Memmert, D., Almond, L., Bunker, D., Butler, J., Fasold, F.,Griffin, L., . . . Furley, P. (2015). Top 10 research questionsrelated to teaching games for understanding. ResearchQuarterly for Exercise and Sport, 86, 347–359.

Ryan, R. M., & Deci, E. L. (2002). Overview of self-determination theory: An organismic dialectical perspective.In E. L. Deci & R. M. Ryan (Eds.), Handbook of self-determination research (pp. 3–33). Rochester, NY: Univer-sity of Rochester Press.

Wang, C. L., & Ha, A. S. (2013). Three groups of teachers’views, learning experiences and understanding of teachinggames for understanding. Physical Education and SportPedagogy, 18, 336–350.

INVITED TALKS S13

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Understanding Games for Teaching—Reflections on Empirical Approaches TowardGame InstructionS. König

University of Education Weingarten, Germany([email protected])

Physical education (PE) must include a lot of complexphenomena, such as game ability, fitness, or self-concept,which are indeed challenges for both instruction andscientific analyses. Either might become aggravatedbecause in some countries, PE follows the idea of aphysically educated person (i.e., the pedagogical aspirationto integrate qualification and personal development withinPE—a didactical position that requires a concurrentconsideration of both aspects in teaching and researching).This issue seems to apply in particular to team sports,because students need to be qualified to take part in thegame and they need responsible personal and socialbehavior as well as an understanding and respect fordifferences among people to master the endeavors ofcompetition and association.

In contrast to individual sport disciplines, a furtherdimension is added to individual learning or exercising:one’s own and an opposing team’s dimension that forms aframework for individual behavior—a fact that has beenconsidered thoroughly in training science (Hohmann &Brack, 1983) but has been neglected to a certain extentwithin sport pedagogy. This leads to learning and teachingproblems, because either individuals cannot please theirneeds and expectations of PE or teachers fail to considersuch discontent in an adequate manner. As a consequence,instructional research must analyze game instruction toprovide appropriate teaching tools for PE instructors,whichin turn imposes requirements on instructional theory andits research methodology (Memmert et al., 2015). As aconsequence, this lecture deals with reflections onmethodological approaches toward games; thus, it focuseson several conference themes—in particular, teacherdevelopment and understanding games for learning.

Instructional theory and its research profile

Instructional theory represents the empirical branchof sport pedagogy and is contrasted to a normativeorientated approach, describing educational aims on thebasis of philosophical and educational aspects (Prohl,2010). Within instructional theory, research on teaching

in physical education (RT-PE) has become a fruitfulbranch of research focusing on the teaching and learningprocess by analyzing the “processes, social dynamics andoutcomes (motor skill, attitude, knowledge and fitness)of physical education” (Silverman & Skonie, 1997,p. 301); this branch of research includes inquiry intothe preactive (planning), active (execution), and post-active (reflection) phases of instruction (Silverman, 1991,p. 352). As a consequence, RT-PE works with differentapproaches from the social and behavioral sciencesranging from experimental quantitative studies to “pure”qualitative studies but still mainly follows an “either-or”strategy (e.g., Hemphill, Richards, Templin, & Blanken-ship, 2012; Marttinen, Novak, & Silverman, 2014).

This talk follows the idea that the aforementionedissues in PE can be understood at more profound levelswith the use of mixed-methods approaches (Greene,2015, p. 608). Nevertheless, a thorough observation ofresearch in both sports science, in general, and RT-PE,in particular, only shows a gradual adoption of thisparadigmatic discussion. The discussion also seems totake place in emerging subdisciplines of sports sciencerather than in its social and behavioral core disciplinessuch as sport pedagogy—a reverse development com-pared with other scientific fields (e.g., Tashakkori &Teddlie, 2003).

Outline of the presentation

In view of these facts, this presentation will deal with thepotentials and limitations of mixed-methods research(MMR) in game instruction by building on an approachby Memmert and König (2007) that analyzed teaching-games-for-understanding programs at elementaryschools from different perspectives in a multistrandstudy. Therefore, it first approaches research streams andmethods of RT-PE by analyzing some milestone papersto illustrate the state of the art. Second, two examplesof mixed-methods designs from the field of RT-PEare presented to show the added value of MMR fordifferent epistemological interests of game instruction

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(König, 2016): Example 1 focuses RT-PE’s interest on theeffects of specific syllabi and thus regularly usesexperimental designs based on analysis of covarianceapproaches. However, this approach fails to addressthe interests, needs, and premises of both partners ofinteraction (i.e., teachers and students), which might addfurther complexity to the matter. Thus, this talk will showhow experimental mixed-methods designs mightenhance the results of monomethod approaches.Example 2 describes a second point of interest in RT-PE: students’ motor development, which requires ananalysis of change over time by analyzing measurementsof individuals’ data at different points of time viamultilevel regression analysis. Nevertheless, it does nothelp to understand explanations “behind” and “between”the predictors—problems that might only be solved byusing additional qualitative methods (Onwuegbuzie &Hitchcock, 2015, p. 289) giving answers to questionsarising from quantitative results. Third, some keyelements of MMR (e.g., timing, weighting, etc., Creswell,2014) are examined with the aim of integrating thisapproach more fully into RT-PE. In a fourth step, thispresentation will show how “understanding games forlearner and cultural development” (Conference Theme 5)can be improved by explaining how different strands ofresearch pursue the purpose of better teaching.

References

Creswell, J. W. (2014). Research design: Qualitative, quantitat-ive, and mixed methods approaches. Los Angeles, CA: Sage.

Greene, J. C. (2015). Preserving distinctions within themultimethod and mixed methods research merger.In S. N. Hesse-Biber & R. B. Johnson (Eds.), Oxfordhandbook of multimethod and mixed methods researchinquiry (pp. 606–615). New York, NY: Oxford UniversityPress.

Hemphill, M. A., Richards, K. A. R., Templin, T. J., &Blankenship, B. T. (2012). A content analysis of qualitativeresearch in the journal of teaching in physical education from1998 to 2008. Journal of Teaching in Physical Education, 31,279–287.

Hohmann, A., & Brack, R. (1983). Theoretische aspekte derleistungsdiagnostik im sportspiel. [Theoretical aspects ofperformance analysis in sport games]. Leistungssport, 13,5–10.

König, S. (2016). A plea for mixed methods approaches inresearch on teaching in physical education. Sportwissenschaft[German Journal of Sports Science]. Advance onlinepublication. doi:10.1007/s12662-016-0403-6

Marttinen, R., Novak, D., & Silverman, S. (2014). A review ofresearch on teaching in physical education pedagogy 2012–2013. International Journal of Physical Education, 1/2014,2–11.

Memmert, D., Almond, L., Bunker, D., Butler, J., Fasold, F.,Griffin, L., . . . Furley, P. (2015). Top 10 research questionsrelated to teaching games for understanding. ResearchQuarterly for Exercise and Sport, 86, 347–359.

Memmert, D., & König, S. (2007). Teaching games inelementary schools. International Journal of PhysicalEducation, 44, 54–66.

Onwuegbuzie, A., & Hitchcock, J. (2015). Advanced mixedanalysis approaches. In S. N. Hesse-Biber & R. B. Johnson(Eds.), Oxford handbook of multimethod and mixed methodsresearch inquiry (pp. 275–295). New York, NY: OxfordUniversity Press.

Prohl, R. (2010). Grundriss der sportpädagogik [An outline ofsports pedagogy]. Wiebelsheim, Germany: Limpert.

Silverman, S. (1991). Research on teaching in physicaleducation. Research Quarterly for Exercise and Sport, 62,352–364.

Silverman, S., & Skonie, R. (1997). Research on teaching inphysical education: An analysis of published research.Journal of Teaching in Physical Education, 16, 300–311.

Tashakkori, A., & Teddlie, C. (2003). Handbook of mixedmethods in social and behavioral research. Thousand Oaks,CA: Sage.

INVITED TALKS S15

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Building an Increased Evidence Base for Game-Centered Approachesin Professional Practice SettingsS. Harvey

West Virginia University, United States([email protected])

Since the inception of the teaching-games-for-under-standing model 35 years ago, there has been increasedadvocacy for game-centered approaches (GCAs) for theteaching of games within physical education andcoaching academic programs worldwide (Harvey & Pill,2016). Despite this increase, research evidence of itsefficacy in physical education and coaching professionalpractice settings remains equivocal (Harvey & Pill, 2016).Consequently, in this presentation, I will investigatethe ambivalent nature of GCA research and endeavor toexplain the specific ways in which researchers canoperationalize GCAs by addressing potential gaps in theGCA research literature. After providing a brief summaryof the three recent reviews of GCAs (Harvey & Jarrett,2014; Miller, 2015; Stolz & Pill, 2014) and the article “Top10 Research Questions Related to Teaching Games forUnderstanding” (Memmert et al., 2015), I will overviewthe notion of evidence-based practice. Evidence-basedpractice is a foundational concept for any instruction orpedagogical model used to determine the efficacy of aprogram to enhance its utilization. Next, I will explore inmore detail what evidence we need to know more aboutand will provide concrete and specific examples on howresearchers may go about conducting research to providea more robust evidence base and theoretical foundationfor GCAs. For example, I will consider research methodsand designs that can be used by researchers (and

practitioners) to provide evidence for enhancing theefficacy of GCAs. In summary, the intention of thispresentation is to not simply repeat messages in the threerecent reviews of GCAs or the recent publication ofMemmert et al. (2015), but provide ways for determiningthe efficacy of GCAs in professional practice settings andprovide a stimulus for practitioners’ ongoing professionaldevelopment.

References

Harvey, S., & Jarrett, K. (2014). A review of the game-centeredapproaches to teaching and coaching literature since 2006.Physical Education and Sport Pedagogy, 19, 278–300.

Harvey, S., & Pill, S. A. (2016). Comparisons of researchers’ andteachers’ perspectives on the utilization of the tactical gamesmodel. Manuscript submitted for publication.

Memmert, D., Almond, L., Bunker, D., Butler, J., Fasold, F.,Griffin, L., . . . Furley, P. (2015). Top 10 research questionsrelated to teaching games for understanding. ResearchQuarterly for Exercise and Sport, 86, 347–359.

Miller, A. (2015). Games centered approaches in teachingchildren & adolescents: Systematic review of associatedstudent outcomes. Journal of Teaching in Physical Education,34, 36–58.

Stolz, S., & Pill, S. (2014). Teaching games and sport forunderstanding: Exploring and reconsidering its relevance inphysical education. European Physical Education Review,20, 36–71.

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Instructions in Sports From a Cognitive Information-Processing Perspective:Implications for Theory and Practice Within Teaching and Learning in Sport GamesP. A. Furley

German Sport University Cologne, Germany([email protected])

Within recent years, sport game learning and teaching hasmainly been considered within the theoretical frameworkof nonlinear pedagogy, or more specifically, complexitythinking (e.g., Memmert et al., 2015). More traditionalinformation-processing accounts of human behavior havebecome less popular within this field as they have beencriticized for not adequately accounting for the complexdynamic nature of sport games.Within this talk, I draw onUlric Neisser’s work (e.g., 1976), in which he advocatedthe combination of ecological approaches and infor-mation-processing approaches of human behavior.Neisser recognized that the goal of understanding andpredicting human behavior in everyday contexts can onlybe achieved by pitting the conscious person against thedeterministic situation (see also Mischel, 1997). In thisrespect, I will follow the call of Neisser by adopting dual-process theories of human behavior and will attempt toaddress one of the overarching themes of the conference ofhow scientific approaches from different disciplines—inthis case, cognitive psychology—can be used to enhancegame play for beginners and proficient players. Morespecifically, the talk will focus on the cognitive interplayof memory and attention within sport games and therebywill critically assess how one of the integral components ofthe teaching-games-for-understanding model (i.e.,instructions) can be shaped for promoting decisionmaking, anticipation, attention, and perception withingames-based learning to develop creative and intelligentperformers (e.g., Memmert et al., 2015).

First, I will discuss recent developments in dual-process theories in sports (in particular, the default-interventionist model; Furley, Schweizer, & Bertrams,2015) and will argue that athletes’ behavior is guided bytwo qualitatively different modes of information proces-sing: first, an autonomous/automatic mode in whichthe behavioral response of an athlete is triggered by theenvironmental stimulus configuration; and second, acontrolled mode of behavior in which the individualdeliberately controls behavior. I will review evidencefrom our lab showing that an athlete’s working memoryplays an important role in this controlled mode of

processing by controlling an athlete’s attentional focusand thereby influencing decision making (Furley &Memmert, 2012). In a series of studies, we provideevidence showing that the contents of working memorybias the allocation of attention in sport decision-makingcontexts, especially in more complex scenarios (Furley &Memmert, 2013). In a further series of studies, we showthat verbal instructions from coaches will access theworking memory of athletes and in turn influence theirbehavior. Importantly, certain instructions that wereintended to facilitate the decision-making behavior ofathletes had the ironic effect of actually harming theirdecision making as the instructions presumably led to anattentional narrowing effect causing open teammates tobe overseen (Furley, Memmert, & Heller, 2010; Memmert& Furley, 2007). In this respect, tactical instructions canharm the creativity of game players as their attentionalfocus will narrow. This theorizing was confirmed in a6-month training study by Memmert (2007) who showedthat training in tactical decision making benefits frominducing a broad breadth of attention by giving fewerinstructions and not rigidly practicing offensive routines.

Based on these research findings from our lab, I willdescribe a practical framework of how to teach tacticalcreativity (Memmert, 2015), which we have incorporatedinto our university’s curriculum for sports teachers andcoaches. Within this practical framework, the “six Ds”(diversification, deliberate play, one-dimension games,deliberate coaching, deliberate motivation, and deliberatepractice) will be proposed as a practical guide for assistingcoaches and teachers in enhancing (creative) tacticalbehavior within team and racket sports.

References

Furley, P., & Memmert, D. (2012). Working memory capacityas controlled attention in tactical decision making. Journal ofSport and Exercise Psychology, 34, 322–344.

Furley, P., & Memmert, D. (2013). ‘Whom should I pass to?’The more options the more attentional guidance fromworking memory. PLoS One, 8, e62278. doi:10.1371/journal.pone.0062278

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Furley, P., Memmert, D., & Heller, C. (2010). The dark side ofvisual awareness in sport: Inattentional blindness in a real-world basketball task. Attention, Perception & Psychophysics,72, 1327–1337.

Furley, P., Schweizer, G., & Bertrams, A. (2015). The twomodesof an athlete: Dual-process theories in the field of sport.International Review of Sport and Exercise Psychology,8, 106–124.

Memmert, D. (2007). Can creativity be improved by anattention-broadening training program? An exploratorystudy focusing on team sports. Creativity Research Journal,19, 281–292.

Memmert, D. (2015). Teaching tactical creativity in team andracket sports: Research and practice. Abingdon, UK:Routledge.

Memmert, D., Almond, L., Bunker, D., Butler, J., Fasold, F.,Griffin, L., . . . Furley, P. (2015). Top 10 research questionsrelated to teaching games for understanding. ResearchQuarterly for Exercise and Sport, 86, 347–359.

Memmert, D., & Furley, P. (2007). ‘I spy with my little eye!’Breadth of attention, inattentional blindness, and tacticaldecision making in team sports. Journal of Sport & ExercisePsychology, 29, 365–381.

Mischel, W. (1997). Was the cognitive revolution just a detouron the road to behaviorism? On the need to reconcilesituational control and personal control. In R. S. Wyer, Jr.(Ed.), The automaticity of everyday life (pp. 181–186).Mahwah, NJ: Erlbaum.

Neisser, U. (1976). Cognition and reality. San Francisco, CA:Freeman.

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Analyzing Complex Dynamical Systems: Artificial Neural Networks ContributeNew Insight Concerning Optimal Athletic Techniques and TacticsA. Schmidt

University of Osnabrueck, Germany([email protected])

A sports game with its players or a single athlete as abiological system might be seen (and therefore modeled)as a complex dynamical system (Memmert et al., 2015).It is quite difficult to discover cause-and-effect relationsin complex dynamical systems. This difficulty applies tosuccess and failure of technical and tactical behavior insports-related games, too.

Current sports game researchers incorporate artificialneural networks (ANNs) to recognize, analyze, andevaluate group- and team-based tactics, as well asindividual activities and interaction (Grunz, Memmert,& Perl, 2009; Perl, Grunz, & Memmert, 2013; Perl &Memmert, 2011). With ANNs, it is possible to distinguishinherent patterns within highly complex environments(statistical series; Perl, 2004), and ANN-based patternrecognition methods ultimately enable research of eventhe final mysteries in the functionality of tactical patterns;also, these methods can be successfully applied in thefield of motor analysis.

Athletes, coaches, sports educators, and (movement)scientists strive to optimize athletic techniques: What isthe optimal movement execution for the shot on goalin football, the basketball free-throw, or other athletictechniques? Thoughts like these demand an idealtechnical model that all athletes should endeavor tomaster, as it promises comprehensive success.

Nevertheless, only a personalized technique, makingadvantageous use of the executing athlete’s constitution,motor skills, and psychological capacity, can ever berecognized as “optimal” in the best case; an optimaltechnique is therefore always individual. Certainbiomechanical regularities do of course play a crucialrole in the process; however, they must be applied andmolded specifically to the constraints of the executingathlete. With his “constraints theory,” Newell (1986,1991) explained the realization of a coordinatedpurposeful movement as a combination of “organismic,”“environmental,” and “task constraints,” where “orga-nismic constraints” are the individual attributes of theexecuting athlete—genetic, constitutional, conditional,emotional, and intellectual.

It can thus be reasonable to discount the perfect use ofmechanical laws in favor of personal viability, whiledeviating slightly from a certain optimal parameter suchas reaching the highest possible point in the air at themoment of throwing a basketball free-throw (Schmidt,2012).

Technical models are often incongruent even inprofessional literature (e.g., free-throw in basketball[Schmidt, 2010] or round-off [Büscher, 2014] and fronthandspring [Lingl, 2015] in gymnastics). They are basedin large part on the argument of biomechanical laws,yet details often vary depending on the experience ofsuccessful coaches and athletes.

Most techniques in competitive sports must first andforemost be effective in a confrontation with an opponentand his or her techniques and tactics. Techniquestherefore have to be situationally appropriate and remainadaptable to various “task” and “environmental con-straints.” One cannot, however, avoid making thesevariations usable by the executing athlete above all else.

The process of analyzing the concrete individualexecution of a technique should accordingly focus less oncomparisons to the technical model and more on anyremaining dysfunctionalities in the realized movement.This means that the goal is to find movement executionsthat are suited to and realizable by oneself.

How can modern procedures support the movementanalysis in finding the best individual technical variation?Through the use of movement pattern recognitionmethods, it is possible to gain insight into the workingsof human movement that would be unattainable withconventional statistical methods (e.g., Lamb, Bartlett, &Robins, 2011; Schmidt, 2012; Witte, Schobesberger, &Peham, 2009; Zart, 2012).

The process of movement pattern recognition viaANN—dynamically controlled networks (see Perl, 2004),in particular—can capture, identify, and group partici-pants’ realized movement patterns (Baca & Kornfeind,2012; Schmidt, 2012; Schmidt, Meseck, & Perl, 2015;Witte, Emmermacher, Langenbeck, & Perl, 2012).This process requires data, usually biomechanical

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(e.g., kinematic) and representing the basic structure ofmovements. The analysis then allows us, among otherthings, to illustrate individual phases of movement, theirvariability and stability, as well as “action units” and“functional variability” (Schmidt, 2010).

The variation within a specific part of a full-bodymovement impacts the whole. To this effect, Handford(2006) showed that movements such as the overhandserve in volleyball are made up of so-called “action units,”which are destroyed in segmented practice as they nolonger depict the adequate part.

These “action units” can be distributed individuallythroughout the entire kinematic chain of a full-bodymovement. There is a good case to believe that thisalso applies to compensatory variability. The analysis ofsport-motoric movements must therefore refer to theentire kinematic chain (Schmidt, 2010; Schmidt,Memmert, & Perl, 2011; Schmidt et al., 2015).

References

Baca, A., & Kornfeind, P. (2012). Stability analysis of motionpatterns in biathlon shooting. Human Movement Science,31, 295–302.

Büscher, L. (2014). Ist die Lehrbuchtechnik die optimaleBewegungsausführung? [Does the textbook technique rep-resent optimal movement execution?] (Unpublished bache-lor’s thesis). University of Osnabrueck, Osnabrueck,Germany.

Grunz, A., Memmert, D., & Perl, J. (2009). Analysis andsimulation of actions in games by means of special self-organizing maps. International Journal of Computer Sciencein Sport, 8, 22–37.

Handford, C. (2006). Serving up variability and stability.In K. Davids, S. Bennett, & K. Newell (Eds.), Movementsystem variability (pp. 73–83). Champaign, IL: HumanKinetics.

Lamb, P., Bartlett, R., & Robins, A. (2011). Assessingcoordination stability by means of a second SOM.In D. Link & J. Wiemeyer (Eds.), Sportinformatik trifftSporttechnologie (pp. 65–69). Hamburg, Germany: Czwalina.

Lingl, A. (2015). Analyse individueller Ausführungen desHandstützüberschlages [Analysis of individual front hand-spring executions] (Unpublished bachelor’s thesis). Univer-sity of Osnabrueck, Osnabrueck, Germany.

Memmert, D., Almond, L., Bunker, D., Butler, J., Fasold, F.,Griffin, L., . . . Furley, P. (2015). Top 10 research questionsrelated to teaching games for understanding. ResearchQuarterly for Exercise and Sport, 86, 347–359.

Newell, K. M. (1986). Constraints on the development ofcoordination. In M. G. Wade & H. T. A. Whiting (Eds.),

Motor skill acquisition in children: Aspects of coordinationand control (pp. 341–360). Amsterdam, The Netherlands:Martinus Nijhoff.

Newell, K. M. (1991). Motor skill acquisition. Annual Review ofPsychology, 42, 213–237.

Perl, J. (2004). A neural network approach to movementpattern analysis. Human Movement Science, 23, 605–620.

Perl, J., Grunz, A., & Memmert, D. (2013). Tactics analysis insoccer: An advanced approach. International Journal ofComputer Science in Sport, 12, 33–44.

Perl, J., & Memmert, D. (2011). Net-based game analysis bymeans of the software tool SOCCER. International Journal ofComputer Science in Sport, 10, 77–84.

Schmidt, A. (2010). Bewegungsmustererkennung anhand desBasketball Freiwurfes. Eine empirische Untersuchung aussystemdynamischer Perspektive [Movement pattern recog-nition by the means of the basketball free-throw.An empirical research from a system dynamics perspective].Schriften der Deutschen Vereinigung für Sportwissenschaft,Band 199, Unterreihe Forum Sportwissenschaft, Bd. 19[Writings of the German Society of Sports Science, Volume199]. Hamburg, Germany: Czwalina.

Schmidt, A. (2012). Movement pattern recognition in basket-ball free-throw shooting. Human Movement Science, 31,360–382.

Schmidt, A., Memmert, D., & Perl, J. (2011). Fertigkeitsanalysedurch Mustererkennung mittels Künstlicher NeuronalerNetze [Skill analysis with pattern recognition by means ofartificial neural networks]. In D. Link & J. Wiemeyer (Eds.),Sportinformatik trifft Sporttechnologie (Schriften derDeutschen Vereinigung für Sportwissenschaft, Bd. 217,pp. 116–120. Hamburg, Germany: Czwalina.

Schmidt, A., Meseck, U., & Perl, J. (2015). Human expertsversus artificial neural networks. In A. Baca & M. Stöckl(Eds.), Sportinformatik X (Schriften der Deutschen Vereini-gung für Sportwissenschaft, 244, pp. 136–141). Hamburg,Germany: Czwalina.

Witte, K., Emmermacher, P., Langenbeck, N., & Perl, J. (2012).Visualized movement patterns and their analysis to classifysimilarities—demonstrated by the karate kick Mae-Geri.Kinesiology, 44, 155–165.

Witte, K., Schobesberger, H., & Peham, C. (2009). Motionpattern analysis of gait in horseback riding by means ofprincipal component analysis. Human Movement Science,28, 394–405.

Zart, S. (2012). Prozessorientierte kinematische Analyse vonBewegungsmustern am Beispiel der Strafstoßsituation imFußball [Process-based kinematic analysis of movementpatterns using the example of penalty kicks in football](Doctoral dissertation, University of Kaiserslautern, Kaiser-slautern, Germany). Retrieved from https://kluedo.ub.uni-kl.de/frontdoor/index/index/docId/3285

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Using Modification to Generate Emergent Performance (and Learning?) in SportsD. Farrow,1,2 T. Buszard,1,3 M. Reid,3 and R. Masters4

1Victoria University, Australia; 2Australian Institute of Sport, Australia; 3Tennis Australia, Australia; 4University of Waikato, New Zealand([email protected])

The emergent performance and learning of sports skills isusually a combination of hands-off coaching approachessuch as indirect coach instruction and the skillfulmanipulation of game constraints. One method that canbe used to purposefully create game conditions that leadto emergent tactical understanding and skill developmentis sports modification. In particular, modified juniorsport programs, which purport to be easy to learn,engaging, and accessible have been a visible part of thesports landscape for a long time and are central to theparticipation strategies of many international sportingorganizations.

To date, the optimal manner in which to modify orscale sports, be it the equipment used or the space inwhich the game is played, has largely relied on anecdoteor expert comment (Memmert et al., 2015). Decisionssuch as what to scale, what not to scale, by how much,for what ages, and until what age are made arbitrarily,and the approach adopted continues to vary drasticallybetween, and sometimes within, sports. For example, inAustralia, children younger than the age of 10 years shootat a 2.4-m-high goal in the sport of netball, while 11-year-olds shoot at a 3.05-m-high/adult-sized goal. However,the rationale for this 25% increase in height is unclearand is not calibrated to any commensurate physicaldevelopment by 11-year-olds.

Surprisingly, there is relatively little evidence tosubstantiate the link between modified junior sport and arange of implied positive outcomes, including increasedparticipation due to increased enjoyment and age-appropriate tactical and skill development (see Buszard,Reid, Masters, & Farrow, 2016, for a review). Thispresentation will review an emerging body of researchthat demonstrates the value of equipment scaling and itsinfluence on technical and tactical skill development.

The sport of tennis is used to highlight a possiblesequence of scaling events that ultimately may lead tomore effective skill acquisition. First, lower-compressionballs allow children to strike the ball with greater easein better hitting locations (Buszard, Farrow, Reid, &Masters, 2014a; Kachel, Buszard, & Reid, 2014). In turn,children generate greater ball velocity while maintaining

(or improving) hitting accuracy (Larson & Guggenhei-mer, 2013). Although scaling the racquet size (reducinglength) is also useful and further enhances hittingperformance, its influence is not as significant as that ofball compression.

When the scaled equipment constraints are integratedinto practice and game play, enhanced skill-learningopportunities are afforded to the performer. For instance,a combination of low-compression balls and smallercourt size increases the volume of practice that is ableto be completed in a given time frame (Farrow & Reid,2010). Additionally, more representative performanceis observed during match-play conditions. For skilledchildren, low-compression balls relative to standard ballsresult in match play that more closely resembles aprofessional adult match (Kachel et al., 2014). Further,when the net height is lowered, it has a positive influenceon match-play performance as children hit more shotswith qualities representative of high-performance gameplay (Timmerman et al., 2015).

A range of perceptual-motor skills and psychologicaland biomechanical factors clearly interact when scaledequipment is used in an effort to optimize the learningenvironment and create emergent learning for theparticipants. A particularly interesting discussion pointis that the cognitive processes underpinning learning bychildren in a modified setting may be different from thoseemployed when using regulation equipment and taskdemands (Buszard, Farrow, Reid, & Masters, 2014b;Buszard et al., 2016).

References

Buszard, T., Farrow, D., Reid, M., & Masters, R. S. W. (2014a).Modifying equipment in early skill development: A tennisperspective. Research Quarterly for Exercise and Sport,85, 218–225.

Buszard, T., Farrow, D., Reid, M., & Masters, R. S. W. (2014b).Scaling sporting equipment for children promotes implicitprocesses during performance. Consciousness and Cognition,85, 218–225.

Buszard, T., Reid, M., Masters, R., & Farrow, D. (2016). Scalingthe equipment and play area in children’s sport to improve

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motor skill acquisition: A systematic review. Sports Medicine,46, 829–843. doi:10.1007/s40279-015-0452-2

Farrow, D., & Reid, M. (2010). The effect of equipment scalingon the skill acquisition of beginning tennis players. Journal ofSports Sciences, 28, 723–732.

Kachel, K., Buszard, T., & Reid, M. (2014). The effect of ballcompression on the match-play characteristics of elite juniortennis players. Journal of Sports Sciences, 33, 320–326.

Larson, E., & Guggenheimer, J. (2013). The effects of scalingtennis equipment on the forehand groundstroke perform-

ance of children. Journal of Sports Science and Medicine,12, 323–331.

Memmert, D., Almond, L., Bunker, D., Butler, J., Fasold,F., Griffin, L., . . . Furley, P. (2015). Top 10 researchquestions related to teaching games for understanding.Research Quarterly for Exercise and Sport, 86, 347–359.

Timmerman, E., de Water, J., Kachel, K., Reid, M., Farrow,D., & Savelsbergh, G. (2015). The effect of equipment scalingon children’s sport performance: The case for tennis. Journalof Sports Sciences, 33, 1093–1100.

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Game-Centered Approaches: Different Perspectives, Same Goals—WorkingTogether for LearningD. Gutierrez

University of Castilla-La Mancha, Spain([email protected])

Since the publication of the teaching games for under-standing (TGfU) model in the early 1980s, there has beena clear evolution of the original model as well as thepromotion of different versions and approaches based onanalogous ideas. The clustering of these approaches hasreceived different explanatory denominations (Memmertet al., 2015), such as game-based approaches, alternativemodels, TGfU approaches, constructivist approaches,tactical models, and probably the most widely accepted,game-centered approaches (GCAs).

Almond (2015) described the current situation asa wealth of ideas but expressed at the same timeconcern about that this number of quarters divides thecommunity of practitioners and researchers, therebypreventing new thinking. To minimize the negativeconsequences and take advantage of the positive, wethink that two actions should be done. Firstly, find ashared agreement about the essential features of GCAs,so that the search for an identity does not involve the lossof the essence. And secondly, review and analyze thefoundations and history of the different GCAs, whileextracting their strengths and main contributions, and indoing so, offering to teachers and coaches a “set of tools”in addition to (or rather than) whole approaches. Thissecond action is the purpose of this work. To achieveit, the main GCAs, besides close pedagogical proposals,have been reviewed. The main contributions of eachapproach have been structured around six categories.Examples are presented in the following:

(1) Foundations: The simple and generic playfulsituation-oriented forms proposed in Ball School (Kröger& Roth, 2003; Memmert & Roth, 2007) are appropriatefor the first experiences of very young children and buildquite early the foundations for tactically complexcategories like invasion games.

(2) Structure: The tactical gamemodel (TGM;Mitchell,Oslin, & Griffin, 2003) offers a structured progressionthrough levels and a clear relationship between skill andtactics. The invasion-game competence model (Tallir,Lenoir, Valcke, & Musch, 2007) also provides aprogression based on chained basic game forms.

(3) Learning-game designing: TGfU (Bunker &Thorpe, 1982; Thorpe, Bunker, & Almond, 1986)and play practice (PP; Launder & Piltz, 2013) providepedagogical principles for designing games that addressspecific tactical problems (TGfU, representation/exag-geration; PP, simplification/shaping), while game sense(GS; Den Duyn, 1997; Light, 2012) provides indicationsfor the design of more open learning environments.

(4) Teaching in the game: The necessary modificationsduring the actual game, depending on their developmentand attention to diversity, are well addressed by theprinciples of focusing (PP) and adaptation (Hopper,2011). Promoting learning through questioning is acentral issue in GCAs and is especially addressed byGS and the tactical decision learning model (Grehaigne,Wallian, & Godbout, 2005) as they provide a componentof social learning. The development of motivation as asource of learning can be achieved from the principle ofenhancing (PP), which includes strategies like fantasygames. Also, creativity can be promoted by strategies suchas those proposed by Memmert (2010) and by applyingstrategies used in student-designed games (Hastie, 2010).Regarding the evaluation, as an essential componentin the learning process, the TGM with the GamePerformance Assessment Instrument is the most usedassessment instrument, both in research and teaching.

(5) Context adaptation: The PP and especially GS havea significant presence in coaching that is not achievedby other approaches. In this sense, the intentional GSdesign for coaching is remarkable as it simplifies TGfUelements, so it is less structured and prescriptive andrelies on the deeper content knowledge possessed bycoaches (in comparison with teachers). In the same waythat designing games depends on whom the games aretargeted toward, Playsport, TopPlay, and Sense Gamecards are good examples of materials that could be usedby instructors with little experience in games teaching(e.g., volunteer parents).

(6) Expansion: Finally, in relation to the expansion ofGCAs, we must highlight the rise of GCAs in Asia in thelast decade, with the most remarkable example of the

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rapid and extensive introduction of the game conceptapproach (GConA; McNeill, Fry, Wright, Tan, & Rossi,2008) in Singapore. GConA is a good example of howresearch and training should influence education policy.The expansion and influence of the TGM is also anexample that a good way to increase the use of a model isto provide simple and complete curricular materials thatare research-based.

References

Almond, L. (2015). Rethinking teaching games for under-standing. Agora para la Educación Física y el Deporte,17, 15–25.

Bunker, D., & Thorpe, R. (1982). Model for the teaching ofgames in secondary schools. Bulletin of Physical Education,18, 5–8.

Den Duyn, N. (1997). Coaching children: Game sense—It’stime to play! Sports Coach, 19, 9–11.

Grehaigne, J., Wallian, N., & Godbout, P. (2005). Tactical-decision learning model and students’ practices. PhysicalEducation & Sport Pedagogy, 10, 255–269.

Hastie, P. (2010). Student-designed games: Strategies forpromoting creativity, cooperation, and skill development.Champaign, IL: Human Kinetics.

Hopper, T. (2011). Game-as-teacher: Modification by adap-tation in learning through game-play. Asia-Pacific Journal ofHealth, Sport and Physical Education, 2, 3–21.

Kröger, C., & Roth, K. (2003). Escuela de balón: guía paraprincipiantes [Ball school: A guide for beginners]. Schondorf,Germany: Editorial Paidotribo.

Launder, A., & Piltz, W. (2013). Play practice: Engaging anddeveloping skilled players. Champaign, IL: Human Kinetics.

Light, R. (2012). Game sense: Pedagogy for performance,participation and enjoyment. London, UK: Routledge.

McNeill, M. C., Fry, J. M., Wright, S. C., Tan, C. W. K., &Rossi, T. (2008). Structuring time and questioning to achievetactical awareness in games lessons. Physical Education &Sport Pedagogy, 13, 231–249.

Memmert, D. (2010). Development of creativity in the scopeof the TGfU approach. In J. Butler & L. Griffin (Eds.), Moreteaching games for understanding: Moving globally(pp. 231–244). Leeds, UK: Human Kinetics.

Memmert, D., Almond, L., Bunker, D., Butler, J., Fasold, F.,Griffin, L., . . . Furley, P. (2015). Top 10 research questionsrelated to teaching games for understanding. ResearchQuarterly for Exercise and Sport, 86, 347–359.

Memmert, D., & Roth, K. (2007). The effects of non-specificand specific concepts on tactical creativity in team ball sports.Journal of Sport Science, 25, 1423–1432.

Mitchell, S. A., Oslin, J. L., & Griffin, L. L. (2003). Sportfoundations for elementary physical education. A tacticalgames approach. Champaign, IL: Human Kinetics.

Tallir, I. B., Lenoir, M., Valcke, M., & Musch, E. (2007).Do alternative instructional approaches result in differentgame performance learning outcomes? Authentic assessmentin varying game conditions. International Journal of SportPsychology, 38, 263–282.

Thorpe, R., Bunker, D., & Almond, L. (1986). Rethinking gamesteaching. Loughborough, UK: Department of PhysicalEducation and Sports Science, University of Technology.

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“Leveling the Playing Field” in Physical Education With Adaptation GamesK. Pagnano Richardson,1 D. Sheehy,1 and T. Hopper2

1Bridgewater State University, United States; 2University of Victoria, Canada([email protected])

A problem that has plagued physical education teachersfor years is how to get all students, even the resistant ones,involved in meaningful games and physical activity. Thenext generation of physical education teachers needs totransform games teaching to create games in which21st-century learners want to engage, if games are to be arelevant aspect of the physical education curriculum.Almost three decades ago, an approach known asteaching games for understanding (TGfU) was concep-tualized as an alternative way to teach games (for areview, see Memmert et al., 2015). Educators wereconcerned that children were not experiencing the thrillassociated with games and that they and adults hadlittle understanding of games (Almond, 2010). Thorpe,Bunker, and Almond (1986) proposed two ways tomodify games that form a fundamental cornerstoneto TGfU thinking—representation and exaggeration—tohelp students become better game players. In thispresentation, I will share a new principle of gamemodification we call “modification by adaptation oradaptation games,” which adds another dimension tothese pedagogical principles (Pagnano Richardson,Sheehy, & Hopper, 2013) and connects this work tocomplexity thinking (Davis & Sumara, 2006, 2010). Asdescribed Hopper, Sanford, and Clarke (2009), modifi-cation by adaptation connects to a concept in videogame play that Gee (2003) calls “game-as-teacher.” Inadaptation games, the outcome of the game leads to thegame structure adapting to the player. The game ismodified to increase the challenge to a successful playerbased on the outcome of the previous game (e.g., changesto space, scoring, rules conditioning play or number ofplayers). The conditions of play are triggered as a result ofa winning outcome to the game, so that the winner isfaced with an increased challenge. Multiple gameoutcomes allow the game to adapt to the ability of theplayers. An example is provided by a volleyball-like gamecalled “Space Adapt,” played in a quarter of a badmintoncourt. After one student scores 2 points, the other studentincreases the opponent’s play area by changing theboundaries and increasing space by adding on a quadrantof the badminton court. The students play again. The

student who does not win then increases the opponent’splay space or decreases their own space and then thestudents play again. Adaptation allows students even withdisparities in skill to engage in meaningful yetunpredictable game play (Hopper, 2011). Preserviceteachers noted that adaptation games served to equalizepower among opponents and provided a catalyst forlearning (Pagnano Richardson et al., 2013). Theyidentified that the student who did not win had thepower to make decisions about the constraints of the nextgame, which served to equalize the power dynamicbetween the winner and loser. Further, the decentralizedcontrol of game play was evident in the theme of “teachertakes a back seat,” whereby the teacher initially sets thebroad constraints of the game, yet preservice teachersplay the game independently and make decisions basedon the interactions between the players involved.Pagnano Richardson et al. (2013) identified threequalities of a complex system: Adaptation, self-organiz-ing, and emergence formed critical elements that allowedlearning in games to occur in a nonlinear process. Forthis to happen in adaptation games, the conditions in theenvironment needed to offer enabling constraints thatlimited what the system could do to prevent it from beingoverwhelmed, but at the same time, it offered anopenness to possibilities of which the complex systemcould take advantage. In adaptation games, the role of theteacher was to provide the enabling constraints (i.e., gamedesigner) as guidelines for emergent engagement bystudents. Rather than being prescriptive, the enablingconstraints oriented the learner to what might happenin the game, rather than what must happen (Davis &Sumara, 2010). Adaptation games created the opportu-nity for students to engage in and with each other inmeaningful game play while matched to their own level ofcompetency, where the flow of the game play engulfedthe players. Physical educators should consider adoptinga “game as teacher” approach if they value creatingdelightful games that engage learners of all abilities,backgrounds, and experience levels. To be an effectivegame designer, physical education teachers need toexamine their own social positions, biases, and

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experiences to better understand how to create equitableand engaging games for all students. Consider thefollowing questions as you focus on game design for yourstudents: What aspects of my social identity influence myconception of competition or a good game? How mightmy past experiences as an athlete who may have deriveda sense of power or had been empowered from successin sport influence how I design games in physicaleducation?

References

Almond, L. (2010). Forward: Revisiting the TGfU Brand.In J. Butler & L. Griffin (Eds.), More teaching games forunderstanding: Moving globally (pp. vii–x). Windsor,Ontario, Canada: Human Kinetics.

Davis, B., & Sumara, D. (2006). Complexity and education:Inquiries into learning, teaching and research. London, UK:Lawrence Erlbaum.

Davis, B., & Sumara, D. (2010). Enabling constraints: Usingcomplexity research to structure collective learning.In J. Butler & L. Griffin (Eds.), Teaching games forunderstanding: Moving globally (pp. 105–120). Champaign,IL: Human Kinetics.

Gee, J. (2003). What video games have to teach us aboutlearning and literacy. New York, NY: Palgrave Macmillan.

Hopper, T. (2011). Game-as-teacher: Modification by adap-tation in learning through game-play. Asia-Pacific Journal ofHealth, Sport and Physical Education, 2, 18–22.

Hopper, T. F., Sanford, K., & Clarke, K. (2009). Game-as-teacher and game-play: Complex learning in TGfU andvideogames. In T. Hopper, J. Butler, & B. Storey (Eds.),TGfU . . . Simply good pedagogy: Understanding a complexchallenge (p. 246). Ottawa, Canada: Physical HealthEducation (Canada).

Memmert, D., Almond, L., Bunker, D., Butler, J., Fasold, F.,Griffin, L., . . . Furley, P. (2015). Top 10 research questionsrelated to teaching games for understanding. ResearchQuarterly for Exercise and Sport, 86, 347–359.

Pagnano Richardson,, K., Sheehy, D., & Hopper, T. (2013).Modification by adaptation: Proposing another pedagogicalprinciple for TGfU. In A. Ovens, T. Hopper, & J. Butler(Eds.), Complexity thinking in physical education: Reframingcurriculum, pedagogy and research (pp. 181–193). New York,NY: Routledge.

Thorpe, R., Bunker, D., & Almond, L. (1986). Rethinking gamesteaching. Loughborough, UK: University of Technology.

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THEMATIC SYMPOSIA

Symposium:Developing a Conceptual Frameworkto Underpin the Practical Art of Making GamesAccessible to Players

Chair: L. AlmondSt. Mary’s University, United Kingdom([email protected])

Introduction: This symposium will be the third phase ofan investigation into the complexities of translating acomplex game into meaningful game forms that enableplayers to understand games, learn to love playing them,and become intelligent performers. There is a great deal ofresearch in the field of teaching or coaching games, butthere appears to be very little on the practical art ofmaking games accessible to players. This gap needs to beaddressed.

To support this work, our ongoing investigation strivesto explore what a coherent conceptual framework tounderpin the teaching/coaching of games could look like.It will address the problems that teachers and coachesexperience in translating a complex game into meaningfulunits and finally howwe can support teachers and coaches.

The aims of this symposium are: (a) to outline aconceptual framework that underpins the practical art ofmaking games accessible to players, (b) to illustrate what itmeans in practice, and (c) to explore some issues associatedwith creating game forms.

Conceptual Framework for Understanding DigitalVideo Game Design and Its Relationship to TeachingGames for Understanding

A. PriceSt. Mary’s University, United Kingdom([email protected])

In recent years, the game-centered approach (GCA) arenafor academic research has been well populated withevidence-based studies that enhance the theoreticalunderpinnings of teaching and coaching of games.Nevertheless, there has been limited attention paid tohow GCA models such as teaching games for under-standing (TGfU) can be merged with alternative fields ofgame studies, outside of physical education and sport, tomake games accessible for young people.

In this symposium, we use principles of “good digitalgame design” (Gee, 2013) to propose a conceptualframework for understanding the practical design ofgames. We consider similarities between a teacherand coach and a digital game designer using the notionthat “good game designers are practical theoreticiansof learning” (Gee, 2013, p. 21). The symposium willacknowledge that the rationale for TGfU and rationale fordigital video games are similar—to attract and sustainparticipation and performance through challenging andenjoyable practice.

The symposium will promote ways in which complexgames can be learned and mastered through practicalapplication of game design. The symposium willspecifically interpret TGfU’s 4 pedagogical principlesand will merge with Gee’s (2013) features of good gamedesign, which are considered to enhance learning andperformance. Further discussions will build uponAlmond’s foreword in Butler and Griffin (2010) to usegame design for developing a whole mind set for gamesense, with a specific focus on how video game play cansimulate the human mind and its learning capabilities intoday’s digital age.

Translating Formal Game Into Manageable GameForms: The Case of Volleyball

J. Afonso C. Bessa, R. Aroújo, P. Coutinho, andI. MesquitaUniversity of Porto, Portugal([email protected])

Introduction: We address 2 main questions: how todevelop better teachers and coaches and how to bestbridge research findings and daily practice in real-lifesettings, therefore bringing about meaningful guidancefor practitioners. Specifically, we will advance concreteproposals for transforming formal game into manageablegame forms to instigate the players to truly love the gameby discovering the remarkable combination of fun andcompetition. In this vein, we will engage from our ownembedded experience as teachers, coaches, and research-ers of volleyball.

Principles we stand for: First and foremost, we wouldlike to advance the concept that, by definition, allpedagogy is nonlinear. Each coach/teacher, each athlete/student, each learning environment, and each team

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represent a unique reality. Therefore, one-size-fits-alltypes of approaches are rendered to failure. From thisstarting point, we outline 5 basic principles in ourapproach: (a) Recognize that learning is an activeconcept. (b) Understand that each learning moment isdistinctive and special, and therefore, coaches andteachers should make use of a manifold of differentphilosophies and methods instead of relying onpreestablished recipes. This includes being faithful toeach coach’s and teacher’s idiosyncrasies, as honesty andgenuineness define who you are and remain paramountin any learning-related process. (c) In line with theprevious points, appreciate that learning environmentsshould focus on the student but also bring ecological taskand environmental control to nuclear roles. (d) Amidsuch considerations, avoid a narrow practice supposedlybased on tradition (even tradition is an evolving conceptafter all!) and replace it with a constant (re)analysis andpermanent critical thinking, while fully embracing thepresent instead of relying on the past. And (e) finally,comprehend that the tactical and technical dimensionsare hardly separable.

Making Sense of Handball

L. McCarthySt. Mary’s University, United Kingdom([email protected])

Teaching games for understanding (TGfU) is apedagogical model that has gained widespread popularityamong teachers and coaches in recent years (Bunker &Thorpe, 1982; Thorpe & Bunker, 1989; Thorpe, Bunker,& Almond, 1984). Based on constructivist principles,TGfU implores practitioners to account for 3 funda-mental principles in their game design: representation,modification, and exaggeration. In doing so, the puzzlespresented by well-designed games can afford the learnersopportunities to develop an understanding both of thegame and within the game.

Nevertheless, Casey (2013) contended that the extentto which practitioners are able to operationalize gamesthat embody the principles of TGfU is questionable.Further, Laudner (2001) likened TGfU in the hands ofteachers to jumbo jets in the hands of test pilots; it isclear that much work is yet to be done to enable coachesand teachers to effectively use this model-basedapproach. Answering Casey’s (2013) call to aid teachersand coaches in making a conceptual shift in theirpractice, this presentation aims to provide some explicit

mechanisms through which handball may be delivered—true to TGfU principles.

The presentation considers how we might make senseof handball and the need to do so (Richards & Collins,2012). Further, the presentation proposes ways in whichteachers and coaches might create the tactical problems,which are national governing body-stated principles ofplay (England Handball, 2015). Handball-specificexamples of how these puzzles can be represented,exaggerated, and modified are suggested. In addition, weconsider how this sits within a wider planning andreflective practice framework for coaching, wherepractice design is aligned with coach behavior, learnerengagement, and outcomes (Muir, 2012).

The Thinking Behind a Conceptual Framework forTeaching/Coaching Games

L. AlmondSt. Mary’s University, United Kingdom([email protected])

This presentation will be divided into 3 parts to illustratethe key principles underpinning the creation of aconceptual framework. In our analysis of current practice,we believe that there is a need to focus more precisely onwhat we want to achieve in the teaching and coaching ofgames. This symposium will address how we can generatea new sense of direction.

(1) Complex games can be translated into meaningfulgame forms to develop an understanding of the gameand an understanding in the game leading to intelligentperformance.

In recent times, the conceptualization of a complexgame has been a neglected aspect of the representationprocess for teaching a game to beginners. There is alsogood evidence that similar neglect is taking place withexperienced players. This neglect needs to be addressed,so examples will be provided.

(2) Coaches and teachers need to know how tointegrate practices so that they can shape them in formscompatible with players’ needs. This requires an under-standing of: (a) meaningful modification of game forms;(b) creation of enabling environments to support learningin game forms; (c) creation of developmentally appro-priate game scenarios that simulate the realities of games;(d) recognition of learning factors (playful learning,meaningful learning, and learning load); (e) scaffoldingthe learning process and fading of support; and (f)developing an enabling attitude of the teacher/coach.

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(3) A new concept will be introduced that goes beyondthe traditional perspective of teaching games for under-standing in the form of skills and tactics that we arecalling a game capability. A game capability is theintegration of player attributes and the quality of theirexperiences in learning to play a game that enables playersto “make sense of games” so that they can understandwhat they can do and have intelligent performances in agame.

Perspectives of Rugby Coaches in UnderstandingTeaching Games for Understanding

J. LambdenSt. Mary’s University, United Kingdom([email protected])

In this presentation, 3 problem scenarios will be explored.Coaches encounter major problems in translating acomplex game into meaningful units that enable rugbyplayers to learn the game and become intelligentperformers. What is its relevance for beginners,experienced players, talented performers, and pro-fessional players? How do they address relevance?Concepts like the game-centered approach, modificationprinciples, affordances, scaffolding, and cognitive load, toname just a few. In addition, at conferences, they hearabout nonlinear pedagogy and complexity theory.

Grasping the key concepts underpinning teachinggames for understanding (TGfU) has proved difficult formany coaches from a traditional background becausethey challenge their practices and require a great deal ofrethinking and relearning. Most coaches gather anunderstanding of TGfU from 2nd-, 3rd-, and often 4th-hand accounts of what it means and how it can beapplied. As a result, very different variants emerge withstrange practices that have little connection with theoriginal ideas.

The culture of games at a local level appears to frownupon developing a shared understanding of these ideasand then sharing with others what individual coacheshave experimented with and want to develop. They arequite happy to pick and choose ideas from books ordemonstrations and simply graft them into theirrepertoire. Reflection and taking stock appear to be rare.

Finally, my experiences of translating rugby intoprogressive game forms have generated a kind of “mapand compass” of the terrain, and these experiences willbe shared with delegates.

Symposium:The Ecological Dynamics Approach to SportPedagogics and Tactical Analysis

Chairs: D. Araujo,1 K. Davids,2 and I. Renshaw3

1University of Lisbon, Portugal; 2Sheffield HallamUniversity, United Kingdom; 3Queensland University ofTechnology, Australia([email protected])

This symposium includes presentations focused on 2 levelsof analysis: (a) sport pedagogy and (b) capturing tacticalbehaviors of players in games. These complementary levelsof analysis are embraced by the same theoretical approach:ecological dynamics. Therefore, the performance andpractice ecology and the dynamics of pedagogy and tacticsare addressed in a principled and coherent framework toenhance understanding of how themethodology of trainingand practice can be improved. On tactics, Passos and Silvadiscuss how players’ actions create opportunities for othersto achieve team goals; Travassos et al. show how themanipulation of a task constraint, such as the properties ofgoalposts infield invasion games, candramatically shape thedynamics of match play. On coaching, Connor et al.compare the effectiveness of traditional versus constraint-led methodologies to develop the batting skills of talent-pathway cricketers during an 8-week off-season program.Moy identifies difficulties encountered by undergraduatetrainee teachers on practicum when implementing anonlinear pedagogy in schools. Renshaw and Clancy,following a similar path, discuss how nonlinear pedagogycan be implemented and help to evaluate teacher–environment interactions.

Implementing a Nonlinear Physical EducationPedagogy in an Australian Secondary School

B. MoyQueensland University of Technology, Australia([email protected])

The multiple, less predictable learner responses thatemerge as a consequence of the complex nature of learningwithin a nonlinear pedagogy (NLP) can present significantchallenges for novice practitioners. The purpose of thisstudy was to explore 2 physical education teachereducation (PETE) students’ experiences associated withthis learning processwhen implementing anNLPusing themethodology of the constraints-led approach (CLA) with

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physical education students in a school setting. Data werecollected using participant and primary researcher writtenreflections and semistructured interviews. The resultsdemonstrated major challenges facing PETE studentswhen implementing an NLP. Participants experienceddifficulty detecting the less predictable pupil responses thatemerged from the game structures they created. They alsohad difficulty manipulating constraints to allow problem-solving behavior to emerge through the natural, explora-tory learning processes underpinning the CLA. Thesestudy findings can be used to inform and improve thedesign and delivery of PETE programs in supportingstudents to effectively implement an NLP.

Reflecting on Practice: An Exploration of NLP inGames Teaching

I. Renshaw1 and J. Clancy21Queensland University of Technology, Australia;2Brisbane Grammar School, Australia([email protected])

Despite the popularity of “alternative” pedagogicalmethodologies such as teaching games for understanding(TGfU) and the constraint-led approach (CLA) inacademia, there is still limited take-up by practitioners(Almond, 2010). Additionally, when they do try to adoptnewmethodologies, there are questionmarks regarding thecapability of teachers to faithfully adopt the key principles intheir practice (Butler, 2014). One reason for this challengemay be a disconnect between learning about newmethodologies in a sterile lecture theatre and deliveringthem in complex environments like schools. To addressthese challenges, it has been suggested that researchers andpractitioners need to work closely together. One idea is forresearchers to provide tools to support delivery in practice.One useful tool could be a lesson self-checklist based on thetheoretical framework underpinning the methodology.To that end, this study aimed to examine the pedagogy of anexperienced physical education teacher in an 8-weekvolleyball unit delivered to a Year 11 group. The leadresearcher observed all sessions live or video-recorded andtook field notes in real time. For each lesson, the teachercompleted the Nonlinear Pedagogy Lesson Reflection Tool(Chow et al., 2015). Weekly postlesson meetings were heldto review findings and plan upcoming sessions. Reflectionsrevealed that the teacher based his learning design on themethodological principles of CLA and TGfU. Key findingscentered on time as a constraint for learning, the use ofreflective questioning and instructional constraints, the

challenge of designing representative tasks, manipulatingtask constraints, promoting variability in learning, indivi-dualizing learning, and nonlinearity in progress. Thecollaborative review process provided a framework forevaluating the teacher–environment interaction andenabled enhanced delivery of nonlinear pedagogicallybased practice through CLA and TGfU.

Evaluating a 12-Week Games-Based Training Programto Improve Cricket Batting Skill

J. D. Connor,1,2 I. Renshaw,3 D. Farrow,2,4 andB. Abernethy51National Cricket Centre, Aust2ralia; 2Victoria University,Australia; 3Queensland University of Technology,Australia; 4Australian Institute of Sport, Australia;5University of Queensland, Australia([email protected])

Although a constraints-led approach (CLA) to skillacquisition is different from teaching games for under-standing (Renshaw et al., 2015), the theoretical under-pinnings ofCLAcanbeutilizedwhendesigning games-basedtraining approaches. This study examined whether a games-based training design, underpinned by CLA, was moreeffective at developing cricket batting skill than a moretraditional technically focused coaching approach.

Sixteen under-15 skilled cricket batters participated in a12-week intervention study and were randomly allocatedto a traditional or experimental training group. Theexperimental group participated in activities withmanipulated rules, equipment, and outcome goals, whilethe traditional group focused on optimizing technicalbatting skill processes. Both groups completed two 2-hrsessions per week, bookended by a preintervention andpost-intervention batting skills test. This test involvedfacing 18 balls delivered by bowlers, with the number ofsuccessful scoring shots, total runs scored, attackingstrokes played, and quality of bat–ball contact recorded.

An analysis of variance was used to examine between-and within-group differences over time. The experimentalgroup (CLA) demonstrated an increased number ofsuccessful scoring shots (3.88 vs. 6.63), and increasednumber of runs scored (11.63 vs. 20.7), and animprovement in the quality of bat–ball contact (1.26 vs.1.52) after intervention, while there was no change in thenumber of attacking strokes played (72.37% vs. 74.63%).These numbers were significantly greater than those forthe traditional group, which revealed no changes in thenumber of successful scoring shots played (4.62 vs. 3.75),

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the number of runs scored (10.25 vs. 10.00), the quality ofbat–ball contact (1.26 vs. 1.29), or attacking strokesplayed (77.78% vs. 78.87%).

Skilled U15 players significantly improved facets oftheir batting using a games-based training approach,while a more traditional training approach did not lead toimprovements. Training using a systematic approach tomanipulating constraints is suggested to benefit theoverall development of a batter.

Manipulating Goal Posts Significantly Impacts TacticalBehaviors in Small-Sided Football Games

B. Travassos,1,2 P. Silva,3,4 R. Duarte,5 L. Vilar,6 andP. T. Esteves2,71University of Beira Interior, Portugal; 2Research Centrein Sports Sciences, Health Sciences and HumanDevelopment, Portugal; 3FC Zenit, Russia; 4University ofPorto, Portugal; 5University of Lisbon, Portugal;6European University, Portugal; 7Guarda PolytechnicInstitute, Portugal([email protected])

In team sports, goal target manipulation is 1 of the key taskconstraints promoted by coaches. However, a clearunderstanding of the effect of such manipulations onteam-adaptive behaviors is needed. Here we synthesizehow the number and size of goal targets and players’ agesimpact collectivemeasures of tactical behaviors in football.Tactical behaviors were measured by considering thespatial-temporal relations between players in effectivecontexts of performance. Results revealed that themanipulation of the number of goal targets (from 1 goalþ goalkeeper to 3 minigoals) increased the distancebetween the geometrical center of each team and decreasedthe relative stretch index between teams. Interestingly, anincrease in the number of goalposts positioned over theend line was associated with longer periods of time playedin defensive sectors and lateral channels than when only 1goal þ goalkeeper was used. Also, lack of goalpostspromoted higher variability in teams’ spatial distributionthan when 2 lateral mini-goalposts or 1 goalpost þgoalkeeper were used. Worthy of note is that players’ agemodulated the effects of manipulating the number ofgoalposts used in practice. A significant interactionbetween number of goal targets and age was observed inthe ratio between the width of attacking/defending teams.Performance of older players expressed a higher widthratio between teams when playing with a higher number ofgoal targets compared with the youngsters. Also,manipulation of goal target size disclosed a differential

effect of regulation size in comparison with 7-a-side and 5-a-side goal sizes.Whereas official goal target size afforded ahigher number of shots from different field locations, 7-a-side and 5-a-side goal target size induced a greaterfrequency of shots from central subareas of the fieldrequiring a greater buildup of play to shoot at goal.

Players’ Relative Position to Characterize theAffordances Landscape in Football

P. Passos and R. SilvaUniversity of Lisbon, Portugal([email protected])

In football, just like in most team sports, one of the ballcarrier’s tasks is to seek and seize opportunities to make theball get closer to the opposing goal bymeans of in-depth (i.e.,toward the end line of the opposing team) passes to a supportplayer located “within” the opposing defense. And it is theplayers’ (e.g., teammates and opponents) dynamics, in thecontinuous adaptation to the behavior of others demandedin such competitive environments, that lead to suchopportunities. In this study, we aim to describe the ballcarrier landscape of in-depth passing affordances thatemerge for each attacking phase. This landscape was builtupon a geometric Figure (similar to a diamond shape), whichis defined by the ball carrier, the passing target, and the 2nearest defenders’ relative positions and is updated in a 1-Hzrate. For this purpose, theplayers andball x andy coordinateswere captured with an automatic video-tracking system.Itwas alsohypothesized that thewidthof this diamond shapecan point out in-depth passing opportunities with highsuccess probability. Additionally, the integration of bothdefenders and ball estimated positions in the next secondmay lead to a more accurate indicator. Results identify pitchareas where the in-depth pass opportunities occur moreoften. It is by overlaying such pitch areas that the ball carrierin-depth pass affordances landscape is characterized.

Symposium:Personality in Team Sport: A Coach and AthletePerspective

Chair: J. KleinertGerman Sport University Cologne, Germany([email protected])

Personality plays a substantial role in team sport,particularly when considering the perspectives ofcoaches and athletes and the overall coach–athlete

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relationship. Given the wide range of personality factors,there are many psychological constructs and processes ofrelevance when considering the personality of coaches andathletes. In terms of the coach perspective, this workshopspecifically addresses emotional intelligence and burnout,as both aspects are strongly related to the quality ofcoaching and are, therefore, relevant to the performanceand well-being of team members. The theoretical linkbetween the coach’s personality and team processes isidentified in leadership and motivational processes.Additionally, recovery is recognized as a protective factoragainst the development of personality disorders. Finally,from the athletes’ perspective, it is important to discusspersonality as an aspect of human development that isparticularly relevant in youth team sport. All contributionsin the present workshop demonstrate the need to find theoptimal conditions under which personality developmentof both coaches and athletes in team sport is optimized.

Personality Development in Team Sport Players

J. Ohlert and J. KleinertGerman Sport University Cologne, Germany([email protected])

The adolescent years are the most important years forpersonality development. Young elite athletes have tosolve the same developmental tasks (DTs) as nonathleteseven though they spend a lot of time playing sports andalso have to solve certain sports-related DTs in addition(Ohlert & Kleinert, 2014). Therefore, the aim of our studywas to find out if this situation leads to a shortfall incertain DTs and furthermore to reduced well-beingespecially in adolescent team-sport players.

In total, 75 elite adolescent handball players and 134soccer players participated in the survey together with166 nonathletes. Participants were aged 16 to 19 years old;the majority of the participants were female (69%).They answeredquestions regarding the relevanceof differentDTs, their actual progression, satisfaction with their actualprogression, and the World Health Organization Well-Being Index (WHO–5) measure for well-being.

Results showed that compared with the nonathletes,players reported a different relevance for some DTs,especially for the DTs of circle of friends and independencefrom parents. No significant differences between the 2groups could be found in progression or satisfaction withprogression. The stepwise multiple regression resulted inonly 2 significant predictors for well-being in athletes: thesatisfaction with progression in the DTs of to find oneself

(b ¼ .39, p ¼ .001) and circle of friends (b ¼ .35, p ¼ .002).For nonathletes, the analysis revealed only satisfaction withprogression in circle of friends (b ¼ .24, p ¼ .023) as asignificant predictor. Implications from these findings arethat, at least in this age group, elite players do not suffer fromproblems with DTs. However, if satisfaction with their ownprogression in certain DTs is low, well-being will also bereduced. Longitudinal studies will have to show whathappens if players fail to achieve the DTs when reachingadulthood.

Burnout, Stress, and Recovery in German Coaches

P. Schaffran,1 S. Altfeld,1 C. Zepp,2 J. Kleinert,1,2,3 andM. Kellmann1,31Ruhr-University Bochum, Germany; 2German SportUniversity Cologne, Germany; 3The University ofQueensland, Australia([email protected])

Coaches have to deal with emotional and physical stress thatcan influence their well-being and, in turn, potentiallyimpact athletes’ performance (Mallett, 2010). To perform attheir optimal level, coaches have to manage their ownphysical and emotional state using self-regulation strategiesand personal recovery. A growing imbalance of stress andrecovery of the coach could lead to emotional exhaustion,which is widely accepted as the key symptom of burnout(Frey, 2007; Raedeke, 2004). Thus, the aim of the currentstudy was twofold: first, to examine the prevalence ofburnout inGerman sport coaches; and second, to investigatethe impact of stress and recovery on burnout.

Two hundred and thirty-three coaches of various sportsand levels responded to an online survey. Burnout wasmeasured by the coach-specific German adaptation of theMaslach Burnout Inventory (Altfeld & Kellmann, 2014).Recovery and stress were measured using the Recovery–Stress Questionnaire for Coaches (Kellmann, Kallus, &Altfeld, 2016).

The research results showed mean scores of 1.38(SD ¼ 0.79) for emotional exhaustion, suggesting low-to-medium levels of burnout. However, according to thestandard values of Maslach and Jackson (1996), 12.9% ofthe coaches indicated high levels of emotional exhaustion.Overall stress (b ¼ .29, p , .001), overall recovery(b ¼ 2 .15, p , .05), coach-specific stress (b ¼ .31,p , .001), and age (b ¼ 2 .14, p , .05) demonstrated asignificant impact on emotional exhaustion within multipleregression analysis.

Unlike previous research that focused on individual andsituational factors, this study revealed the important role of

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recovery and stress regarding emotional exhaustion. Thus,monitoring the recovery–stress balance of sport coachesduring the course of a competitive season couldhelp identifycoaches’ burnout risk.

TheRelationshipBetweenCoaches’Emotional Intelligenceand Their Perception of Player Need Satisfaction

M. Watson and J. KleinertGerman Sport University Cologne, Germany([email protected])

Introduction: Leaders with higher emotional intelligence(EI) exhibit behaviorsmore congruentwithgroupmembers’feelings. Based on basic needs theory, a micro theory of self-determination theory (Deci & Ryan, 1985, 2000), this studyaimed to test the hypothesis that coaches with higher EI arebetter able to accurately perceive their players’ needsatisfaction levels than are coaches with lower EI.

Method: Coaches (N ¼ 12; Mage ¼ 30.17 ^ 9.20 years;75% male) and players (N ¼ 127; Mage ¼ 15.33 ^ 1.35years; 63%male) were recruited fromGerman sports teams(basketball, 25%; handball, 25%; football, 41.7%; volleyball,8.3%). Players completed questionnaires assessing theirlevel of need satisfaction for a typical training session(Contextual Basic Need Satisfaction Scale), while coachescompleted the same questionnaire from the perspective oftheir team, alongwith ameasureof their EI (Trait EmotionalIntelligence Questionnaire-Short Form). Coaches weremedian split into relatively high and relatively low groupsfor global EI and individual EI factors.

Results: Responses from relatively high-EI, emotionality,self-control, and sociability coaches, respectively, weresignificantly different (i.e., lower; p , .05) from players’responses regarding players’ levels of relatedness satisfac-tion. Responses from relatively low emotionality coacheswere significantlydifferent (i.e., higher) fromthoseof playersregarding players’ levels of competence satisfaction, and viceversa. All coaches’ responseswere significantly different (i.e.,higher) from those of players regarding players’ levels ofautonomy satisfaction. Coaches with relatively high EIscored players’ levels of relatedness satisfaction significantlylower than relatively low-EI coaches.

Discussion: Higher-EI coaches appear to underestimatetheir players’ levels of competence and relatedness. Thisfinding could suggest that high-EI coaches are not satisfiedwith their current provision of needs support, therebyreflecting the higher motivation efficacy (i.e., the confidenceto influence the psychological states and skills of athletes, acomponent of coaching efficacy) found in higher-EI coaches.

The Link Between Emotional Intelligence andLeadership in Soccer Coaches

B. Lobinger and S. HeislerGerman Sport University Cologne, Germany([email protected])

Social competences like emotional intelligence areessential for coaches’ leadership behavior (Laborde,Dosseville, & Allen, 2015). The present study examinedthe extent to which the emotional intelligence ofsoccer coaches is systematically associated withdifferent components of leadership—for example,social support or democratic behavior. The sample of198 soccer coaches from the lower leagues up to thefirst German League (all male, Mage ¼ 39.41 years)completed an online questionnaire comprising the TraitEmotional Intelligence Questionnaire (TEIQue; Freu-denthaler et al., 2008) and the Leadership Scalefor Sports (LSS; Würth, Saborowski, & Alfermann,1999).

Analyses showed positive correlations between the LSSscore (operationalized as social support, positive feed-back, democratic or autocratic behavior) and the TEIQueglobal score (comprising well-being, emotionality, self-control, and social competence; r ¼ .382, p , .001). Thedemocratic behavior of coaches was positively linked totheir age (r ¼ .166, p ¼ .021) and coaching experience(r ¼ .174, p ¼ .015). Age was also associated with self-control (r ¼ .192, p , .001) and global LSS score(r ¼ .149, p ¼ .038).

The results show an empirical relationship betweenself-reported trait emotional intelligence and the waysoccer coaches describe their leadership styles. Practicalimplications for coach education and “coach the coach”are discussed. Further research should combine self-evaluation of coaches and athletes’ descriptions ofcoaching behavior.

Symposium:Translating TGfU Theory Into Practice: How Can WeSupport Teachers’ and Coaches’ Learning WhenImplementing TGfU?

Chair: K. A. ParryUniversity of Wollongong, Australia([email protected])

Despite the perceived benefits of game-based pedagogiessuch as teaching games for understanding (TGfU),

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research has shown that their implementation in practicecan be problematic, particularly because game-basedpedagogy relies on the “craft of the teacher” (Butler &Griffin, 2005). Employing game-centered practices placesgreat pedagogical and conceptual demands on theteacher/coach. The literature has revealed much aboutthe dilemmas faced by teachers/coaches, along with thefeelings of insecurity, apprehension, and confusion theyexperience when trying to implement game-basedpedagogies such as TGfU. There is an evident“epistemological gap” (Light, 2008) or “cognitivedissonance” (Butler, 2005) between teachers’ and coaches’understanding of game-based pedagogies and their actualprofessional practice. This gap is reflected in the struggleteachers and coaches experience in adopting game-basedpedagogy when teaching games.

The literature recognizes that teachers and coaches needto be provided with effective support (Nash, 2009; Wang &Ha, 2012; Wright, McNeill, & Fry, 2009) and effectiveprofessional endorsement (Memmert et al., 2015) todevelop the knowledge and skills to implement game-based pedagogies such as TGfU into practice. However,research has revealed little about how best to supportteachers/coaches in developing the required knowledge andskills to effectively implement game-based pedagogies intheir own practice. Furthermore, Memmert et al. (2015)argued that researchers have failed to provide teachers/coaches with an up-to-date picture of how their work caninform practice. As such, research into game-basedpedagogies needs to be made more accessible for teachers/coaches. They need help translating the theory into practiceand bridging this “epistemological gap” (Light, 2008).

In this symposium, we consider how TGfU-relatedapproaches can be implemented with the goal of facilitatingpreservice and in-service teachers’ and coaches’ learningwith the aim to teach and foster their professionaldevelopment from novices to experienced practitioners.

Supporting Teachers to Implement Game-CenteredApproaches: Toward an Effective Model of ProfessionalDevelopment

K. A. ParryUniversity of Wollongong, Australia([email protected])

Game-centered approaches (GCAs) have become increas-ingly popular among physical educators because of theirpotential to enhance educational outcomes. Yet theliterature shows that implementing GCAs can be proble-

matic. Research has shown the conceptual and pedagogicaldifficulties along with the feelings of insecurity, apprehen-sion, and confusion experienced by teachers when trying toimplement game-based pedagogy. Little has been revealedabout how best to support teachers to explore what theseapproachesmay look like in their ownpractice. The purposeof this research was to address this gap in the literature byexamining the professional development (PD) required tosupport teachers in their implementation of game-basedpedagogy. In doing so, this research proposes an effectivemodel of PD to support the implementation of GCAs.To achieve this aim, this study was conducted using actionresearch in 4 phases: needs assessment, planning,implementation, and evaluation. Multiple methods of datacollection were employed across all phases of the researchincluding interviews, focus groups, observations, anddocument analysis. Data were analyzed using triangulation,thematic coding, and constant comparison. Results revealedthat limited teacher knowledge and the professionallearning culture including the prioritization of time, teacheraccountability, and student response impact teachers’professional learning when implementing GCAs.

Utilizing Real-Time GPS (Adidas MiCoach System V2.0)to Enhance Soccer Coaches’ Ability to Reflect in ActionWhen Engaging in a GCA

M. Ayres and T. HowardSt. Mary’s University, United Kingdom([email protected])

The growth and advancement of technology during thelast decade has transformed the way we communicate andinteract and has the potential to change the way we learn(Narayan & Herrington, 2014). This change is apparent inprofessional sport where the use of global positioningsystem (GPS) monitoring tools has increased significantlyduring the last 5 years. Current research has largelyfocused on outputs such as physical load and the impactof specific coaching practices and games (small-sidedgames) on the physical demands of players involved (Ricet al., 2016). To the authors’ knowledge, no studies havespecifically examined the impact of innovative technol-ogies on the coaches’ behavior and pedagogicalapproaches. The purpose of this research was to examinethe impact of real-time GPS and physical data (AdidasMiCoach V2.0) on a coach’s game-centered approach(GCA) sessions. The case study followed 4 coaches of anEnglish Premier League Football Club academy for 24weeks. A range of data collection methods was employed,

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including session plan analysis, coach behavior analysis,semistructured interviews, concurrent verbalization, andfield notes. Data were analyzed using systematic thematiccoding analysis. Findings suggest the accessibility to thereal-time GPS had a positive impact on the coach’s abilityto reflect “in action” (Schon, 1989), specifically around 2out of the 4 teaching-games-for-understanding pedago-gical principles—namely, exaggeration and tacticalcomplexity. Additionally, coaches reported feeling morecomfortable and justified using silence and individuallearning objectives within the context of small-sidedgames. This presentation proposes an extension ofMemmert et al.’s (2015) Research Question 2 to includeteachers and coaches as well as game players to expand onthe limited research on the impact of state-of-the-arttechnology in facilitating and supporting pedagogicalchange for coaches wishing to engage more effectively in aGCA.

Using a Heutagogical Approach to Develop anUndergraduate GCA Module: Developing GCA V2

M. Ayres, A. Proce, A. Monk, and L. McCarthySt. Mary’s University, United Kingdom([email protected])

Learning and education are still widely regarded as apedagogic relationship between the teacher and the learnerwith the teacher or coach owning the learning process anddeciding what the learner should learn (Hase & Kenyon,2001). Learning is still entrenched in these traditionalpedagogical principles and, as such, fails to recognize thepotential impact and affordances that current and futuretechnology can have on learning. As such, researchers haveproposed that there is a need to look beyond both pedagogyand andragogy. Heutagogy is the focus on self-directedlearning by the learner (Hase, 2001). Such an approach goesbeyonde-learningand embraces self-directed study throughthe use of technology and where learning is sociallyconstructed and decontextualized (Moravec, 2008). Thispresentation will explore the impact of a game-centeredapproach (GCA) undergraduate module designed usingheutagogical principles and framework. A grounded theoryapproach design was utilized for this study. Thirty-fourfinal-year undergraduate students participated in the study.Data were captured using the following approaches: GCAcoaching sessions were captured before, during, and afterthe 12-week study using a body camera (Go-Pro V4). Thesesessions largely consisted of coached invasion games.In addition, commentaries captured via the use of a mobile

social media coach analysis website (www.coachlogic.com)and session plans were collected throughout the 12 weeks.A variety of systematic coding analysis was utilized toanalyze the data captured throughout the study.Akey factorin the students’ learning was the accessibility of technology(body cameras, Go-Pro V4, and mobile coding software)and the enhanced learning experience they gained fromengaging with these technologies. In addition, the studentsreported deeper and more “deliberate practice” of self-reflection.

Implementing Game-Centered Approaches:An Alternative Vision for Coach Education

C. Cushion1 and S. Harvey21Loughborough University, United Kingdom;2West Virginia University, United States([email protected])

Operationalizing game-centered approaches (GCAs)requires a host of knowledge, understanding, practices,strategies, coherent arguments, and critical thinking, all ofwhich are conspicuously absent from utilitarian, techno-cratic, and idealized coach education and the rhetoric ofcoach development. Knowledge of GCA, even its appliedprinciples, is insufficient, and implementation involvesmore than simply providing coaches with a “toolbox” ofskills. Currently, guidance about GCA is compellingrhetoric and too idealized, as it provides prescriptive lists,principles, and decontextualized examples that do notengage with issues around learning. This presentationargues for an alternative vision of coach educationspecifically to develop the implementation of GCA. Such avision addresses giving coaches an awareness of their ownbeliefs and assumptions about coaching, developing anunderstanding of learning, and addressing the social,cultural, and political complexities of coaching practice.Strategies discussed include: utilizing case historyexamples and stories from coaches illustrating the livedexperiences of those who have attempted to changepractice and culture; (correctly) modeling context-specificGCA in practice, with support in understandingdifferences between coaches’ existing practice, attemptsat GCA, and authentic GCA through the use ofscaffolding (Vygotsky, 1978), which enables the coachto recognize the distance between existing practice andunderstanding and practice when assisted by, orcollaborating with, more experienced people; and creatingopportunities for coaches to speak with others throughpartnerships and coalitions to create a critical mass within

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a community to advance ideas and thinking. Coacheducation needs to provide an environment wherepractice and the practice of others can be interrogatedand assumptions are made explicit. Therefore, thispresentation proposes coach learning way beyond existingconceptions of coach education, which is additive(grafting new “skills”/knowledge onto an existingrepertoire), and an approach that is critically transforma-tive (deconstructing taken-for-granted beliefs, assump-tions, knowledge, and habits and rebuilding practice).

Moving Forward in a Game-Centered Context:A New Stage in Games and Sports Education

G. ForrestUniversity of Wollongong, Australia([email protected])

Game-centered approaches (GCAs) have been the focus ofphysical education teacher education (PETE) for the last30 years. Research has demonstrated that if GCAs are usedappropriately, educators have the capacity to enhance thelearning, engagement, and motivation levels of learnersin game environments. However, despite these apparentpositive benefits, inconsistent uptake of GCAs as ateaching method has hindered pedagogical developmentin educational settings. There have been a number ofsuggested reasons for this hindrance, including thetradition of the more technical approach in games andsports, strong teacher and student resistance based onphilosophical and practical beliefs, and difficulties in GCAimplementation and use. However, when one views GCAissues from a different perspective—one based on the timeneeded to gain expertise in games and sports and theability to transfer this learning intoGCApractice—it couldbe argued that addressing these 2 areas could be central tothe implementation of GCAs in educational settings.

This presentation outlines an approach developed andused by the author in PETE undergraduate games andsports courses and games and sports projects ineducational settings. The approach posits that GCAshave already identified 3 key concepts of contentknowledge that are transferable across ALL games andsports and adds communication and concentration as the4th key concept. Developing a deep understanding ofthese concepts and how they interact together providesthe opportunity to (a) address problematic issues relatedto developing expertise in games and sports in the timeavailable and (b) give PETE undergraduates the capacityto transfer this understanding into creating significant

experiences in games and sports contexts using the fullrange of teaching approaches.

Symposium German Handball Association (DHB)Forum:Session of the German Handball Association

Chairs: S. König1 and S. Greve21University of Education Weingarten, Germany;2University of Hamburg, Germany([email protected])

Note: Only English abstracts included.

Teaching Games in Secondary Schools—TGfU orSomething Else?

S. KönigUniversity of Education Weingarten, Germany([email protected])

Although there has been an intensive discussion onconceptions for teaching team sports in physical education(PE) for more than 40 years, it must be stated that theteaching games for understanding (TGfU) approach hasboth been scarcely adopted in German-speaking countriesand hardly undergone empirical research there. This isproblematic, particularly with reference to secondaryschools, because this age group needs specific instructionalsettings. As a consequence, this presentation focuses on theissue described and aims to analyze the TGfU approach inPE for 11- to 16-year-old adolescents.

In a multistrand and quasiexperimental field, researcheffects of different teaching methods (TGfU, teachercentered approach, skill orientation) were evaluated infootball, team handball, and volleyball (N ¼ 244). Thecomposition of the TGfU programs was realized on thebasis of Mitchell et al. (2006). While quantitative effectswere validated by means of expert rating and prevailingstatistical procedures (analysis of covariance, generalizedlinear model), the qualitative strand focused on teachers’assessments via guideline-based interviews and students’attitudes with questionnaires.

Initial results showed effects for all methods, F(2,241) ¼ 77,57, p , .001, h2 ¼ .247, but the highest effectsize was found for the TGfU group (d ¼ 0.51).Additionally, this finding could also be verified for allTGfU subgroups. Further results based on hierarchicallinear modeling pledge additional interesting findingsregarding nested data structure, which will be explainedby qualitative data analysis (Schoonenboom, 2016).

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‘Freiwurf Hamburg’: Qualitative Evaluation of anInclusive Sports Project

S. GreveUniversity of Hamburg, Germany([email protected])

Introduction: Freiwurf Hamburg is an association of 7handball teams within a league structure in which teamsare formed of able and disabled players. The leagueendeavors to act inclusively in line with its missionstatement: All participants are supposed to experience“freedom of movement” to take part in the game and toenjoy their time together. Players are therefore not seen asimpaired, but as handball players with specific needs. Thisfundamental principle of inclusion is in line with theposition required in the current sports education-baseddiscussion. Here diversity is recognized and valued as aquality that enriches life (Tiemann, 2013).

Method: Based on the question of how participantsperceive Freiwurf, a utilization-focused evaluation(Patton, 2008) of the project is being conductedmomentarily. The 1st step in the ongoing process wasto reconstruct stakeholder perspectives by interviewingable and disabled players, their parents, and their trainersand by interpreting these interviews using the methods ofgrounded theory (Corbin & Strauss, 2008).

In a 2nd step, a workshop with the participants ofFreiwurf will be conducted in July 2016 where the resultsof the interviews will be addressed and discussed.Additionally, the next steps for the Freiwurf movementwill be contrived.

Discussion: Intermediate results of the qualitativeevaluation will be presented during the talk at theconference by tying data to a theoretical approach toinclusion. Additionally, I will provide insight into thespecific use and significance of terms such as “attitude,”“performance,” and “behavior within the group” withinthe community of Freiwurf players.

Symposium:Democracy in Action Through Inventing Games

Chair: J. ButlerUniversity of British Columbia, Canada([email protected])

This symposium reports on findings from a 3-year SocialSciences Humanities Research Council of Canada-fundedresearch project involving 6 physical educators and

approximately 90 8th-grade students and 90 4th-gradestudents. We investigated how Inventing Games (IG)—aphysical education program where groups of students createtheir own games—might support the development ofprinciples of ethical actions in students as they learncollaboratively. IG is an extension of the teaching games forunderstanding (TGfU) curriculum model, which movesphysical education pedagogy further into democratizedlearning while sharing TGfU’s constructivist epistemology.This studymoved our thinking about the value of IG further,as we examined cocreation and coactive engagement andconsidered the potential of the model to promote studentunderstanding of democracy and ethical action.An emergentoutcomeof the research is the coiningof the term “democracyin action” to describe these educational processes.

The team will first introduce the study and its contextand then offer 5 sections that report findings on theprocesses, dynamics, and insights of students and teachersand, in particular, interactive structures as they aroseduring engagement in IG and democracy in action: (a)Sheppard reports on how teachers most effectivelydesigned the learning environment for IG; (b) Berninggives insights on survey data from her 8th-grade studentsthrough both the inventing invasion games unit and the2nd unit of soccer/basketball, with emphasis on knowl-edge and skill transfer; (c) Erin McGinley reports on a 9-step pedagogical process for helping teachers considermoments of aporia and/or difficulty in communications;(d) Steve McGinley reports on pedagogical changes notedby the teachers during the course of the 4-year process; (e)Finally, we conclude by asking presenters the followingquestion: Who are you when you teach?

Introduction to the Symposium Democracy in ActionThrough Inventing Games

J. ButlerUniversity of British Columbia, Canada([email protected])

It was critical that our participating teachers understoodthe emphases and structures of Inventing Games (IG) aswell as the principles and conditions of complexemergence that are used to frame this research. To thisend, the 1st year was organized around 4-day-longresearch sessions—scheduled bimonthly from October2010 through June 2011—in which the investigators, JoyButler, Tim Hopper, and all 6 teacher participantscoinvestigated the relevance and utility of principles ofcomplex emergence though their collective involvement

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in IG. The 2nd year was organized around 3-day-longresearch sessions involving the exploration of unitplanning combining IG with situated ethics. The 3rdyear involved data collection as teachers taught units in IGand subsequent units in institutionalized games. Inves-tigators observed and video-recorded 3 lessons by eachteacher in both units, with the focus being on the students.During the IG unit, these lessons occurred during (a)game construction, (b) game showcasing, and (c)development of strategies in game play. During theinstitutionalized games unit following the IG units, theobservations occurred at the beginning, middle, and endof the units. Following each of these lessons, the studentswere asked to consider their decisions and actions toreexamine the antecedents of their decision making.Surveys and interviews captured these responses to theIG and democracy-in-action processes. Students’ initialviews of games were compared to whether or not theyconsidered the IG teaching and learning environment andtheir expectations of the experiences changed and in whatways. Data gathered from classrooms were analyzedthrough member-checking procedures for students’ levelof probing, depth of engagement, social skills in action,and collective productivity.

Democracy in Action Through Inventing Games:Teachers’ Views About Teaching and Learning

S. McGinleyUniversity of British Columbia, Canada([email protected])

This presentation reports on changes in teachers’educational beliefs in a series of 3 interviews over 4years. The preliminary interview took place at the start ofthe research study in 2010. The 2nd interview occurred atthe end of the 4-year research study in 2014. The finalinterview took place more recently in March 2016, 2 yearsafter the research study.

As a means to examine teacher beliefs as a result of theInventing Games (IG) initiative during the 4 years,teachers completed a Teaching Perspectives Inventory(TPI) at 6-month intervals. This inventory includes 45questions online (Pratt, 2001, 2002). Initially, we used theTPI to construct baselines of the teachers’ beliefs andvalues about learning and teaching games. The TPIidentified, through reflection and dialogue, teachers’ (a)biases in actions (how we teach), (b) intentions (what weare trying to accomplish), and (c) beliefs (why we considerthem important or justified). The changes monitored

through the 6 completed TPIs were discussed with eachindividual teacher during the 2nd interviews in 2014.Major changes in teaching perspectives and key pointsmade by teachers are reported. The final interview, 2 yearsafter the completion of the study, examines if any changesreported have been sustainable. The overall foci will bedirected by the question, “Who are you when you teach?”This presentation includes fresh teacher perspectives onhow democracy in action has changed their practice, howthey have seen the learning process change, and how IGfits into their worldview as global citizens.

Democracy in Action Through Inventing Games:Exploring Moments of Aporia (or CommunicationsDifficulties) as Opportunities for Learning

E. McGinleyMoscrop Secondary School, Canada([email protected])

During the course of 3 years, participating teachersworked closely to develop a 9-step pedagogical process inidentifying, approaching, and reflecting on moments of“aporia” and difficulties in communications during anInventing Games unit. Participating teachers discovered,“rather than seeing these moments of aporia as aneducational failure, teachers who are focused uponemergent learning see them as opportunities for learning”(Butler, personal correspondence). By developing peda-gogical content for decision making, participatingteachers began to note changes in their own teachingpractice. Rather than “reacting” to unexpected events,teachers were able to “respond,” and therefore, their rolewithin the classroom shifted from facilitator to guide.A “shift” also occurred within their students, as theybegan to discuss games in the context of being “fair,”“fun,” “flowing,” “safe,” and “inclusive.” The teacher bothexplicitly and inexplicitly taught students democraticlanguage to use to communicate when a student or groupencounters difficulty or aporia. Collectively, both theteacher and students opened up possibilities forcommunication, and in turn, this communication allowedfor higher-level thinking about the democratic processesthat are present during game play. Teacher participantsreflected deeply about their own pedagogy. Similar to thecliché “You are what you eat,” participating teachersbegan to reflect on the idea of “You are what you teach.”As educators, our pedagogy is as important as thecurriculum we teach; how we approach learning impactsthe most important people in our classroom, the learners.

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As educators, we experience disruptions every day in ourclassrooms; whether we approach those disruptions is achoice. Yes, “teaching situated ethics makes many moredemands on the teacher than running drills, refereeingdodgeball, or coaching. However, there are clear steps thatcan be applied when a group encounters a moment ofaporia or difficulty” (Butler, personal correspondence).

Democracy in Action Through Inventing Games:Student Responses

A. BerningBurnaby North Secondary School, Canada([email protected])

This contribution will follow a coeducational group ofGrade 8 students in their learning throughout a 10-classInventing Games (IG) unit and a 10-class soccer/UltimateFrisbee unit, which both were part of the 3-year study ondemocracy in action through IG. Students were givenquestionnaires before and after each unit.

In the IG unit, students were asked to create a gamethat was fair and fun and flowed nicely. The 1stquestionnaire inquired about what expectation they hadin a games unit, what their general understanding ofdemocratic decision making in a group was, and how itmight apply in playing games in PE. The 2ndquestionnaire asked similar questions immediately afterthe IG unit and further included questions about theirgame understanding and about how a game becomes fun,fair, and “flowing.”

The focus of the 2nd unit was to learn basic skills andstrategies of the institutionalized sports of soccer andUltimate Frisbee. Students had to review their gamesand develop and compare strategies as a team. While thequestionnaires before and after this unit still inquiredabout democratic processes, they also included questionsabout students’ understanding of the games and howthey were able to develop strategy and apply it to bothgames.

This presentation will show how different athleticabilities, gender, and interest levels as well as the IG unitinfluenced students’ understanding of teamwork andgame play. For example, what was the high-level soccerplayer able to learn when working with students whoseabilities and understanding were much lower than his?What was the experience of students who were not usedto team sport and who were taught by a nonspecialist asthey created a game with flow and strategy together withadvanced and confident athletes?

Democracy in Action Through Inventing Games:Setting the Environment

J. SheppardUniversity of the Fraser Valley, Canada([email protected])

This section summarizes what the teachers found in theirplanning and teaching to be most helpful in setting up alearning environment for the Inventing Games (IG) unit.We found that IG units create classroom conditions thatnurture self-determination by allowing students to makechoices, demonstrate competency in a range of roles, andparticipate in supportive peer relationships. As studentslearned through fluid, dynamic game play, they becameengaged and activated by its intrinsic delights. Such thingsas effort, improvement, and mastery were perceived asnatural outcomes of creative play, rather than chores tobe dutifully accomplished. We also noted that studentsneeded to be able to communicate effectively to makeshared decisions in the IG process. Developing a new gamerequires trial and error: Studentsmust be patient with boththemselves and others as they learn to communicateand negotiate. Open dialogue and an emotionally safeenvironment became crucial. One teacher found it helpfulto link to a unit on adventure-type activities where studentshad to solve problems through group decisions. Theseskills then transferred easily to IG. Modifications to rulesand equipment created a can-do environment in whichlearners believed that they could achieve their desiredoutcomes. Self-efficacious students such as these recoverquickly from setbacks; they are also more motivated andmore likely to challenge themselves. As they work withand observe others, they develop tolerance for difference,sensitivity, and empathy. When they invent games,students take ownership and become self-regulating asthey make up and test their own rules and evaluate theireffectiveness. They make choices and discover how theywork out.

Symposium:The Game Performance Assessment Instrument:Twenty Years and Counting!

Chair: S. MitchellKent State University, United States([email protected])

This symposium describes the Game PerformanceAssessment Instrument (GPAI) and its use as a research

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tool and live observation instrument. The GPAI is anauthentic form of game performance assessment becauseit: (a) provides a more complete definition of gameperformance than traditional assessments in games; (b)gives credit for ALL facets of performance, which benefitsthe lower-skilled performer; (c) is flexible in that teachers,coaches, and/or researchers can select the componentsof performance to assess; and (d) assesses selectedcomponents and performance criteria based on what hasbeen taught.

Presentations will include: (a) examples of how theGPAI has been implemented as a coaching language forfaster performance assessments and players’ adjustmentin practices and matches; (b) the use of technology incollecting GPAI data and subsequent data analysis andreflection; (c) the use of GPAI components to foster adeeper analysis of game performance in the GamePerformance Evaluation Tool (García-López, González,Gutiérrez, & Serra, 2014), which is focused on theassessment of tactical awareness (the ability to identifyproblems that arise while a game is in progress and toselect the skills necessary to solve these problems;Mitchell, Griffin, & Oslin, 1994); and (d) the use of GPAIcomponents to develop game performance rubrics,which are based on facets of the GPAI. Their aim istwofold: to offer teachers a basis for teaching content inphysical education and sport and for providing feedbackto learners and to offer teachers a means of formally andformatively assessing students’ progress in becomingmore skillful players throughout the learning process.A final presentation will include (e) a focus on 3summary areas of GPAI utility: (1) assessmentperspective, (2) strategies for using the GPAI process,and (3) the benefits of the GPAI process in relation tostudent learning.

Introduction to the GPAI

S. MitchellKent State University, United States([email protected])

This presentation will introduce the Game PerformanceAssessment Instrument (GPAI) and describe thetransition of its use from a research tool to a liveobservation instrument. First, differences between theGPAI and traditional forms of game performanceassessment are explained. Second, components of theGPAI are defined in terms of their observablecharacteristics. Third, the transition of the GPAI from

a research tool to a live observation instrument isdescribed. The GPAI was originally developed as aresearch tool for studies investigating the impact ofteaching-games-for-understanding instruction in inva-sion and net/wall games (Oslin, Mitchell, & Griffin,1998). However, over time, many teachers began to useit for live assessment of game performance, therebyprompting a rethink on scoring systems due to thetime limitations imposed by assessing under liveconditions (i.e., not from video recording). Examplesof different GPAI scoring systems are provided,specifically a tally scoring system and a rubric-basedscoring system. To conclude this introduction to theGPAI, the instrument is explained as an authentic formof game performance assessment because: (a) TheGPAI provides a more complete definition of gameperformance than traditional assessments in games; (b)the range of GPAI categories enables teachers to givecredit for all facets of performance, which is to thebenefit of the lower-skilled performer; (c) the GPAI isflexible in that teachers, coaches, and/or researcherscan select the components of performance to assess;and (d) teachers can assess the selected componentsand performance criteria based on what has beentaught.

Enhancing Performance Using the GPAI as a CoachingLanguage in Practice and Matches Administration

A. De SouzaLouisiana Tech University, United States([email protected])

The Game Performance Assessment Instrument (GPAI)approach was developed to assess individual gameperformance and serve as feedback to the performerafter performance had already happened. This approachhas kept the performer out of the immediate assessmentand creative process. The GPAI has been demonstrated tobe able to encompass the game and the performer as awhole and creates opportunities for the performer tolearn about efficiency after the games have ended.In competitive sports settings, the most efficient playersand the most efficient teams have shown to be the oneswho can adjust to game needs and create offensive anddefensive solutions during play and not after play, beforethe coaches have to ask for time-outs and not after. Theseactions keep the game unpredictable, when the playerscreate. This presentation will share how the GPAI hasbeen implemented as a coaching language for faster

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performance assessments by the players and players’adjustment in practices and matches. The GPAI languagehas helped players to become more aware of theeffectiveness of their on-and-off-the-ball, tactical, andstrategic choices in the game, and it has provided themwith opportunities to become more creative andindependent, while developing their game intelligenceand performance efficacy. The game components of theGPAI are used in coaching language in practice to bringawareness to the players of what can create game efficacy.Players are encouraged to look into specific gamecomponents depending on what type of goals are beingtrained in practices and what strategies and tactics arebeing followed or created in matches. The content of theGPAI coaching language is guided by “frequencyquestions and goal statements” regarding frequency andefficiency of on-and-off-the-ball skill execution andtactical goals.

Reflecting on Student Learning: Using the iPad toCollect GPAI Data

K. Pagnano RichardsonBridgewater State University, United States([email protected])

Most students look forward to “playing the game” inphysical education. It is often the students’ desire to playthe game that allows the game to be a site for meaningfullearning when games are appropriately modified(Mitchell, Oslin, & Griffin, 2013). Thus, it is importantto document student learning in the context of gameplay. Preservice teachers, however, often struggle todocument and understand the impact of their instructionon student learning. A program in the College ofEducation and Allied Studies at Bridgewater StateUniversity requires students to purchase an IPad.Teacher candidates now have access to app-basedtechnologies (e.g., Dartfish Easy Tag and Videotagger)and handheld digital recording for collection of GamePerformance Assessment Instrument (GPAI) data.Teacher candidates learn to use the technology in theirmethods classes. Data were collected as part of an upper-level methods course, which includes classroom-basedinstruction and fieldwork in an urban high school.Participants were 16 teacher candidates, each coteaching8 to 12 high school students in a 4-day minigames unitof instruction (water polo, volleyball, or badminton). Theunit was focused on 1 tactical problem. Teachercandidates developed the criteria for the GPAI with the

assistance of their professor and created the tool on theiriPads. Teacher candidates were required to collectbaseline GPAI data on the 1st day of instruction, to sharethe data with students on subsequent days, and to collectfinal GPAI data. With the use of an iPad and a teachingpartner, teacher candidates are able to collect GPAI dataand calculate selected indexes with ease throughout theunit. The process of collecting, analyzing, and sharingdata with students allowed teacher candidates to betterfocus on student learning as they engaged in modifiedgame play.

Development of GPAI Components Through GPETGame Context Adaptation

D. Gutierrez and L. M. Garcia-LopezUniversity of Castilla-La Mancha, Spain([email protected])

Decision-making can be assessed at 2 levels. The 1st levelinvolves “what is done,” and the 2nd level evaluates“what should be done” in a particular game context orsituation (Gutiérrrez, González, García-López, & Mitch-ell, 2011). According to Grehaigne, Godbout, andBouthier (1997), tactical-context adaptation providesinformation relative to the tactical process involved in theassessment of performance in team sports, while previousgame performance evaluation tools have only assessedthe tactical product. With regard to this 2nd level ofanalysis, development of the Game PerformanceAssessment Instrument (GPAI; Oslin, Mitchell, &Griffin, 1998) components is proposed. This deeperanalysis of the GPAI is a contribution of the GamePerformance Evaluation Tool (GPET; García-López,González, Gutiérrez, & Serra, 2014). The GPET isfocused on the assessment of tactical awareness and theability to identify problems and make the appropriatedecisions to solve these problems (Mitchell, Griffin, &Oslin, 1994, p. 21). In doing so, a situated view to thebasic tactical problems with regard to attacking(maintaining possession of the ball, penetrating thedefense, and achieving the objective) is adopted. Game-centered approaches (GCAs) to games teaching, andespecially the tactical games model (TGM; Mitchell,Oslin, & Griffin, 2003), develop their lessons from anoverarching tactical problem. For this reason, theevaluation of game performance depending on thetactical problems, as it is proposed in this work, promotesthe alignment between assessment and learning whenapplying GCAs (especially TGM).

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Formally and Formatively Assessing Students UsingGame Performance Rubrics

S. HarveyWest Virginia University, United States([email protected])

Although there are numerous practitioner-orientatedjournal articles and books showcasing different modes ofassessment in games (i.e., Game Performance AssessmentInstrument, team-sport assessment procedure), the use ofthese modes by both researchers and practitioners islimited (Harvey & Jarrett, 2014). Some of the reasons forthis limited use may be due to the instruments’ practicalutility, ability to assess technical and tactical skills both onand off the ball, and the practitioners’ knowledge andability to read and interpret results to ensure they areadequately being embedded into the teaching and learningcycle. Consequently, the aim of this presentation is tooutline the initial stages in the development and validationof a range of game performance rubrics, which have beendesigned through the amendment and extension ofconcepts from the Game Performance AssessmentInstrument. Brewer and Jones’s (2002) 5-step validationprocess was used as a guiding framework for thisdevelopment process. During the presentation, informationpertaining to instrument development will be outlined (e.g.,literature review, amending an existing instrument, contentand face validity, and observer reliability). The eventual aimof these rubrics is to offer practitioners: (a) a basis forteaching content in physical education and sport andproviding feedback to learners, and (b) a means of formallyand formatively assessing students’ progress in becomingmore skillful players throughout the learning process.

GPAI Applications: Critical Responses and Possibilities

T. HopperUniversity of Victoria, Canada([email protected])

In responding to the 5 presentations on the GamePerformance Assessment Instrument (GPAI) approaches,the respondent will focus on 3 areas: (a) assessmentperspective, (b) strategies for using the GPAI process, and(c) the benefits of the GPAI process in relation to studentlearning.

In relation to assessment, consideration will be given tohow the GPAI offers assessments “of/for/as” learningopportunities (Earl, 2003) to enable authentic insights

into how students’ off-the-ball movements enableeffective game performance. This aspect of the responsewill focus on how well the GPAI approaches create thefoundation for more engaged play and skill development.

In relation to teaching strategies, the GPAI offers a way toenable students, both children and student teachers, to seehow players interact with the demands of the game andfacilitates a form of game literacy in the moment and overtime (Mandigo & Holt, 2004). The aspect of this responsewill consider how the GPAI process enables the teaching-games-for-understanding approach to be more effectivelyrealized for a range of skill abilities and understandings.

In relation to learning, the GPAI process creates thepossibility for developing strong perception–action coup-lings in relation to the rules, opponents, and peers’ actions(Hopper, 2011; Tan, Chow, & Davids, 2012) and betweenstudentoff-the-ballmovements and skill selection/execution(Mitchell, Griffin, & Olsen, 2006). The key benefit of theGPAI is that it captures the prerequisites that lead to thedynamics of game play—the emergent moments that createexciting player interactions. Such patterns of play can oftenbe missed with a focus on game-play outcomes or skill tests.The aspect of this responsewill focus on how the elements ofthe GPAI assessment processes presented allow students tosee more, do more, and visualize more effectively how theycan engage in and create more worthwhile game plays.

Symposium:Complexity and the Design of Learning Systems inTGfU

Chair: A. OvensUniversity of Auckland, New Zealand([email protected])

In this symposium, we examine the value that workingwith complexity has to the teaching and coaching ofgames. Each of the 4 presentations provide differentinsights into how teachers, coaches, and researchers areworking with complexity to better understand how youngpeople learn and perform in physical activity settings.We begin with an introduction to the concept ofcomplexity and outline some of the implications for thedesign of learning systems. The next 2 presentationsdiscuss the implications that complexity has for embodiedlearning and working with young people in modern,highly mediated settings. Overall, the symposium aims tointerrupt our traditional understandings of what it meansto know, learn, and teach and focuses instead on how newunderstandings from theories of complexity can help

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practitioners enhance their teaching, coaching, andresearch practices.

Tactical Disturbances: Exploring the Complexity ofTactical Learning in Basketball

V. MinjaresAuckland University of Technology, New Zealand([email protected])

This presentation explores the learning experiences ofmembers of a secondary school boys’ basketball team inAuckland, New Zealand. In particular, it takes interestin how male adolescent team members experience thetactical and strategic aspects of sport learning anddecision making amid the intersecting sociomaterialcontexts of their everyday lives. Drawing on a relationalontology and the theoretical framework of complexity,this study recognizes the embodied, extended,embedded, and enacted nature of cognition in sport.Participant ethnographic data have been collected acrossa range of training, competition, school, and teamsettings, including not only the focal team of interestbut outside participation settings as well. This nestedcase study traces over time the tactical challenges facedwithin and across sport settings, embodied sensemaking in play, contextualized approaches to tacticallearning and development, and how features of theschool-sport ecosystem constrain and afford suchprocesses. The findings help explain sport-basedlearning, curriculum, and decision making as complexprocesses that unfold over time from interactions of thesociomaterial context. Studying tactical learning experi-ences has relevance for human development throughsport, particularly the intersection of cognition, learning,team sports, and the academic mission of educationalinstitutions.

Making Sense of Complexity and Its Implications forTeaching and Coaching

R. PucheggarUniversity of Auckland, New Zealand([email protected])

This presentation provides an overview of the concept ofcomplexity and its implications for how teachers andcoaches might design activities for student learning. In thepast 2 decades, increased attention has been paid to thecomplexity of educational phenomena. The orthodox

approach tends to explain education as a linear processcapable of being understood at the level of its independentand constituent parts. Complexity provides ways ofunderstanding that embrace uncertainty, nonlinearity,and the inevitable “messiness” that is inherent in gamesettings. The presentation will argue that for coaches andteachers, complexity provides a way of viewing theconnectedness inherent in playing games and accommo-dates the influence of feedback loops and enablingconstraints, the ability of participants to self-organize, andthe nested nature of related systems. The presentationconcludes by suggesting that teachers and coaches have totap into the generative potential of complexity thinking todesign teaching and coaching systems that foster the typesof learning and performance outcomes conducive toquality learning.

Embodied Learning: A Simplified PedagogicalComplexity

S. VisawanathUniversity of Auckland, New Zealand([email protected])

This research uses a complexity thinking framework toexamine teachers’ beliefs in embodied learning and theimplications for modern pedagogies.

By problematizing the ethnographic accounts by NewZealand-based teachers with philosophical and scientifictheories, the presentation will elaborate on the following 3claims: (a) Teachers exhibit an innate sense ofembodiment and desire to provide opportunities forstudents to learn through their “bodies”; (b) teachers haveinsufficient knowledge of the mechanics and philosophiesbehind embodied learning to be able to use it effectively intheir pedagogies; and (c) embodied learning must play anessential role in modern education.

The Complexity Turn in Sport and Physical Education:Reflecting on an Emerging Field

A. OvensUniversity of Auckland, New Zealand([email protected])

In this presentation, I bring together some of the threadsimplicit in the previous presentations and consider howthese enact a particular way of theorizing educationalphenomena. In acknowledging that there has been anincreased interest in the idea of “complexity theory,” the

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main suggestion underpinning this presentation is that onedoes not have to “talk complexity theory” to research anddiscuss complex matters in teaching and coaching. Rather,attention is brought to understanding how complexity caninform the design of learning systems that enable youngpeople to play games with skill and pleasure.

Symposium:Learners as Complex Systems: Basic Moves,Modification-by-Adaptation, and Social CoordinatedMimicry

Chair: T. HopperUniversity of Victoria, Canada([email protected])

The purpose of this symposium is to explain theconnection in our work in curriculum development,motor learning, and sport pedagogy to a common interestin complexity theory. The session will focus on early-yearsphysical education; however, insights will inform theapplication of teaching games for understanding at alllevels of school and community sport programs. Unitedby a common interest in the emergent nature of learningwithin simple, focused, modified games, we will focus onembodied learning. In this way, cognition is not arepresentation of an independently existing world, butrather, it is a “bringing forth” of a world throughprocesses of learner engagement, adaptation, and self-organization around a common attractor/intent. Key forcreating common attractor states for learners is the idea ofmodification by “adaptation” where the outcome of agame encounter is to increase the challenge to a successfulplayer. The symposium will offer 3 phases: (a) outline ofan early-years physical education curriculum approachcalled “Basic Moves,” which centers on a recursive processof learning through adaptive, creative, and technical tasksto set the broad context for teaching physical education;(b) explanation of the role of social coordinated mimicryin student learning with a focus on how groups of dyadsand triads can be designed to maximize the mimicry ofstable skill patterns between players with differentabilities; (c) practical exploration, using a simple net/wall modified by an adaptation game, to demonstrate howthe combination of different types of tasks, with groupsconstructed with a diverse range of playing abilities, canlead to stable skill patterns emerging from socialcoordinated mimicry.

The session will discuss the role of teacher questioningin this process to enable students’ ability to read

game cues, both opponent and game structure, andthe importance of creating games where any playercan win.

Application of Social Coordinated Mimicry:Net/Wall Example

T. Hopper1 and J. Rhoades21University of Victoria, Canada; 2University of NorthDakota, United States([email protected])

Demonstrating a practical exploration of learning toplay net/wall games, this part of the symposium willshow how a simple throw catch game can be used tocreate the conditions for learning to emerge throughsocial coordinated mimicry (Chartrand & Bargh, 1999;Richardson, Marsh, Isenhower, Goodman, & Schmidt,2007). Social coordinated mimicry implies that there isa higher degree of coordination for conditions inwhich pairs are visually coupled. We suggest thatwhere 2 players’ physical interactions are coupled withthe intent of a modified game, it is more likely that asocial coordinated mimicry to more stable efficientmovement patterns increases. It is our premise that ingame play, novice players can unconsciously draw onmore stable efficient movement patterns from compe-tent opponents when both players are adapting toconstraints that allow similar potentials for success(Hopper, 2012).

Framed by complexity thinking, this practical willdemonstrate how a diverse pairing of players (1competent, the other novice) will be combined in aseries of task constraints that are cooperative, creative,adaptive, and technical in relation to a modified-by-adaptation game. The key idea in the tasks will becreating common attractor states for players in relationto efficient off-the-ball movements to select andexecute sending skills. The modification-by-“adap-tation” game will be designed so that the outcome ofa game encounter results in an increase in thechallenge to a successful player. This process theninitiates the next game encounter between the 2players in a recursive process of playing, adapting, andthen playing again (Hopper, 2011). Through obser-vation, we will explore how this engagement results insocial coordinated mimicry as the more competentplayer is forced to play at the optimum level of theirability to cope with the less competent player’s gamestructure advantage.

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Social Coordinated Mimicry: Theoretical Applications ofCurrent Research

J. Rhoades1 and T. Hopper21University of North Dakota, United States; 2Universityof Victoria, Canada([email protected])

Studies have repeatedly demonstrated that socially con-nected dyads will tend to mimic psychomotor behaviors.Essentially, paired participants who have visual contact willmimic each other’smovements (Nagasaka, Chao,Natoya,&Fujii, 2013). Additionally, it has been found that socialrapport and competence have influence on this sociallybased mimicry (Chartrand & Bargh, 1999). These findingssupport certain notions of complexity theory—specifically,ideas of constraints-based adaptations. For instance,examining students as complex adaptive systems (Hris-tovski, Davids, Araujo, & Passos, 2011), whose behaviorsadapt to task, learner, or environmental constraints(Williams & Hodges, 2005), it becomes apparent thatevery student within the learning environment represents acomponent of the environmental constraint. Thus, therehypothetically should be an observable influence betweendyadically and triadically paired students, regardless of thepairingmotivation. Specifically, each time a student learns anew behavior, it changes the learning environment for everyother student and thus should create adaptive pressure foreach of the other students. This adaptive pressure could be areason for the identification of socially coordinatedmimicrybetween dyadically paired individuals.

Applications of these findings for physical education orcoaching might provide unique instructional strategies.Specifically, understanding the directionality of mimicry—that is, who mimics and who is mimicked—may provideinstructional designers with a method by which to engagestudents who have traditionally been nonengaged. Further,classroom pairing or practice strategies to take advantage ofsocially coordinated mimicry could allow for a greaterdegree of individual skill development.

Complexity Thinking and Early Childhood PhysicalEducation

M. Jess and N. CarseUniversity of Edinburgh, United Kingdom([email protected])

This presentation discusses how complexity thinking andecological perspective have been used to inform the

design of an early childhood physical education frame-work. In the presentation, we discuss how key complexityprinciples have helped with the creation of conditions todesign flexible learning tasks that support the coexistenceof outcomes highlighting both predictability and unpre-dictability and also similarity and diversity. Accordingly,we present an early childhood physical educationframework composed of 2 interrelated components:core learning and applications. Employing examples fromEarly Moves (Jess & MacIntyre, 2009) and Basic Moves(Jess, Dewar, & Fraser, 2004), we consider how corelearning concentrates on learning experiences thataccommodate the complex interaction of children’sholistic learning to integrate the efficient, adaptable, andcreative attributes needed for successful participation inearly-years games and other physical activity applications.Concurrently, we also consider how the early childhoodframework posits the need for a pedagogical approachthat supports this complex learning process by activelyacknowledging children’s different starting points, therecursive elaboration process involved, and the manypotential connections within, across, and beyond thephysical education setting. The presentation concludes byhighlighting how this complex vision of early childhoodphysical education should not be viewed as a set of“building blocks” or “fundamentals,” but as a movetoward the design and delivery of learning experiencesthat seek to scaffold the nonlinear nature of children’score learning. In addition, leading to the nextpresentation, we acknowledge the interactive nature ofchildren’s learning by highlighting how teachers cancreate adaptive constraints in which diversity is used as anasset to benefit social coordinated mimicry as a feature ofchildren’s learning.

Symposium:A Critical Evaluation of Limits and Prospects of theSimple Heuristic Approach, Ball-School Approach,Ecological Dynamics Approach, and TGfU ExplainingDecision Making in Sports

Chairs: M. Raab and L. MusculusGerman Sport University, Germany([email protected])

Recently, teaching games for understanding (TGfU)proponents asked 10 questions, and we will focusspecifically on the 4th: How can complexity thinking beutilized to shape day-to-day physical education andcoaching practices?

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We compare in this session current approaches ofteaching decision making and invited experts on thesimple heuristic approach (Musculus), the ball-schoolapproach (Lopes), the ecological dynamics approach(Araujo), and TGfU approaches (Harvey) for a criticalevaluation of the limits and prospects of each approach.First, focusing on elite youth soccer players, thedevelopment of decision making testing the take-the-first heuristic will be presented, and conclusions for anage-related decision-making training will be drawn(Musculus et al.). Second, based on a ball-schoolapproach, the effect of explicit, implicit, and sequentialpractice on decision making and skill execution in youngbasketball novices will be examined (Lopes et al.). Third, atraining program for soccer to promote collective tacticalbehavior will be presented from an ecological dynamicsapproach (Araújo & Silva). Finally, current research ondecision making in sport will be critically discussed from aTGfU perspective, and ideas on how the “interpersonal”aspects of decision making can be fostered using severalpedagogical strategies, skills, and knowledge will beprovided (Harvey et al.). In conclusion, we will discuss forwhich situation or person involved a particular learningmechanism should be beneficial and how it can be trained(Raab and Musculus as discussants).

The Effect of Top-Down and Bottom-Up Processes inthe Development of Game Performance in Basketball

M. C. Lopes,1 K. Roth,2 and P. J. Greco31Federal University of Vicosa, Brazil; 2University ofHeidelberg, Germany; 3Federal University of MinasGerais, Brazil([email protected])

The number of models of teaching sports games has beengrowing recently. The models can lie more toward theexplicit dimension of learning (e.g., teaching games forunderstanding) and would refer to the top-down processor lie more toward the implicit learning pole (e.g., ballschool) while emphasizing the bottom-up process.However, it is not clear how these learning processesshould be applied on the road to learning games. Thisfield-based study investigated the effect of explicit,implicit, and sequential learning (implicit–explicit)processes in the development of game performance ofbasketball beginners when technical and tactical trainingare combined. The participants were 70 novices inbasketball, aged 9 to 12 years old. The experimentalgroups followed 3 different methods of training: (a)

explicit practice for the development of declarativeknowledge, (b) implicit practice for the development ofprocedural knowledge, (c) sequential practice (implicitfirst and then explicit), and (d) a control group thatparticipated only in the measurements. All interventiongroups trained for a period of 5 consecutive days, whichamounted to a total duration of 25 hr. A pretest and aposttest in the form of a 3 £ 3 game measured, throughthe Game Performance Assessment Instrument, theaccuracy of the decision making and skill execution.The results show a significant effect of groups on thedecision-making test, F(3, 66) ¼ 4.72, p ¼ .005, h2 ¼ .18,and skill execution test, F(3, 66) ¼ 5.17, p ¼ .003,h2 ¼ .19. A post-hoc analysis shows that the sequentialgroup ( p , .05) and the explicit group ( p , .05) weremore accurate than the control group on the decision-making test. In the skill execution test, the sequentialgroup ( p , .01) and the implicit group ( p , .05)outperformed the control group. It seems that explicitinstruction is necessary to improve accuracy of decisionmaking, while to enhance the skill acquisition is moreimportant for the accumulation of procedural knowledgein the early stages of learning.

Training of Team Decisional Behavior in Football Froman Ecological Dynamics Approach

D. Araújo1 and P. Silva2,31University of Lisbon, Portugal; 2FC Zenit, Russia;3University of Porto, Portugal([email protected])

Ecological dynamics has developed a 3-stage model oflearning to explain to practitioners how to deal withdifferent perceptual-motor learning rates. These stagesare nested together—not sequentially where 1 comesbefore the other, but as concurrent processes ofexploration and reinforcement (Renshaw et al., 2015).The stages include: (a) search, exploring system degrees offreedom to achieve a task goal; (b) discover, exploring tasksolutions and strengthening them; and (c) exploit,exploiting perceptual-motor degrees of freedom. In thistalk, we extend this model to address team behavior (Silvaet al., 2016). An ecological dynamics approach advocatesthat intrateam synchronization for decisional behavior tosolve match problems is governed by locally createdinformation, which specifies shared affordances respon-sible for synergy formation. To verify this claim, weevaluated coordination tendencies in 2 newly formedteams of recreational players during association football

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practice games, weekly, for 15 weeks (13 matches).We investigated practice effects on 2 central features ofsynergies—dimensional compression and reciprocalcompensation—here captured through near in-phasemodes of coordination and time delays between coupledplayers during forward and backward movements on thefield while attacking and defending. The results verifiedthat synergies were formed and dissolved rapidly as aresult of the dynamic creation of informational proper-ties, perceived as shared affordances among performers.Practicing once a week led to improvements in thereadjustment delays between copositioning team mem-bers and enabled faster regulation of coordinated teamactions.

A Holistic Approach to Decision Making in Gamesand Sport

S. Harvey,1 A. Mouchet,2 and R. Light31West Virginia University, United States; 2UniversityParis-Est Créteil, France; 3University of Canterbury, NewZealand([email protected])

Traditionally, research into decision making in sport haspredominantly been conducted from a cognitivistperspective centered on elucidating the differencesbetween “experts” and “novices” using experimentaldesigns in laboratory settings. Light (2008) recentlycritiqued such an approach to the study of decisionmaking as it reflects a “dualism” between mind and bodyand a mechanical view of learning that reduces learning askill to a number of individual small parts. This view oflearning fails to take into account the creative, dynamic,and unpredictable manner in which the mind works andthe unpredictable and chaotic nature of team sports.In this way, cognitivist, deterministic approaches areunable to adequately account for the participants’ “livedexperiences” of decision making from within anecologically valid game context. What is more, develop-ments in this research have been hampered by the factthat many researchers see decision making as tacit andinnate and not amenable to teaching and/or coaching.Consequently, research needs to move beyond simplyexamining the “intrapersonal” (within the body) aspectsof decision making to the “interpersonal” (outside of thebody) aspects of decision making, which are also crucialto learning and developing a holistic, embodied under-standing of team games within physical education andyouth sport.

The aims of this presentation are to: (a) examine andcritique the current research on decision making insport and offer an alternative theoretical perspective;and (b) suggest ways that physical education teachersand youth sports practitioners can develop the“interpersonal” aspects of decision making throughusing an array of pedagogical strategies, skills, andknowledge.

This pedagogical understanding forms a basis fromwhich practitioners can help performers grasp a morenuanced and holistic understanding of the “interperso-nal” nature of tactics with respect to “time to action.”The presentation will conclude by overviewing how“field-based” phenomenological research methodologiesmay be utilized to study the “interpersonal” aspects ofdecision making.

Monitoring the Development of Elite Youth SoccerPlayers’ Decision Making: Implications for Age-RelatedDecision-Making Training From a Simple HeuristicApproach

L. Musculus, B. Lobinger, and M. RaabGerman Sport University Cologne, Germany([email protected])

In sport, quick decision making is of high importance.For adults, strategies like the take-the-first heuristic(TTF) differentiate between expertise levels. So far,research has rarely focused on how youth athletesdevelop or are trained regarding their decision-makingskills. This longitudinal study (t1– t4, 6-month intervals),therefore, examines how decision making develops todraw implications for age-related, cognitively orienteddecision-making training. Using a temporal occlusionparadigm in a within-subjects design, 97 players aged 6to 13 years old (“under 8” [U8]–“under 14” [U14]teams) generated options with and without time pressureby marking them on a touchpad and make a decision fortheir personal best option. Results of t1 indicate thatplayers generate fewer options with time pressure incomparison with the number of options without timepressure, F(1, 95) ¼ 8.513, p ¼ .004, partial eta2 ¼ .08.The 1st option is selected to be the best, according toTTF, more frequently in the time pressure condition,x2(1) ¼ 11.60, p ¼ .001. Furthermore, youth players’dynamic inconsistencies, meaning the mismatch betweenthe 1st intuitive and final choice, are apparent in 22% ofthe decisions made with and 29% of the decisions madewithout time pressure. Regarding age-related changes,

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decision-making process variables show, by trend, acurvilinear relation to the different-aged U8 to U14teams. Compared with adults, age-related differencesbecame apparent regarding dynamic inconsistency rates,which indicate that decision-making processes areindeed influenced by developmental changes.To identify sensitive phases for cognitively orienteddecision-making training, age-related changes of thedecision-making process will be discussed while takingadditional study results (t2, February 2016) into account.From a simple heuristics approach, implications for anage-related decision-making training for players, coa-ches, and clubs will be discussed accordingly.

Symposium:Dynamic Match Analysis

Chair: H. FolgadoUniversity of Evora, Portugal([email protected])

Recent technological development has enabled research-ers to gather data from different performance scenarioswhile considering players positioning and action eventswithin a specific time frame. This technology varies fromglobal positioning systems to radio frequency devices andcomputer vision tracking, to name the most common, andaims to collect players’ time motion data and enable thedynamical analysis of performance. Team sports—and inparticular, invasion games—present a complex dynamicby nature based on the interaction between 2 opposingsides trying to outperform 1 another. During match andtraining situations, players’ actions are coupled to theirperformance context at different interaction levels.As expected, ball, teammates’, and opponents’ positioningplay an important role in this interaction process. Butother factors, such as final score, teams’ developmentlevel, and players’ expertise, seem to affect the matchdynamics.

In this symposium, we will focus on how differentconstraints affect invasion games dynamics during bothmatch and training situations. This relation will beestablished while underpinning the importance of theseeffects to game teaching and performance optimization.Regarding the match, different performance indicatorsbased on spatial-temporal relations between players andteams will be presented to reveal the interactionprocesses that form the crucial component of gameanalysis. Considering the training, this symposium will

address the relationship of small-sided games with full-sized matches and will present how players’ dynamicalinteraction affects different performance indicators.

Small-Sided Games: An Optimal Training Tool toRepresent Tactical Match Demands in Elite-StandardYouth Soccer Players?

S. B. H. Olthof,1 and W. G. P. Frencken,1,2,3 andK. A. P. M. Lemmink11University of Groningen, The Netherlands; 2HanzeUniversity of Applied Sciences Groningen, TheNetherlands; 3Football Club Groningen, TheNetherlands([email protected])

Small-sided games are an often-used training tool insoccer practices. They have proven to provide asimultaneous physical, technical, and tactical trainingstimulus for soccer players. Small-sided games replicatethe tactical character of a match, but in a simplifiedformat with reductions in number of players and pitchsize. Like full-sized matches, players have to interact withteam members and opponents to succeed in their task:score a goal or try to keep the opponent from scoring.However, whether teams show similar tactical behavior insmall-sided games as in full-sized matches is largelyunknown.

Previous research has shown that the pitch size is amajor influence on the tactical performance of playersduring small-sided games. These findings demonstratethe importance of the effect of field dimensions onplayers’ behavior on the pitch. It is also suggested that thedimensions of the full-sized match should be adopted insmall-sided games. That is, the individual area of a playerin a full-sized match (i.e., 320m2) should also be appliedin small-sided games.

To identify the effect of these pitch dimensions on thetactical representativeness, a series of small-sided gameswas played with a different number of players and withan individual playing area of 320m2. Tactical teamvariables were calculated from positional data collected(local position measurement system) of an elite-standardyouth soccer team during 5-v-5, 7-v-7, 9-v-9, and 11-v-11 games in training sessions and 2 full-sized matches.Results of the tactical team performance and interactionpatterns provide tools for the soccer coach to designsmall-sided games in training sessions to match thespecific aspects of tactical behavior of full-sized matches.

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Real-Time Quantification of Dangerousity in SoccerUsing Spatiotemporal Tracking Data

D. Link, S. Lang, and P. SeidenschwarzTechnical University of Munich, Germany([email protected])

This study describes an approach to quantify attackingand defending performance in soccer. Our methodcalculates a quantitative representation for the probabilityof scoring a goal for each moment a player has individualball possession—we call this quantity “dangerousity.” Thealgorithm takes the positional information of players andthe ball and uses the 4 dangerousity components of zone,control, pressure, and density. The indicator ofperformance quantifies the count and quality ofdangerous situations of a team in a given time span,whereas dominance represents the performance differ-ence of 2 teams.

Our evaluations are based on matches (N ¼ 64) of theGerman Bundesliga during the 2014–2015 the season.The statistical correlation between the winning prob-ability (calculated from betting odds) and the perform-ance indicators of goal difference (r ¼ .55), shotdifference (r ¼ .58), passing accuracy difference(r ¼ .56), duels won (r ¼ .24), and ball possession(r ¼ .71) shows that dominance (r ¼ .82) has a greaterpotential to explain team performance compared withstandard indicators. We use these metrics to analyzesingle game actions, describe the effect of interventions ormain events in matches, and characterize the efficiency ofteams in the course of a season.

Spatial-Temporal Patterns of Play Constrain theSuccess of Defensive Actions in Association Football

B. Travassos,1,2 R. Monteiro,3 P. Marques,4 andR. Duarte51University Beira Interior, Portugal; 2Research Centre inSports Sciences, Health Sciences and HumanDevelopment, Portugal; 3Rio Ave Football Club,Portugal; 4Football Performance, City Football Services,United Kingdom; 5University of Lisbon, Portugal([email protected])

In team sports, tactical behavior emerges according tothe interdependent spatial-temporal relations of playersand teams. In this study, we investigate the spatial-temporal relations between players and teams that

constrain successful emergent actions of the defensiveteam. We compared sequences of play in which a passperformed “in between defensive lines” was or was notintercepted. The analysis implied the measurement ofinterpersonal distances between players and teams.Ninety-one sequences of play from 3 matches of aprofessional Premier League team (2010–2011 season)were classified as intercepted (IP; N ¼ 26) andnonintercepted (NIP; N ¼ 65) passes. Two-dimensionalplayer trajectories (ProZone3w, Prozone Holding Ltd,Leeds, United Kingdom) with a frequency of 10 Hzwere considered for analysis. At the team level, IPrevealed higher values than NIP on distances betweengeometrical centers of teams and the width ratiobetween teams. Higher values of width in attackingteams were observed for IP compared with NIP.In contrast, lower values of width for the defendingteam were registered for IP with to NIP. At the locallevel, the analysis of the distances between defendingand attacking players revealed lower distances betweenthe ball carrier, ball receiver, and immediate defendersfor IP than compared with NIP. In contrast, selectvariables were observed to be higher for IP comparedwith NIP. These findings highlight the importance ofusing positional data to support coaches’ knowledgeand intervention. Through the identification of tacticalprofiles of play of certain groups of players or the teamin general, it will be possible to determine with betterprecision the vulnerabilities or the potential of theteam in different game moments. Foremost, these dataalso revealed clear implications for training design oncecoaches can improve the players’ attunement to themost relevant information sources in this specific gamescenario.

Changes in Offensive Tactical Performance AmongUnder-13 Basketball Players During 4 Months ofTraining

T. J. Leonardi,1,2,3 A. L. A. Soares,1 D. V. C. Brasil,1

M. C. Boscariol,1 C. E. Goncalves,4 H. M. Carvalho,1

and R. R. Paes11University of Campinas, Brazil; 2Adventist Faculty ofHortolândia, Brazil; 3Faculty of Jaguariúna, Brazil;4University of Coimbra, Portugal([email protected])

Game performance development is the focus of theteaching– learning process in team sports where tactical

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decisions are key factors for success. In the presentstudy, we examined changes of on-the-ball tacticalperformance in under-13 basketball players during a 4-month training period. A total of 15 players (female,N ¼ 7; male, N ¼ 8) aged 12.6 ^ 0.7 years participatedin the study. Chronological age, stature, and body masswere considered. A standardized 3-v-3 condition (half-court, 10min duration) was observed from August 2015to December 2015. The team-sport assessment pro-cedure (TSAP) proposed by Gréhaigne, Godbout, andBouthier (1997) was used to assess players’ on-the-balltactical performance. The rate of somatic growth duringthe 4-month period of training was 1.51 cm (90 % CI[0.98, 2.05]) and 1.44 kg (90 % CI [0.41, 2.47]) forstature and body mass, respectively. The magnitude ofbody size changes was moderate at best. The TSAPoffensive performance index had an increase of 39.4%(90% CI [17.6, 65.3) on average, and the effect size waslarge (d ¼ 0.97, 90% CI [0.47, 1.47]). However, asomewhat large within-players variability was observed(29%; 90% CI [21.4, 46.0]). No differences wereobserved by gender. The increase in the TSAP indexshowed that the test was sensible for the on-the-balltactical performance assessment of female and maleunder-13 basketball players, and it proved to be a usefultool for teachers and coaches.

Symposium:Sustained Collaborative Adventures in TGfU:Communities of Practice

Chairs: H. Bohler1 and D. Sheehy21Westfield State University, United States; 2BridgewaterState University, United States([email protected])

In this symposium, presenters will explore and share howparticular communities of practice (CoP) are organizingto develop a shared knowledge and support system forlearning and promoting teaching games for under-standing. CoP refers to “any collectivity or group whotogether contribute to shared or public practices in aparticular sphere of life” (Kirk & Macdonald, 1998,p. 380).

Wenger (2007) underlined 3 CoP elements: (a)Members share a domain of interest; (b) membersactively pursue that interest; and (c) through sustainedinteraction, members develop a shared practice. Thissession will be valuable for those interested in promoting,

establishing, and engaging in collaborative practiceswithin a sustained, supportive environment.

Game Curriculum Based on Legitimate PeripheralParticipation

N. SuzukiTokyo Gakugei University, Japan([email protected])

Most teachers implement a modified game based on anofficial competitive sport when using teaching games forunderstanding. Games are shaped in various ways,including modification of the number of players, thecourt size, the rules, and the type of equipment used.These modifications are used to mirror and facilitatetactical problems evident in sport. Many teachers struggleto use modification for shaping games to be effective intransforming student tactical awareness for game play.This approach can be considered to be a top-downapproach, which focuses on the sport style. Thispresentation will offer 1 strategy that has been conceivedfor learning to teach games that does not focus onknowledge of the official sport, but rather tacticalawareness by experiencing game play. The presentersuggests that the art of learning to teach tactical awarenessis in the community of practice of preservice teachers(PTs) during participation. The presenter will share howlearning can be situated and decomposed into stages andinitiation rituals. Players participate in the game fullyusing a step-by-step curriculum map based on commontactics of the type of games, the competitive task, and goal.A new game curriculum based on legitimate peripheralparticipation at one Japanese university will be shared.Also, the presenter will introduce the professionaldevelopment that incorporated this same frameworkwith in-service teachers to develop their professions withPTs.

Teaching Life Skills Through TGfU Game Play:International Collaboration of CoPs

J. SheppardUniversity of the Fraser Valley, Canada([email protected])

The Champions for Health Promoting Schools Programis dedicated to improving the life chances of children andtheir families in Antigua, West Indies. Through healthand physical education initiatives, the Champions

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program expands opportunities for students to playleadership roles at school and in the community in whichthey live; relate academic learning to care for self, others,and environments that support growth; and build bridgesbetween community leaders, educators, health projects,and school projects. With the sustainable support fromthe Physical Education and Health and Family LifeDepartments within the Antiguan Ministry and commu-nity partners, the Champions program has successfullyimplemented the teaching-games-for -understandingmodel as a strong vehicle to support the learning ofboth tactical and physical game play as well as theimpactful teaching of life skills. Life skills learned by thestudents and defined by the United Nations include:communication and interpersonal skills, decision-makingand critical-thinking skills, and coping and self-manage-ment skills (UN Children’s Emergency Fund, 2012).By the end of this portion of the session, the 3 elements ofcommunities of practice will be highlighted with practicaland research-infused knowledge, experiences, anddynamic discussion about this internationalcollaboration.

Peer Mentoring: On the Move to Legitimate PeripheralParticipation

D. Sheehy1 and H. Bohler21Bridgewater State University, United States; 2WestfieldState University, United States([email protected])

The purpose of this presentation is to describe how peermentoring has been used at 2 universities to supportpreservice teacher (PT) development, not only in teachinggames for understanding (TGfU) pedagogy, but in theprofession. In the peer mentoring process, upper-levelPTs are invited to “coteach” with the professor in asophomore-level premethods game course. In the gamescourses, TGfU is the model learned about and practiced.Upper-level PTs are invited to be peer mentors based ontheir interest to learn and develop their knowledge inTGfU. Often, these upper-level PTs need/want a semesterof further experience and teaching practice prior to theirfinal practicum to develop confidence and deepenpedagogical content knowledge. At each university, peermentors take on some of the following roles andresponsibilities with the professor: planning, teaching 1to 2 model lessons, offering feedback on peer teachers,supporting lower-level students by answering questionsrelated to planning and teaching, reflecting with the

professor on student progress and use of TGfU, andestablishing interrater reliability with Game PerformanceAssessment Instrument assessments on lower-level PTs’performances. Peer mentors can be used as a tool tofacilitate access to lower-level PTs’ needs and concerns,drawing them both closer to legitimate peripheralparticipation. By involving peer mentors, a reciprocalvalue among professors, peer mentors, and PTs can becreated and acts to support PT development toward thedomain, the community, and the practice.

Reflecting Back and Looking Forward: A TGfU GraduateCohort

K. Pagnano RichardsonBridgewater State University, United States([email protected])

The purpose of this session is to share the conceptual-ization and implementation of a teaching games forunderstanding (TGfU) graduate cohort at 1 university.The presenter will discuss features of this program, reflecton how this cohort served as a vehicle for a community ofpractice among educators in the state, and provideinsights for possible future directions. In the summer of2014, Bridgewater State University admitted its 1st cohortof students into the Master’s of Science in PhysicalEducation, TGfU concentration. The program wasdesigned to have a powerful face-to face component todevelop a community of practice and allowed graduatestudents to develop a deep understanding of thetheoretical, philosophical, and practical dimensions of aconstructivist approach to teaching and learning inphysical education. Through engagement with the currentliterature in education, reflection on their own practice,and engagement in the research process, studentsexplored the impact of applying student-centeredapproaches on teaching and learning in K–12 physicaleducation. The 2014–2016 cohort began with 5 physicaleducation teachers who had completed an initial licensureprogram in physical education, and current enrollmentfor the 2016–2018 cohort is projected to be 8 students.Some of the lessons learned include the impact of peer-to-peer support, the benefits and challenges of integratingnoncohort students in classes with the cohort, thechallenge of recruiting and retaining students, and thefinancial strains of completing a program in 2 years. Forthe 2016–2018 cohort, the next steps include changingthe admission criteria and process, rethinking thecurriculum to better support research proposal design,

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and a continued focus on the Summer Institute, whichfeatures a TGfU conference to engage students in abroader community of practice.

Symposium:Implicit Motor Learning: Applying Research Evidenceto Real-World Contexts

Chair: D. G. SladeMassey University, New Zealand([email protected])

Applying Implicit Teaching Methods Using a Teaching-Games-for-Understanding Model of Learning forImproving Performance in the Overarm Throw in aPhysical Education Context

D. G. Slade and D. J. CochraneMassey University, New Zealand([email protected])

Finding a practical application of the theoretical constructof implicit learning in school physical education lessons ischallenging. According to van der Kamp, Duivenvoorden,Kok, and van Hilvoorde1 (2015), the model of teachinggames for understanding (TGfU) may provide anappropriate dual-task implicit learning environmentwhen teachers undertake motor skill instruction forlarge groups.

The authors explored van der Kamp et al.’s (2015)hypothesis by applying implicit teaching methods usingthe TGfU model for improving performance in theoverarm throw. One hundred students (48 boys and 52girls) enrolled in Years 7 and 8 at a lower North Islandschool in New Zealand volunteered for the study. Fourclasses were randomly assigned to a treatment group or acontrol group that consisted of 50 students per group (24boys and 26 girls). The mean ages of both groups werenearly identical (11.5 ^ 0.6 years for treatment and11.5 ^ 0.5 years for control). Through a quantitativequasiexperimental, field-based design, every studentperformed pretesting and posttesting of the distancethrow, accuracy throw (AT), and choice reaction-timethrow.

The control group continued with its assigned physicaleducation program, while the treatment group partici-pated in 6 TGfU lessons that in structure and equipmentfacilitated the employment of an overarm throw overvariable distances, involving choice decision making and

when scoring points, throwing at targets identical to thosein the AT. The lessons culminated in a sport education-styled final tournament.

In 6 lessons, no student sought feedback on theoverarm throwing technique, suggesting the TGfUcontext achieved an implicit-learning dual-task environ-ment. Issues of team games versus equal techniqueengagement opportunities remain unresolved.

The posttest did not reveal any significant differencesbetween the treatment and control groups. The treatmentgroup also undertook a postprogram questionnaire thatindicated very high levels of enjoyment and satisfactionwith the teaching experience.

Errorless Learning: An Implicit Approach Applied toFundamental Movement Skills

C. M. Capio,1 J. M. Poolton,2 K. F. Eguia,3 andR. S. W. Masters41University of Waikato, New Zealand; 2The University ofHong Kong, China; 3Leeds Beckett University, UnitedKingdom; 4Therabilities Inc., Philippines([email protected])

Errorless learning is one paradigm of implicit motorlearning and has been suggested to be suitable for thepromotion of fundamental movement skills (FMS)proficiency in children of varying abilities. By reducingthe number of practice errors early in learning, stablemovement performance is achieved in the face ofconcurrent tasks that may be competing for cognitiveresources. Errorless learning has been used to train theFMS of overhand throwing within the context of physicaleducation (PE), leading to improved performance thatwas stable in the presence of secondary cognitive tasks(Capio et al., 2013a). The fact that skills were unaffectedby secondary cognitive tasks not only supports theimplicit nature of the approach, but also justifies theapplication in children with cognitive limitations (i.e.,intellectual disability).

The errorless learning approach generated similarstable improvements in movement performance amongchildren with intellectual disability (Capio et al.,2013b). In this current study, errorless learning wasfurther applied by targeting other object control skills(strike, dribble, throw, catch, kick) among childrenwith intellectual disability (N ¼ 20; Mage ¼ 8.7 ^ 0.8years). Those allocated to training attended 8 weeklygroup practice sessions; the control group had an 8-week waiting period. Components of the Test of Gross

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Motor Development-2 were used to evaluate movementproficiency at pretest and posttest.

Repeated-measures multivariate analysis of varianceon pretest–posttest skill scores showed significantinteractions, F(13, 6) ¼ 13.43, p , .001. There wereno group differences at pretest, whereas the traininggroup displayed higher scores than the control group atposttest. This study supports the viability of errorlesslearning in FMS training of children during PE.It contributes to the growing evidence suggesting thaterrorless learning will likely promote skills acquisitionwith relatively less dependence on cognitive resources.Consequently, it promotes the availability of cognitiveresources when dealing with changing constraints inchildren’s play environments. Other implicit paradigmsmay be explored in future research.

Implicit Motor Skill Learning in Groups and HowTeaching Games for Understanding May Contribute

J. Duivenvoorden,1 W. Walinga,2 and J. van der Kamp31Windesheim University of Applied Sciences, TheNetherlands; 2Vrije University Amsterdam, TheNetherlands; 3University of Hong Kong, China([email protected])

We discuss the differences between explicit and implicitmotor skill learning. With implicit learning, there is noconscious control of movement execution, resulting in astrongly reduced accrual of declarative knowledge. Thisimplies—we argue—that a teacher or coach intending toinduce implicit learning needs to actively intervene toprevent learners from building declarative knowledge.Most of these interventions (e.g., dual tasking, errorlessand analogy learning) have been validated in laboratorycontexts with only the interaction between experimenterand a single participant learner; yet, in physicaleducation and sports, motor skill learning is oftentaught in groups. The group dynamics raise importanttheoretical and empirical issues regarding the validityand applicability of implicit motor skill learning inphysical education and sports that research has barelyaddressed.

We suggest ways to adapt laboratory-validatedimplicit learning interventions. In particular, we proposeteaching games for understanding (TGfU) as a potentialmethod for inducing implicit motor skill learning ingroups; TGfU interventions may serve to attractattention away from motor skill performance, not unlikethe dual-tasking intervention in laboratory paradigms.

In this respect, we draw attention to the necessity ofempirically verifying this proposal and provide guide-lines for doing so.

The Effect of Rule Modification on Strokes in TennisMatches: Induction of Offensive Play by Using theOne-Trap Rule

H. Yamamoto and K. KudoThe University of Tokyo, Japan([email protected])

This study investigated the effects of manipulating thenumber of contacts in tennis matches to understandthe effects of rule modification to induce offensiveplay. Sixteen male tennis players with more than 3years of tennis experience participated in this study.Each paired participant played tennis singles matchesin normal- and modified-rule conditions. We used theone-trap rule that permits players to contact the balltwice per stroke. Players firstly play the ball in theirown courtside and subsequently hit the balls after thebounce. Performance during the matches wasevaluated in regards to winner (the shot that theopponent could not touch) rates and player/ballpositions. Previous research has shown that hitting inthe front position has offensive advantages. Becausewe assumed that players can adjust hitting positionsby one trap, hitting position distribution wascalculated using a 2-dimensional direct lineartransformation method, which is a digitizationmethod from recorded images. In addition, theshortest distance from the flying direction of theball to the position of the opponent when hitting(Dshortest) was calculated, because time allowancemade by the one-trap condition can make players hita ball far away from the opponent. Results showedthat the winner rate in the one-trap condition wassignificantly higher than that in the normal condition,t(22) ¼ 4.00, p , .05. Averaged hitting position wasapproximately 12 m behind the net in the anterior-posterior direction in the normal condition andapproximately 4 m behind in the one-trap condition.In a rally, Dshortest in the one-trap condition wassignificantly longer than that in the normal condition,t(22) ¼ 2.81, p , .05. These results suggest that therule modification can induce offensive play byproviding players with more preparation time for astroke and by moving the hitting position forward inthe court. In future research, we will examine

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learning effects of one-trap rule practice andinvestigate merits and demerits of the rule modifi-cation in detail.

Symposium:Developing Young Talent Toward Elite Performers

Chairs: A. Güllich,1 K. Davids,2 D. Farrow,3,4 andD. Memmert51University of Kaiserslautern, Germany; 2SheffieldHallam University, United Kingdom; 3VictoriaUniversity, Australia; 4Australian Institute of Sport,Australia; 5German Sport University, Cologne, Germany([email protected])

This workshop addresses the development of youngtalents toward outstanding senior athletes. Performanceprogresses—in part—as a response to the sport andphysical activities in which developing athletes engage.We envisage sport activities through childhood andadolescence that facilitate the long-term development ofaccomplished competitive performance. Four shortpresentations review extant research with regard todifferent, but related, aspects of how coaches shoulddesign and shape practice and play.

(1) Senior world-class athletes’ developmental partici-pation histories differ from those of the national level ingreater volumes of variable sport activities, in differentsports and peer-led nonorganized play, and in laterspecialization. Observations suggest that the interactionof specific practice with earlier variable, nonspecificexperiences benefits the potential for long-term develop-ment of excellence.

(2) An ecological dynamics perspective is discussed forintegrating the macro- and micro-structure of skillacquisition and talent development. Players and teamsare conceptualized as complex adaptive systems wherecoordination tendencies emerge from the interactionbetween varying task and environmental constraints andplayers’ intentions, perceptions, and actions. Theimplications for the designing of practice and learningenvironments promoting adaptive and situationallyfunctional skills challenge many conventions of tra-ditional practice.

(3) Representative task designs in practice seek toreflect the behavioral demands experienced in compe-tition. Systematic assessment of practice and performancereveals prevalent decontextualization of traditionalpractice methods from performance demands incompetition. Research demonstrates the particular

significance of temporal pressure as a critical componentof representativeness in practice.

(4) Finally, studies highlighting the critical role oftactical creativity for top performance in team sports arereviewed. The presentation discusses the accuracy ofdifferent creativity tests. It then develops the “tacticalcreativity approach” and works out implications for thedesigning of practice and play in talent development.

The Macro-Structure of Developmental ParticipationHistories of World-Class Players

A. GüllichUniversity of Kaiserslautern, Germany([email protected])

Performance progresses—in part—as a response to thesport activities in which players engage. Macro-structuralpathway models discussed in the literature (e.g., deliberatepractice, early specialization, or early diversificationframeworks) differ primarily in: (a) the intensity andexclusivity of early sport-specific practice/training and (b)variable experiences in various sports and nonorganizedplay. The presentation reviews retrospective studiescomparing juvenile participation histories of seniorworld-class versus national-class players and a 2-yearprospective quasiexperiment comparing youth elitesoccer players exhibiting higher versus lower match-playperformance progress.

Senior world-class players consistently reportedcomparable or even less organized sport-specific youthpractice/training compared with national-class playersbut more practice/training in different sports and laterspecialization (in soccer, also more nonorganized play;Rees et al., 2016). In longitudinal analysis, greaterperformance progress correlated with more nonorganizedsoccer play and organized practice/training in othersports, but not more organized sport-specific practice/training. Variable nonspecific experiences elicited laggedeffects in interaction with specific practice/training.Participation in different game sports was overrepre-sented (compared with other types of sports) in allstudies, but the practiced types of sports did notdifferentiate success.

The presentation reflects these macro-structural find-ings from outstanding players’ participation historiesagainst different approaches hypothesized in the literatureto explain the mechanisms of specialized practice/trainingor of variable experiences (e.g., specificity of practice,deliberate practice, “monotonic benefit assumption,”

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specific transfer of common elements between relatedsports, augmentation of the potential for subsequent long-term skill perfection, facilitation of intrinsic motivationand prolonged engagement, sustainability through cost-reducing and risk-buffering individual investment pat-terns, and functional matching through multiplesampling). It is concluded that future longitudinal studiesmay combine macro- and micro-structural perspectiveswhile considering interactive and delayed effects ofcombined activities and recording their perceptual-motor, motivational, and psychosocial attributes moresophisticatedly.

From the Micro-Structure of Practice to theMacro-Structure of Talent Development:Pedagogues as Designers

K. DavidsSheffield Hallam University, United Kingdom([email protected])

To optimize time and effort involved in training andpractice to reach elite levels of performance, pedagoguesneed a theoretical model of “the learner” and the learningprocess to guide planning and organization of work withathletes. Ecological dynamics is a theoretical frameworkfor understanding the design of learning environments insport, inviting a reconsideration of traditional pedagogicalpractice in sport, and conceptualizing athletes and sportsteams as complex adaptive systems (Araújo & Davids,2011a).

Key ideas from ecological psychology and dynamicalsystems theory propose that coordination tendencies,within and between individual athletes, emerge as afunction of interacting constraints on their intertwinedintentions, perceptions, and actions. Emergent coordi-nation tendencies in individuals and teams arecontinuously regulated by information for perceivingand acting on affordances or possibilities for action(Gibson, 1979). Affordances are utilized in organism–environment relations (after Gibson, 1979; see also vanDijk, Withagen, & Bongers, 2015), which in sportenvironments form the basis of skill acquisition (Araújo& Davids, 2011b) and can be continually developed andenhanced by attending to the micro-structure of practice(Davids, 2015).

This presentation outlines examples from research onperception and action in sport to illustrate theimportance of designing representative practice taskconstraints that simulate (aspects of) the competitive

performance environment to promote adaptations of anathlete to specific competitive environments. The morespecific the information designed into practice tasks, thegreater the specificity of transfer. Less specific informa-tional constraints could also lead to learning, butthrough more general transfer processes. These distinc-tions in the micro-structure of practice, between specificand general transfer, have implications for time andeffort needed for athlete talent development.

Closing the Gap Between Practice and Performance toMaximize Talent Development

D. Farrow1,2

1Victoria University, Australia; 2Australian Institute ofSport, Australia([email protected])

The concepts of representativeness (Brunswik, 1956) orspecificity (Henry, 1968) in the fields of psychology andskill acquisition are clearly not new. When translatedinto the sports setting, these concepts have beencontextualized as the extent to which the practiceprescribed reflects the behavioral demands typicallyexperienced in competition (Davids, Araújo, Vilar,Renshaw, & Pinder, 2013). Whichever theoreticalperspective is adopted, it is argued that the closer thefit between the practice demands and performance, themore effective the skill learning. This argument hasbecome a well-established mantra of talent developmentused by scientists and coaches alike. However, systematicobservation of coaching practice often reveals a poorapplication of what is theorized, with practice oftenhighly decontextualized from the performance demands(Barris, Farrow, & Davids, 2013; Ford, Yates, & Williams,2010; Partington & Cushion, 2013). While there is amyriad of potential reasons for this situation, the focus ofthis presentation will center on how the systematicassessment of practice and performance can improve thissituation by providing coaches with a clear picture of thedisconnect and providing them with the necessaryinformation to close the gap. Data will be presented froma range of high-performance sports settings includingAustralian football, tennis, and aquatic sports to illustratethe utility of such an approach. These data suggest thatthe constraint of temporal pressure is particularlyinfluential in the overall representativeness of practiceand provides coaches with a useful starting point todevelop more effective talent development environmentsfor their athletes.

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Fostering Young Talents: The Case of Tactical Creativity

D. MemmertGerman Sport University Cologne, Germany([email protected])

The statements of the German national coach and WorldCup winner of 2014 Jogi Löw substantiated the particularimportance of tactical creativity in soccer: “Creativity andplayful class should be the new German virtues.” First,empirical evidence from the World Cup in 2010 and 2014demonstrated that as actions took place closer to the goal,they were evaluated as more creative. The objective of thistalk is to give an overview of the literature on tacticalcreativity in team sports. After defining and exposing therelevance of tactical creativity in team sports, theadvantages and disadvantages of different tests (videotests, game test situations) that measure tactical creativitywill be compared to each other. The main focus of the talklies in sport activities, coaching, and training environ-ments to foster tactical creativity in youth sports. Here,I will introduce the tactical creativity approach (TCA;Memmert, 2015) for team sports, which is based onextensive research and can be seen as the basis for thedevelopment of tactical creativity. The TCA distinguishesbetween a micro-level (process) and a macro-level(content). The former points toward the mechanismand psychological processes in the respective trainingsituation (micro-rules) that lead to the generation ofcreative ideas, and the latter points toward the organizableenvironmental training conditions that can be steered byteachers and coaches (macro-rules). The TCA focuses on7 methodological principles that foster tactical creativityin team sports. All of these principles (1-dimensiongames, diversification, deliberate practice, deliberate play,deliberate coaching, deliberate memory, and deliberatemotivation) are discussed on the basis of an empiricalbackground. This talk is enclosed by potential directionsfor future research with a link to other research topics.

Symposium:An 18-Month Case Study of a Game-CenteredApproach Coach Education and DevelopmentProgram Within a Professional Rugby Club

Chair: L. AlmondSt. Mary’s University, United Kingdom([email protected])

Learning and education are still widely regarded as apedagogic relationship between the teacher and thelearner with the teacher owning the learning process anddeciding what the learner should learn (Hase & Kenyon,2001). This belief is nowhere more prevalent than incoach education. Paralyzed by financial gains and qualityassurance concerns, coach education programs are stilllargely certified, steplike processes, that do not reflectcontextualized learning. Stodter and Cushion (2016)suggested that 1 major flaw in current formal coacheducation courses is that the learning experienced doesnot truly reflect the coach’s learning journey whenacquiring new knowledge. Moreover, Cushion andNelson (2013) argued the learning that takes place onthese courses does not reflect the dynamic and culturaldemands placed on the coach when they return to theirnatural setting.

Butler (2005) and Light (2008) have identified that an“epistemological” gap exists between game-centeredapproach (GCA) theory and practice (2005). Almond(2010) has proposed that teaching games for under-standing (TGfU) has been accepted more openlywithin academia than it has with teachers and coaches.Cultural, political, contextual, individual, and operationalthemes have been identified in the literature as to possiblereasons for this occurrence. Memmert et al. (2015)suggested that academia has a responsibility to not onlyshare their findings through the traditional avenues, butto also provide coaches with current knowledge andunderstanding of GCAs to develop their pedagogicalpractice.

In this symposium, we will discuss a connection madethrough the TGfU website, a research collaborationbetween a university (St. Mary’s, London, England) and aprofessional sports club (Leinster Rugby Football Club)that resulted in an 18-month-long GCA coach educationstudy. The symposium will consider how the study aimedto address the current conceptual, cultural, andoperational challenges with adopting and implementinga GCA approach.

Measuring the Impact of an 18-Month GCA CoachEducation and Development Program Within 1Professional Rugby Club

M. Ayres,1 S. Page,1 D. Maybury,2 and G. Murphy21St. Mary’s University, United Kingdom; 2Leinster RugbyClub, Ireland([email protected])

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Harvey and Jarrett (2014) suggested that physicaleducation teachers’ training around a game-centeredapproach (GCA) is largely limited in time and resources.Furthermore, studies that have examined the implemen-tation of a pedagogical change from a GCA perspectivehave also had limited time during the intervention orprofessional development process (6–8 weeks). To theauthors’ knowledge, this study is the first of its kind toexamine the impact of an 18-month coach education anddevelopment program within a GCA context, that focuseson both the pedagogical and philosophical transition ofboth a professional sports club and its coaches. Thispresentation identifies the impact the study has had froman organization and coach perspective. As the study wasembedded within a grounded theoretical approach, aconstant comparative method was used, which meant thatcoding occurred throughout the study. Analysis of thedata collected has initially highlighted 3 main findings ofthe case study. These findings suggest that the 18-monthcoach education and development program had redefinedthe coaches “understanding” of games, reshaped theirpersonal and the organization’s coaching philosophy, andreconceptualized coach learning and development withinthe organization. The presentation will present the futuredevelopments of this GCA coach education anddevelopment program for the coming year whileidentifying the methodological issues that such a studypresents. Finally, the authors propose that a rethink isrequired around the development and education ofcoaches and organizations within the context of GCAs.This rethink should include the deconstruction oflearning hierarchies to enable professional sports clubsto become “learning organizations” (Senge, 1993) tosuccessfully embrace a GCA as part of their organiz-ational and coaching culture and identity.

An Autoethnographic Study of 1 Coach’s Experience ofEngaging With an 18-Month Game-Centered ApproachCoach Education and Development Program

D. Maybury,1 G. Murphy,1 M. Ayres,2 and S. Page21Leinster Rugby Club, Ireland; 2St. Mary’s University,United Kingdom([email protected])

Current research on coach education that focuses onimplementing pedagogical change, specifically related to agame-centered approach (GCA), has so far been limitedwithin the field. The studies that have examined thisprocess have largely focused on physical education

teachers or preservice teachers (Hopper, 2009; O’Leary,2014) and have been limited in their duration. At present,we are unable to locate any studies that have examinedcoaches undertaking a similar shift in pedagogicalpractice using such a methodology. The coach concernedhad limited coaching experience, although he had playedfor a rugby club. A range of data collection methods wereadopted for this autoethnographic study. Session plans,diary entries, postsession reflections, and semistructuredinterviews were collected throughout the duration of thestudy. Concurrent verbalization was also encouragedthroughout the recording of their GCA coaching sessions.Initial results of this study have highlighted thepedagogical, cultural, political, and emotional strugglethe coach went through while implementing a GCApedagogical approach. The coach also identified theapproaches used to positively overcome these struggles.

A Case Study Examining an 18-Month-Long Game-Centered Approach Coach Education and DevelopmentProgram—The Professional Rugby Club’s Perspective

D. Maybury,1 G. Murphy,1 M. Ayres,2 and S. Page21Leinster Rugby Club, Ireland; 2St. Mary’s University,United Kingdom([email protected])

Research has identified that professional developmentopportunities are most successful when integrated intothe workplace (Armour, 2010). Stodter and Cushion(2016) highlighted the fact that a coach’s learning in arigid coach education program is often misaligned withthe realities of coaching within their own organization.Taking this misalignment 1 step further, it can be arguedthat not only do current coach education programoutcomes conflict with the complex realities of coaching,but they may also contradict and misalign with theorganizational culture where the coaches work. To be ableto constructively align (Biggs, 2003) the philosophical andpedagogical stance of a professional sports organizationwith their coaches and coach education programrepresents a substantial and significant challenge. Withthis in mind, implementing pedagogical change at anorganization level has received little or no attention fromthe academic world within the field of game-centeredapproaches. This study analyzed the process that aprofessional rugby club went through when engaged withthe 18-month coach education and development programfrom an organization and coach development perspective.The methodology was based on a grounded theoretical

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approach. The participants in the study consisted of 1coach development manager, 1 rugby manager, and 5coach development officers. Data collection methodsincluded semistructured interviews, field notes, obser-vations, and memoing. The findings highlighted thecultural, political, social, and pedagogical challenges, atboth a macro-level and micro-level, that exist when aprofessional rugby club attempts to shift its pedagogicalpractice across philosophical and pedagogical boundaries.Furthermore, the study identified the organizationalvalues, behaviors, and practices that enabled theorganization and coaches to embrace and fully adoptthe change in pedagogical philosophy and practice.

A Case Study Examining an 18-Month-LongGame-Centered Approach Coach Education andDevelopment Program—The Researcher’s Perspective

M. Ayres,1 S. Page,1 D. Maybury,2 and G. Murphy21St. Mary’s University, United Kingdom; 2Leinster RugbyClub, Ireland([email protected])

Research has consistently highlighted the challenges,limitations, and benefits when attempting to implement achange in pedagogical practice to a more game-centeredapproach (GCA; Roberts, 2011). This study aimed to fillthe knowledge and applied practice gaps that exist withinGCA research (Jarrett & Harvey, 2013; Memmert et al.,2015). The methodology was based on a groundedtheoretical approach. Purposive sampling was used toensure a group of experimented coaches were included inthe study. The participants in the study were 5 coachdevelopment officers (CDOs) and 12 community coaches(CCs). Four CDOs and 8 CCs completed the study. Theircoaching roles within the organization varied from coachdevelopers to grassroots coaches, and their coachingexperience ranged from 1 year to 15 years. The bespokeGCA coach education program was developed from aneeds analysis of the coaches within the organizations.This program consisted of thematic workshops, seminars,virtual learning activities, practical sessions, observations,peer coaching and co-coaching, and the establishment of acommunity of practice within a GCA context. In addition,a process of comentoring was established between theCDOs and CCs. Data collection methods included thecompletion of session plans before, during, and after thestudy. Recordings of coaching sessions before, during,and after the study were captured using Go-Pro (V4)body cameras. Semistructured interviews, field notes,

observations, and recall techniques were also implementedduring coaching practice. The findings suggest the positiveimpact a bespoke GCA coach education program can haveon both the philosophical beliefs and pedagogical practiceof coaches engaging in the program. The presentation willalso explore the researcher’s itinerary from project designto implementation and will present the concept of “expertnovice” coach educator and researcher.

Symposium:BIG Data in Sport Games

Chair: D. LinkTechnical University of Munich, Germany([email protected])

The technological innovations of recent years—in particu-lar, advances in the field of position tracking—lead toenormous amounts of data. This presents new challengesincludingquestions suchas (a) howcoaches andathletes canbest exploit the possibilities to analyze game tactics andmanage training processes, (b) how media companies canuse this information to offer better and more innovativematch coverage products, and (c) how new scientificinsights into the nature of sporting phenomena in generaland the factors that influence performance can be gained.The key for this answering these questions lies in usingintelligent algorithms to derive complex performanceindicators from the raw data that add real value when itcomes to game analysis. There has been increased activity inthis area in recent years driven by companies and thescientific community.Competing informationproviders areincorporating advanced methods of analysis into theirsoftware tools, and an increasing number of publications inthe academic sphere have reported success in detectingtactical structures in raw data. This symposium presents thecurrent state of research, reflects on achievements andlimitations of existing technologies, and looks at theinnovations that are shaping the future.

DFL Innovation Program Powering Match Analysis WithSmart Data

H. WeberGerman Professional Soccer League (DFL), Germany([email protected])

Access to match data has dramatically improved withinthe last few years. Event data (e.g., corners and shots on

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goal) exist in almost all sports, and in football down to theamateur level. In addition, all major leagues in footballcollect positional data (“tracking data”), which can beseen in different media outputs, such as TV graphics,data-driven second-screen apps, or live sports centers.Increasing effort has been made in international elitefootball to give meaning to these data for match andperformance analysis. Due to the complex technical andinformation technology-related challenges as well as thecontinual change and evolution of technical-tacticalaspects, this task remains a challenge. This talk willprovide some insights about match analysis in theBundesliga and the role of the German Football League(DFL). One major objective is to foster technology andbring innovation to the game. Therefore, a DFLinnovation program was put in place in 2015 to bridgethe needs of practitioners and expertise from universitiesand research institutes. In the 1st round of the DFL’sinnovation program, 3 scientific projects were funded.The rationale behind that program and a short overviewabout the projects will be presented. The key objective ofthe DFL program was to develop innovative keyperformance indicators for football by using and refiningpositional data—to obtain relevant and interesting “nextgeneration” statistics.

Defensive Compactness as a Performance Indicator forGame Annotation

N. WittFraunhofer Institute, Germany([email protected])

Manually extracting important scenes from a whole gamecan be a challenging task for soccer analysts. Therefore,we developed a team performance indicator for defensivecompactness in soccer to allow for automatic sceneannotation using video-tracking data.

Defensive scenes were annotated if they were longerthan 10 s. Two seconds of changes in ball possession wereignored. For rating the compactness, a Random Forrestclassifier was trained on 17 different features computedfrom tracking data. The training was based on 96 scenes(from 5 games) annotated by different expert raters. Thefeature computation and classification were done every0.5 s. The feature set contained simple features likemaximum distances between players, as well as moreelaborated features developed together with domainexperts (e.g., coaches). A final team performance indicatorfor every scene in percent was computed using the

temporal mean of the classification labels. This rating wasexpressed in 4 different scores per scene (total scene, start,end, and midpart of the scene).

Classification results for a 10-fold cross-validationshowed precision and recall rates of 86% for a 3-classproblem using all features. The 3 class labels were low,medium, andhigh compactness. Rates of 96%were achievedif only 2 labels (low and high) were used (including allfeatures) and dropped to a recognition rate of 84% if only 2features were used. A validation using an unknown gameshowed an agreement of 59% between computed and rater-generated labels. The agreement increased to 97%, if onlythe confusion between low and high compactness wasconsidered.

Evaluations show satisfying classification results,especially for the 2-class problem. Rating 3 parts per sceneproved to be useful forfinding crucial scenes. The developedassessment for compactness seems to also be suitable forlarge-scale analyses.

A Real-Time System for Availability Detection

O. Bartels and D. LinkTechnical University of Munich, Germany([email protected])

Availability is treated as 1 of the factors of success infootball. In this lecture, an automated method is derivedto evaluate the availability of players. First, a motionmodel of the players is theoretically justified onbiomechanics. This model provides the time in which aplayer can reach any point on the football field from hisstarting position and present speed. Based on thisinformation, a model for the probability of success ofground and high passes is built. The model for theprobability of success of ground passes had been validatedagainst the opinion of an expert team.

In the next step, practical performance analysis isperformed on a large sample of games from the 2014–2015 season from the First German Bundesliga. Themodel is used to determine the availability and support ofindividual players in specific playing positions overmultiple games.

As a future outlook, the model is used to evaluatepossible sequences of passes with different passingoptions at each stage using algorithms from graph theory,while delivering several tactical performance indexes.Finally, the practical impact of this approach to gameanalysis and scouting of a professional football team usingmodern software tools for big data will be discussed.

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An Approach to Tactical Performance Optimization in aBig Data World

H. FolgadoResearch Centre in Sports Sciences, Health Sciencesand Human Development, Portugal([email protected])

The amount of data collected from an individual playerduring a football match has increased significantly inrecent years, following technological evolution inpositional tracking. However, given the short time thatseparates competitions, the common analysis of thesedata focuses on the magnitude of actions of each player,while considering either technical or physical perform-ance. This focus leads to a considerable amount ofinformation not being taken into account in performanceoptimization, particularly while considering a sequence ofdifferent matches of the same team. In this presentation,we will present a tactical performance indicator thatconsiders players’ overall positioning and their level ofcoordination during the match. This performanceindicator will be applied in different time scales, with aparticular focus on possible practical applications.

The Use of Self-Organizing Maps to Assess TacticalTraining Effectiveness in Team Handball

A. Hassan,1 N. Schrapf,2 W. Ramadan,1 and M. Tilp21Mansoura University, Egypt; 2Karl-Franzens-UniversityGraz, Austria([email protected])

In sports game analysis, researchers primarily focused onplayers’ behavior during competitions. However, there isa lack of research regarding the assessment of transfer oftactical measures from training into competition.Therefore, this study aimed to assess the outcome of atactical training intervention by a self-organizing map(SOM).

Offensive action sequences were determined from 12official handball youth national team games in 2012.Each of the annotated action sequences contain positiondata from the last 5 passes prior to the shot and the shotitself (Schrapf & Tilp, 2013). Commercial software(neurosolutionw) was used to cluster the actionsequences into 27 tactical patterns by means of anSOM. A male handball team (17 ^ 0.5 years) trained themost commonly occurring patterns for 6 weeks, 6 timesa week for 60 min to 75 min against a 6:0 defense system.

Following this training period, the team played a testgame advised to use the trained target patterns as oftenas possible, while defenders were instructed to apply the6:0 defense system. Subsequently, the position data of theoffensive action sequences were tested with the SOM toanalyze the assignment to the target patterns.

From 43 successfully played offensive action sequencesin the test game, the SOM assigned 25 sequences (58%)to the target patterns. The remaining 18 sequences (42%)were associated with other patterns. The mean distancebetween the positions of the target patterns and therelated pathways was less than 0.50 m, indicating a goodaccordance.

The application of an SOM appears to be an adequatemethod to recognize trained tactical patterns duringcompetition. Offensive patterns classified during com-petition resembled the target patterns with highaccuracy. Combined with automated tracking, themethod could provide valuable feedback for coachesregarding the accuracy of the implementation of tacticaltrainings.

Symposium:Learning to Teach TGfU: Pedagogical Ventures WithPreservice Teachers

Chairs: H. Bohler1 and D. Sheehy21Westfield State University, United States; 2BridgewaterState University, United States([email protected])

In this symposium, presenters will explore preserviceteachers’ (PTs) learning of constructivist teaching andteaching games for understanding. Presenters will sharesome of their individual work with PTs at their owninstitutions, how learning is situated, and generaloutcomes of work with PTs. Sharing in this session willinclude PT work products and ideas for engaging PTs’understanding of pedagogical approaches to teachinggames.

Incorporating the TGfU Framework Into PETE

N. SuzukiTokyo Gakugei University, Japan([email protected])

The purpose of this presentation is to share a physicaleducation teacher education 6-stage model for learning

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to teach within a teaching games for understanding(TGfU) framework. This presentation focuses onpreservice teachers’ experiences with, knowledge of,and learning to teach using a TGfU model and aconstructivist framework. The 6-stage engagement cycleis similar to the TGfU learning process itself andincludes: (a) appreciation for teaching a concept, thentransferring the knowledge to a discussion of the tasks;(b) experiencing a professor-taught model to gainstrategic awareness and to consider what TGfU is andwhy TGfU is used; (c) engaging in a discussion seminarto reflect on understandings, share diverse ideas, anduncover the benefits of implementing TGfU; (d)development of a lesson plan within a group, based oncurrent understanding of the model; (e) implementationof the lesson plans through peer teaching; and finally (f)a video assessment where preservice teachers watch andreflect on their own teaching and promote theirunderstanding to teach the game using TGfU.

Changing the ‘Course’ of Games Teaching

H. BohlerWestfield State University, United States([email protected])

This presentation will offer a description of 2 coursesthat were developed and integrated into the curriculumat 1 university to support preservice teachers’ (PTs)learning of teaching games for understanding (TGfU).Additionally, PTs’ learning and perceptions of theirexperiences will be shared. Theory and practice of field-run-score and invasion games and theory and practiceof net/wall and target games were designed as 3-credit,semester-long premethods courses. In each course, PTsuse lessons, content, and pedagogy from the Mitchell,Griffin, and Oslin (2013) text, as well as the Rovegnoand Bandhauer text (2013). PTs engage in an in-depthstudy of game content, tactics, constructivist pedagogy,as well as questioning, feedback, and assessmenttechniques. Each PT also peer-teaches multiple 30-min lessons. In-class debrief sessions with peers andindividual debriefs with the professor are an importantreflective aspect of the course. PTs in the 2nd cohort ofimplementation engaged in focus-group interviews witha TGfU expert from another university. PTs alsocompleted a brief questionnaire. These data, along withstudent work products, were used to examine whatstudents learned from the course and the perceptionsof their experiences. Institutional review board approval

was obtained. PTs were not required to participate inthe study and were graded solely on course objectives.Constant comparison of the data revealed that PTsappreciated opportunities to practice teaching aloneand with a partner. Multiple teaching episodes,participation in peers’ lessons, and observing othersenhanced their understanding and application of TGfU.Reflecting after teaching helped them to recognizeopportunities for improving, maintaining, and enhan-cing positive teaching behaviors. Novel content andcomplex tactical problems often elicited more desirableteaching behaviors. Few PTs demonstrated fragile andfluctuating understandings of TGfU when theymirrored direct instruction pedagogies used in thecorequisite courses, thereby disabling the integrity ofthe model.

Concept-Mapping the Way to TGfU Pedagogy

D. SheehyBridgewater State University, United States([email protected])

The purpose of this presentation is to share how aconcept map assignment is used in 1 university gamescourse to assess how preservice teachers (PTs) aregrowing to understand teaching games for under-standing as a pedagogical approach. Concept maps area unique and graphic means of sharing how a topic isunderstood. They can be used to organize and representknowledge of a subject, as well as depict relationshipsamong and between concepts. In this presentation,directions for the assignment will be shared, along withsamples of PTs’ concept-mapping products. Based on theconcept maps shown, the presenter will engage attendeesin a discussion of the PTs’ knowledge structures inrelationship to course content. Using concept mappingaffords PTs creativity and allows students to express thedepth of their learning in relation to their priorknowledge and experiences. This metacognitive processallows students to dig deeper and explore and questionwhat they know. In addition, sharing the maps with theirpeers allows them to see multiple representations andinterpretations of the content, while broadening theirview of the information that they may not accessotherwise. Concept-mapping tools allow the professor tosee strengths, weaknesses, and misconceptions inknowledge structures. Concept mapping can be avaluable tool for PT education to assess and supportPTs’ learning.

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Suspended Disbelief and How It Works: InteractingWith Avatars

M. NeutzlingBridgewater State University, United States([email protected])

The purpose of this presentation is to describe the virtual-reality video simulation called Mursion and techniquesused to engage preservice teachers while teaching a

teaching games for understanding (TGfU) lesson.Suspended disbelief was the technique used thattemporarily fooled preservice teachers’ senses intobelieving the virtual environment was reality. Thus, thetechnique allowed preservice teachers to practice pedago-gical skills and make mistakes in a safe environment thatdid not place real students at risk (Kane & Staiger, 2012).A 2nd purpose of the session is to instigate discussion andquestions about further use of this technology and how it isused as a means for TGfU with preservice teachers.

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PEER-REVIEWED ORAL PRESENTATIONS

Decision Making and Task Constraints

Exploring the Quiet Eye Phenomenon in BasketballGame Situations

A. Klostermann,1 D. Panchuk,2 and D. Farrow2,3

1University of Bern, Switzerland; 2Australian Institute ofSport, Australia; 3Victoria University, Australia([email protected])

The duration of the final fixation before movementinitiation—a phenomenon labeled quiet eye (QE)—hasbeen found to explain differences in motor expertise andperformance of aiming tasks (Vickers, 2007). However,whether the same effect occurs in complex, on-field gamesituations remains unresolved. Consequently, this studyexamined intermediately (N ¼ 10) and highly skilled(N ¼ 7) basketball players’ QE behavior (onset, offset,and duration) as a function of performance (6 hits/misses) in undefended free-throw and defended small-sided game situations (counterbalanced order). It waspredicted that differences in QE duration (Vickers, 2007)and QE offset (de Oliviera, Oudejans, & Beek, 2008)would occur as a function of expertise and performance,not depending on game situation. The players’ actionswere recorded with GoPro video cameras (25 Hz) andApplied Science Laboratories mobile eye-tracking systems(25 Hz) and were analyzed using mixed-factorial analysesof variance. Results revealed earlier QE onsets and longerQE durations in undefended versus defended situations(all p, .01). Independent of game situation performance,differences were found for QE offset, F(1, 15) ¼ 4.83, p,.05, hp2 ¼ .24, with later QE offsets for hits than formisses. Likewise, for QE duration, a main effect forperformance, F(1, 15) ¼ 11.99, p , .01, hp2 ¼ .44, butalso a significant Performance £ Expertise interaction, F(1, 15) ¼ 5.13, p , .05, hp2 ¼ .26, were revealed. Onlythe highly skilled players showed longer QE durations inhits versus misses ( p, .05). Finally, the 2 groups did notdiffer in their QE behavior (all p. .39). In summary, thestudy replicates positive QE effects for defended small-sided game situations but challenges the suggestedmechanism in movement parametrization as the QEoffset clearly exceeded movement execution. However,these findings might be explained in terms of attentionalmechanisms.

Anticipation of Beach Volleyball Attacks: A Comparisonof Natural Versus Animated Virtual-Reality Scenes

C. Vater, L. Riedener, and E.-J. HossnerUniversity of Bern, Switzerland([email protected])

Defending beach volleyball attacks requires goodanticipation skills due to the highly time-constrainedsituations (Vansteenkiste et al., 2014). For examining theunderlying mechanisms of these skills, using virtualreality is a promising approach because specific variationsof players’ movements can be manipulated (e.g., the run-up of the attacker) to evaluate important cues foranticipating attacks. As a 1st step, animated virtual-realityscenes were created from natural beach volleyballattacking sequences by manually animating players’movements in Autodesk 3dsMax. Four conditions ofattacking scenes were created: animated occluded,animated not-occluded, natural occluded, and naturalnot-occluded. In occluded trials, videos were occluded 5video frames (167 ms) before ball–hand contact of theattacker. Participants were instructed to decide asaccurately as possible (accuracy in %) in occluded trialsand to respond as fast as possible (response time inmilliseconds) in nonoccluded trials. Eighty-two sportscience students were tested in 120 trials with the same 30mother trials in each condition (counterbalanced order).Videos were back-projected on a large screen, andparticipants responded using a 3-button response system(WiiMote). After the study, participants evaluated theanimated scenes with a questionnaire. Response accuracywas analyzed with paired t tests. Performance was lowerfor animated scenes compared with natural scenes(55.3 % vs. 64.4 %), t(81) ¼ 7.06, p , .01, d ¼ 0.71),and participants responded later in animated comparedwith natural scenes (–170 ms vs. 2237 ms before ball–hand contact), t(81) ¼ 7.46, p , .01, d ¼ 0.32. Loweraccuracies in animated scenes imply that visual cues wereless helpful for anticipation. Questionnaire data revealedthat the dynamics of a shot negatively affectedanticipation in animated scenes and that rather late cueswere used for decisions, which could explain the laterresponses. Future virtual-reality applications shouldespecially focus on the animation of relevant visual cuesand the dynamics of the attack.

q 2016 SHAPE America

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Development and Position Data-Related Application ofa Stochastic Model for Trajectory Simulation of aNonspinning Volleyball

B. MeyerUniversity of Brunswick, Canada([email protected])

Background/Purpose: Modeling the knuckling effect involleyball aerodynamics is essential for representing andanalyzing erratic motion in a competition-related task.Based on net crossings of constant height (cf. Lithio &Webb, 2006), this study investigated the influence ofposition data on uncertainty quantification in numericalball flight trajectories evaluation.

Method: The addition of Langevin forces for drag andlift to measured mean values taken from Asai et al. (2010)covers parameter uncertainty modeling in Newton’s 2ndlaw, while taking into consideration only 1 low-frequencycomponent with magnitude as proposed by Wei, Lin,and Liu (1988) and phase angle as a random variable.To simplify output uncertainty modeling, an analysis ofs_{LP}^{2}, the variance of landing points, based onWiener-Askey polynomial chaos expansion usingLegendre polynomials, is carried out. Calculated ratios ofSobol’s indexes (17.8 ^ 3.8, Q_{0.05} ¼ 11.5) for a widerange of initial values of velocity (11.1–23.6ms^{–1}) andelevation angle (108–218) indicate a dominant effectdriven by drag-force fluctuations and enable a reduction inthe number of random variables. Furthermore, using liftcoefficient-induced dimension reduction results in neglectof the lateral direction of flight (cf. Goff & Carré, 2009)corresponding to a moderate relative error in s_{LP}^{2}(3.4 ^ 1.7%). Methods chosen for a subsequent charac-terization of fluttering flights include time-averaging 99%confidence interval lengths for magnitude of positionvector as well as Gauss-Legendre integration forcalculation of s_{LP}^{2}. Additionally, a calibration ofresults based on recalculation assuming a speed-independent drag coefficient is used.

Analysis/Results: Overall, numerical simulations reveala predominant occurrence of effective volleyball knuckle-balls for the low-value range of initial conditions and asmooth decrease to higher values.

Conclusions: Optimizing tactics in float-serving playand volleyballs engineering outline potential fields ofapplication. Moreover, model application without uncer-tainty quantification may include sensitivity analysis-based investigation of perceptual trajectory illusion(McBeath, 1990).

Fitness Level of Young Female Competitive BasketballPlayers

P. F. Aschendorf, C. Zinner, and J. MesterGerman Sport University Cologne, Germany([email protected])

Introduction: Physiological testing of team-sportathletes is a fundamental element for designing trainingand for tracking each athlete’s and team’s development.To evaluate the athletic status of young elite femalebasketball players, several anthropometric and physio-logical tests were conducted.

Methods: Seventy young female basketball players(Mage ¼ 14.7 ^ 1.2 years) were tested for height, bodyweight, body fat, vertical jump, standing long jump (SLJ),chest pass (CP), and the Yo-Yo Intermittent RecoveryTest Level 1 (Yo-Yo IR 1).

Results: The female basketball players were 171 ^ 7.3cm tall, weighed 61.8 ^ 8.8 kg with a body fat of16.9 ^ 5.15%. For the different vertical jumps, the highestheightwasmeasured in the countermovement jump (CMJ)with arm swing (31.1 ^ 4.86 cm). The mean jump heightswere 27.14 ^ 3.97 cm for theCMJ, 25.62 ^ 3.89 cm for thesquat jumps, and 158 ^ 60 cm for the SLJ. The distance forthe CP was 9.82 ^ 1.01 cm. The mean distance coveredduring the Yo-Yo IR 1 was 1,465.8 ^ 464.7 m (estimatedpeak oxygen consumption ¼ 48.60 ^ 4.02 mL/kg/min).

Discussion: Compared with results of previouslypublished studies, the adolescent players were smallerand less heavy but showed a similar CMJ jump height.Furthermore, the endurance level was lower than inpreviously published studies (58.8 ^ 6.85 mL/kg/min).Therefore, basketball-specific training interventions areneeded to improve the fitness level of young femalebasketball players specifically.

Current Trends in Performance Analysis

Exploring Scientific Learning Outcomes of a 12-SessionUnit of Rugby Using the Rugby Attack AssessmentInstrument (RAAI): A Micro-Level Analysis

B. Llobet-Martí,1 V. López-Ros,1 and J. Barrera-Gómez21University of Girona, Spain; 2University of Barcelona,Spain([email protected])

Our aim is to report the learning outcomes of a 12-sessionrugby unit using a micro-level analysis. Results were

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obtained from the Index of Performance (IP) using theRugby Attack Assessment Instrument (RAAI; Llobet-Martí et al., 2016). We applied the integrated technique-tactical model (López-Ros & Castejón, 2005) to improvetactical (and technical) behaviors in simple offensivegame situations (e.g., 2 v 1, 3 v 2, 3 v 3, 5 v 5). Participantswere 10 male novice players of a club (aged 17–19 years,with 4 months of experience). We report these results anddescribe the changes observed related to the evolutionof the action frequencies of the IP during the courseof the learning process with 4 assessment times: initialassessment, 2 formative assessments, and a finalassessment. The RAAI assesses a 5-v-5 rugby situationfor 10 min. The IP is a team score that summarizesfavorable and unfavorable actions, either simple orcombined. Results are described as collective measures ofall members of each team in relation to these actions.Although IP results did not reveal significant improve-ment, results at the micro-level showed an increase in thecombined favorable actions frequency (CFAF), like theactions of (a) drawing a defender and passing the ball to ateammate in a 2-v-1 situation, and (b) involving a playerwho is stopped by a defender but is able to pass the ball toa teammate who can keep advancing (weighted CFAFof Team A ¼ 68, 38, 39, 87; weighted CFAF of TeamB ¼ 46, 83, 13, 131). By the end of the unit, both teamsbroke the defense fewer times and increased handlingerrors with no loss of possession. In conclusion, althoughthe small sample size prevented significant results, playersshowed an increase in the execution of some tacticalactions linked to the learning objectives.

Video-Based Tactics Training in Youth Tennis

A. Raschke, J. Brouwers, and M. LamesTechnical University of Munich, Germany([email protected])

Problem: Training sessions of young talented tennisplayers frequently focus on technical and physical aspectsof player development, while tactical training is neglectedand there is hardly any coupling of match behavior andtraining. Video is mostly used for technical feedback, butrecording and analyzing video clips from youth players’matches to improve tactical skills is frequently taken astoo demanding in practice. The advent of digital videomade it possible to introduce game analyses in trainingand preparation of matches (Lames & Hansen, 2001).Several studies addressed methodological issues (e.g., theuse of qualitative methods for video-based game analysis;

Dreckmann et al., 2009). This study aimed to assess theeffects of video-based tactics training with 10- to 14-year-old tennis players.

Methods: A field experiment with 24 players, dividedinto a control and experiment group, was conducted. Theexperimental group participated in a 12-week programwhere 2 weekly training sessions were devoted to video-based tactics training. Two types of variables wereassessed in a pre-experiment and postexperiment test.First, players’ ability in interpreting tactical behavior wasmeasured using a specifically developed video-basedtactics test. Second, players’ tactical behavior in officialmatches was video-analyzed and assessed by experts(.85 rallies per player per test).

Results: The ability to interpret tactical behaviorimproved significantly in the experiment group after the12-week program, while no significant changes wererecorded in the control group (F ¼ 22.133, p , .001,h2 ¼ .502). Comparably, results showed a significantdifference between the groups for the improvement oftactical behavior in matches (e.g., for service; F ¼ 18.165,p , .001, h2 ¼ .452).

Discussion: The experiment demonstrated that video-based tactics training benefits the ability to interprettactical behavior and match behavior of 10- to 14-year-old tennis players. Therefore, video-based tactics trainingis a recommended training method for the developmentof young tennis players.

Validation and Reliability of a Game PerformanceEvaluation Tool for the Offensive Behavior of Players inIranian Soccer Schools

M. Maleki and F. AllahvisiUniversity of Kurdistan, Iran([email protected])

The interaction between tactical knowledge and con-sciousness makes it difficult to measure the knowledgeand understanding of a game. However, Gutierrez et al.(2011) designed a game performance evaluation tool(GPET) that is an observational system for notationalanalysis of the tactical decisions of a soccer player. Thepurpose of this study was to validate the GPET in Iraniansoccer schools. Forty-eight experienced (at least 3 years ofexperience in a national league) and inexperienced soccerschool under-11 (10 years, ^0.9), under-14 (13 years,^1.02), and under-18 (16 years, ^1.3; all groups include8 experienced and 8 inexperienced players) players wereasked to play 6 small-sided soccer games 3 v 3 with

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a goalkeeper on a 25-m £ 35-m pitch. The games wererecorded with a digital camera at a height of 5 m from thepitch and were then coded by the GPET. After consultingwith 6 physical education experts and coaches to rate andrevise some behavioral descriptions, the Content ValidityIndex tool was found to be 0.99 in offensive behaviorsof players on and off the ball in all 3 age groups.To investigate intraobserver reliability, the videos of thementioned games were randomly selected and theobservations of 2 observers were compared at an intervalof 2 weeks. The results of tactically appropriate behaviorssuch as ball possession, attacking the opponent’s goal,and scoring were positively correlated with each other(r ¼ .81, .88, .97, respectively). To evaluate interobserverreliability, the coding of 2 trained observers of the videoswas compared. The results showed a high agreementbetween observers in tactical and technical variables(kappa ¼ .72). The GPET benefits soccer coaches inevaluating learners’ offensive behavior performance inon- and off-the-ball situations, according to the tacticalsituation at the present moment.

Reliability and Validity of New Shooting AccuracyMeasurement System (SAMS) Software

U. Fidan and M. YıldızAfyon Kocatepe University, Turkey([email protected])

The aim of this study was to investigate the reliability andvalidity of new shooting accuracy measurement software(SAMS). Thirty-two male collegian soccer playersperformed 3 inner-side kicks to the transparent goalconstruction. A high-speed camera was placed at the backof the construction to determine where the ball madecontact on the construction. Recorded video results wereassessed by the SAMSandKinovea software. To investigatetest–retest reliability, the new software examined 3 kickingresults twice. Also to investigate validity, kicking accuracyresults obtained by the new software were compared toresults provided by the Kinovea software program.Reliability of the new software was examined usingconcordance correlation coefficient (CCC). The Demingregression method was used to determine validity of theSAMS. After determining the compatibility in a Bland-Altman plot graphic, the Deming regression method wasapplied to determine systematic bias (constant andproportional error). Test–retest reproducibility of thenew software was excellent, with the CCC for distance totarget being .99, .99, and .99, respectively, for 3 kicks and

the CCC for angular degree of the ball being .97, .99, and.99, respectively, for 3 kicks. For validity, constant error(0.44–1.27) and proportional error (0.97–0.98) were verylow for distance to target. Also, constant error (–1.16 to22.51) and proportional error (1.00–1.01) were very lowfor angular degree of the ball to target. Because of includinga confidence interval of “0” for constant error and “1” forproportional error, it is not seen as a systematic bias.In conclusion, the new software (SAMS) represents a valid,reliable, and time-effective instrument to measure theaccuracy of shooting to target.

This study has been supported by the Afyon KocatepeUniversity Scientific Research Projects Commission(Project No. 16.KARİYER.02).

Small-Sided Team Games

Comparison of Small-Sided Game Training VersusRegular Basketball Training in Physical and TechnicalSkills in Basketball

M. A. El-gammalZagazig University, Egypt([email protected])

Aim: Challenges in sport sciences and coaching are notexclusively focused on clarifying the complex structuresof performance and their associated parameters. The aimof this study was to compare the effects of 2 trainingmethods based on small-sided games (SSG) and regularbasketball training (RBT) on physical and technical skillsof male junior basketball players.

Methods: Twenty-eight players participated in a pretest-ing session, 8-week intervention period, and posttestingsession. Presessions and postsessions involved assessmentsof aerobic fitness, repeated sprint ability (RSA), agility,upper- and lower-body power, shooting, and passing skills.

Results: The main results showed that both trainingmethods resulted in similar improvements in aerobiccapacity. However, RSA was unchanged after both trainingmethods. In addition, compared with RBT, SSG resulted ingreater improvements in agility, shooting skills, and upper-body power.

Conclusion: These results suggest that SSG should beprioritized in physical conditioning of junior basketballplayers during the preseason; however, when RSA istargeted,more specific training seems necessary. The resultsof this study suggest that if coaches of basketball playerswant to achieve greater physical and technical skills, theyshould organize half-court SSG games.

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Does the Use of Futsal Balls Enhance the Quality of Playin School Football?

U. Frick and C. HeimGoethe University Frankfurt, Germany([email protected])

Despite being one of the most popular sports in the world,football is also one of the most difficult games to teach inphysical education, with reasons—among others—lyingin the widely different experience of learners and thedifficulty of running and simultaneously controlling theball with the foot. In Germany, school football is usuallytaught indoors, resulting in the ball bouncing a lot morethan it does on a grass field and thus making it even moredifficult to control the ball, particularly for beginners.However, ball control is essential for any further actionssuch as passing, dribbling, or shooting. Therefore, thestudy’s objective was to evaluate the effects of utilizinglow-bouncing futsal balls during physical educationlessons in comparison with leather and indoor (felt)footballs. Technical skills and playing performance of 4235th-grade pupils (197 female; Mage ¼ 10 years, 11.5months) were assessed in isolated trials (time taken toperform a certain task) as well as during 5-a-side matches(quantitative video analysis). The results indicate thatutilizing futsal balls is associated with improvements inalmost all areas of assessment. In particular, control ofbouncing balls is significantly faster with futsal balls thanwith either leather or felt footballs. In play, using a futsalball results not only in an increase in effective playtimeand the number of ball contacts per player, but also inan improvement in the quality of offensive play (e.g.,percentage of successful passes). Interestingly, we alsofound similar results in competitive high-level youthfootball players. In conjunction, these findings indicatethat the quality of play can be greatly enhanced by using afutsal ball instead of a leather or felt football when playingor teaching football indoor with young people.

The Impact of Competition Mode and Coaching on theAmount of Actions in Youth Football

M. Akdag,1 D. Poimann,1 T. Czyz,1 and M. Lochmann1,21Friedrich-Alexander-University, Germany; 2FraunhoferInstitute, Germany([email protected])

It is an essential ability for a football player tomake correctand quick decisions, as well as to have the techno-motoric

capacity to execute these decisions. Both require a broadpool of experience at young ages as a foundation forexcellence in adulthood. To acquire this experience, it isimportant to be exposed to a large variety of competition-like actions. Horst Wein has constructed an alternativeto today’s competition and training system in youthfootball called “FUNinio,” which is designed to providea much higher amount of action than the currentcompetition mode. The aim of this study is to comparethe action density of “FUNinio” to that of the currentcompetition mode under the influence of coaching.

We tested 16 children (Mage ¼ 9.9 years) on an under-11 squad with a heterogeneous proficiency level. Datawere collected on 2 different days with an identicalstructure: standardized warm-up (10 min) followed by 4rounds of competition (10 min) with 4 recuperationphases (7 min) in between. Two rounds were coached,and 2 were not. On the 1st day, the children played thestandard mode of “FUNinio,” and on the 2nd day, theyplayed 7 v 7. The teams were put together based on thecoaches’ judgments to be equal in performance. Every-thing was videotaped, and the footage was used to countdifferent actions (shots, passes, ball contacts, goals). All 4parameters were analyzed by a linear model with repeatedmeasurement with the 2 factors of competition modeand coaching. There were significant ( p, .001) effects ofcompetition mode so that all 4 parameters (shots, passes,ball contacts, goals) were much higher in the “FUNinio”condition. There were no other significant effects. Theresults indicate that FUNinio provides a much higheramount of actions than the current competition mode.

The Impact of Competition Mode and Coaching onPhysical Load in Youth Football

M. Akdag,1 D. Poimann,1 T. Czyz,1 and M. Lochmann1,21Friedrich-Alexander-University, Germany; 2FraunhoferInstitute, Germany([email protected])

A sufficient amount of movement supports healthydevelopment for children. Therefore, it is important thatcompetition and training are matched appropriately tochildren’s developmental stages. Horst Wein hasconstructed an alternative competition and trainingsystem in youth football called “FUNinio,” which isdesigned in accordance with the developmental charac-teristics (physical, psychological) of children. It claims toincrease and level the inequality in physical load producedby the current system. This study tested the hypotheses

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that “FUNinio” increases and levels children’s physicalload in comparison with the current 7 v 7, independent ofexternal coaching.

We tested 16 children (Mage ¼ 9.9 years) with aheterogeneous proficiency level. Data were collected on 2different days with an identical timetable: standardizedwarm-up (10 min) followed by 4 rounds of competition(10 min) with 4 recuperation phases (7 min) in between.Two rounds were coached, and 2 were not. On the 1stday, the children played the standard mode of“FUNinio,” and on the 2nd day, they played 7 v 7. Theteams were put together based on the coaches’ judgmentto be equal in performance. Data of physical load(number of steps, mean speed, heart rate) were collectedvia a pedometer, a global positioning-tracking system,and a heart rate belt, respectively. All parameters wereanalyzed by a linear model with repeated measurementwith the 2 factors of competition mode and coaching.The effects for competition mode were significant ( p ,

.001) so that all 3 variables (number of steps, mean speed,heart rate) were higher in the “FUNinio” condition. Theonly significant effect ( p , .001) for coaching showedthat active coaching increased mean speed. There wereno significant interaction effects. The results show that“FUNinio” increases and levels the physical load in all 3dimensions, but only mean speed could be influenced bycoaching.

The Integrated Technique-Tactical Model (IT-TM) in a12-Session Unit of Rugby With Novice Players:Application and Overall Outcomes

V. López-Ros and B. Llobet-MartíUniversity of Girona, Spain([email protected])

In this communication, we describe the use of theintegrated technique-tactical model (IT-TM; López-Ros& Castejón, 2005) in a 12-session unit of rugby union.Participants were 10 male novice club players aged 17 to19 years old. The IT-TM is a game-centered approachthat originated in Spain partially out of the influence ofteaching games for understanding and the French tacticaldecision-learning model. This approach takes intoaccount the integrated development of techniques andtactical behaviors using game situations. Our research isconsistent with the practice-referenced approach (Kirk,2005) because it reports a real coaching experience in anaturalistic setting with novice players. We showprinciples and tasks of the learning process and learning

outcomes of the preassessment, formative, and summa-tive assessment of players’ game performance using theRugby Attack Assessment Instrument (RAAI; Llobet-Martí et al., 2016). The RAAI is based on coding theactions of the ball carrier and their tactical weights relativeto their outcomes during a 5-v-5 game situation. TheIndex of Performance (IP) is a holistic team measure usedfor scoring purposes. Results of the IP on this macro-levelshow no significant linear trend for each team (A and B)at the 4 assessment times ( p ¼ .504 and .851,respectively).

New Theoretical Directions for TGfU

Is It Possible to Unify Teaching Games forUnderstanding With Nonlinearity to ImproveCreativity in Team Sports?

S. Santos, J. Sampaio, and N. LeiteUniversity of Trás-os-Montes and Alto Douro, Portugal([email protected])

Introduction: Despite the excellent coverage of theconnections between teaching games for understanding(TGfU) and nonlinear pedagogy (Tan, Chow, & Davids,2012), the potential of integrating both approaches toboost the creative behavior in team sports still remainsunexplored. Therefore, the aim of this study was toexamine the effects of a nonlinear game-centeredprogram in individual and collective game behavior inteam sports.

Methods: Forty children, without previous experiencesin sports, were allocated to control (N ¼ 18,Mage ¼ 9.2 ^ 0.4 years) and experimental (N ¼ 22,Mage ¼ 9.5 ^ 0.7 years) groups. Experimental childrenparticipated in a 5-month training program with 3sessions per week (60 min each), involving the TGfUapproach embodied in the nonlinear pedagogy principles.Individual and collective game behavior was assessedduring a 3-a-side small-sided football game with agoalkeeper on a 10-m £ 12-m pitch. The in-gameindividual exploratory behavior (attempts, fluency, andversatility) in ball possession was measured through adesigned spreadsheet entitled “Creativity BehaviorAssessment in Team Sports.” Furthermore, in-gamecollective behavior was measured through positional-derived variables, collected by a global positioningsystem, and processed with an approximate entropytechnique to compute the amount of the players’movement regularity.

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Results and Discussion: The results suggest that thetraining program nurtures the players’ individualexploratory behavior through the attempts and versatilityimprovement in the game. Still, it promotes a highinterplayer positional regularity (more repeatable move-ment patterns), indicating an intentional positionaladjustment as a result of the players’ game perceptionsand revealing a better understanding of the game. In fact,a nonlinear game-centered program provides freedomto experiment and produce a variety of novel motionconfigurations, which in turn gives children theopportunity to explore and adapt continuously. More-over, it could be speculated that variability demandsprovided by both approaches lead to great effects inchildren’s capacity to adjust collective actions and unlocktheir creative potential.

Developing Physical Education Teachers’ TGfU Contentand Pedagogical Content Knowledge

B. Nkala and J. ShehuUniversity of Botswana, Botswana([email protected])

Purpose: This presentation reports on a study thathelps answer the question, “How can [teaching gamesfor understanding (TGfU)]-related approaches beimplemented in teacher or coach education with the goalof facilitating preservice and in-service teachers/coaches’learning to teach (developing content knowledge [CK] andpedagogical content knowledge [PCK]) and thereby fostertheir professional development from novices to experi-enced practitioners?” (Memmert et al., 2015, p. 351).

Method: Fifty-nine Botswana Junior High Schoolin-service physical education teachers were randomlyassigned to 3 groups (experimental group 1 [EG1],experimental group 2 [EG2], and control). EG1participants were exposed to a 3-day TGfU trainingworkshop, which included lectures and practical sessions.EG2 participants also received the same TGfU trainingworkshop together with onsite TGfU teacher-led plan-ning discussions before and after each lesson (hybridtraining). The control group received no TGfU training.A TGfU knowledge questionnaire was administeredbefore and after workshop training to assess physicaleducation teachers’ TGfU CK. To assess teachers’ TGfUPCK, a subset of 17 teachers was selected throughstratified random sampling to have their pregames andpostgames lessons recorded and coded using the Systemfor Observing the Teaching of Games in Physical

Education (SOTG–PE; Roberts & Fairclough, 2012).Groups were compared on teacher– learner interactionand lesson content component scores. Additionalcomparisons were made between pedagogical principlesused and types of questions posed during lessons.

Results: Workshop training significantly improvedphysical education teachers’ TGfU CK scores between thecontrol and experimental group, t(60) ¼ 1.93, p ¼ .06.Analysis using one-way analysis of variance and KruskalWallis tests on different component scores of the SOTG–PE revealed that both experimental groups significantly( p , .05) improved their PCK components whencompared with the control group. However, no significantdifference in PCK was observed between experimentalgroups.

Conclusion: Though the traditional workshop facili-tates TGfU learning by teachers, the hybrid training as aPD has a greater impact on the implementation of TGfU.

TGfU, But Not as We Know It

D. Slade and A. MartinMassey University, New Zealand([email protected])

During the last 30 years, traditional skill-based game-teaching models have gradually been supplemented byinstruction under an inclusive banner of teaching gamesfor understanding (TGfU). This approach focuses ondeveloping tactical understanding through modifiedgames and a philosophy that places the learner ratherthan the game at the center of instruction. We argue thatbecause no 2 students learn or conceive knowledge inexactly the same way, teaching contexts require a moreflexible approach to instruction, based on a methodo-logical continuum of empirical to radical constructivism.Providing learners with sufficient opportunities to learnrequires flexibility and a holistic experiential approach toteaching that is appropriate for the learner, activity, andcontext. We note that pedagogical practices associatedwith modifying or constraining games are much morethan solution-based learning outcomes. They contributeto overcoming the movement competency barrier andassist teachers in facilitating “learning games throughunderstanding.” We suggest that maintaining the art ofteaching is not achieved by being ideologically bound to 1methodology of instruction. Rather, it is the flexiblenature of one’s (TGfU) philosophy and access to a varietyof appropriate pedagogical models coupled with theability to discern learners’ needs that are the keys to

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providing sufficient opportunities for learning games.The presentation will highlight how this philosophicalapproach to TGfU can be transferred to physicaleducation and coaching settings.

TGfU in Nature: The Czech Way

A. J. Martin,1 I. Turčová,2 and J. Neuman21Massey University, New Zealand; 2Charles University,Czech Republic([email protected])

The Czech educator Comenius (Jan Komenský, 1592–1670) wrote about outdoor experiences and games some400 years ago. His work can be understood as a basisfor the roots of experiential education and education innature. Comenius believed in educating the wholeperson and linking the ideals of the Greek holisticphilosophy of education, kalokagathia, involving edu-cating the mind, body, and soul through experiences innature using all the senses. He also believed in the use ofgames, play, and traveling in achieving educationaloutcomes, particularly for improving youth self-esteemand interpersonal relationships. While the English termoutdoor education is accepted in Czech as výchova vpřírodě, its translation as education in nature involvestourism activities defined as traveling for fun andplaying games with the aim of learning about nature.The original form of turistika involved active movementon foot (i.e., walking, hiking).

By the end of the 19th century, due to British andGerman influence, there was also a rapid development ofoutdoor sports, especially rowing, water sports, skiing, andcycling, which further influenced the separation of sportsfrom turistika activities, and newer types started to beformed—on bikes, canoes, skis. Turistika also involvesother outdoor and cultural activities (e.g., local history, art,music). While some tourism definitions involve travelingaway from local environments, turistika is culturallyunique and specific to the Czech context and environment.The Department of Outdoor Sports and OutdoorEducation has continued these traditions based at theFaculty of Physical Education and Sport at CharlesUniversity Prague since 1958. Their programs provide anintegrated approach to physical education combiningsports, games, and creative and touristic activities withgroup experiences in nature. The presentation willhighlight how this holistic philosophical approach toteaching games for understanding in nature can betransferred to international outdoor settings.

Psychophysical Factors Affect Team-SportsPerformance

Gibson, Yygotsky, and Bourdieu and IntentionalHuman Movement

W. SmithUniversity of Auckland, New Zealand([email protected])

As a proponent of ecological and dynamical systemstheorizing about intentional human movement,I recognize the need to juxtapose the direct perceptionapproach of ecological psychology with the indirectperception approach of information processing to try todiscredit the mind–body dichotomy, but I am concernedthat in doing so, we could be unintentionally excludingother theories of how our mind contributes to intentionalhuman movement. When we fail to recognize thecontribution of mindful intentionality, we are in dangerof moving from a preponderance of total mind-controlledinformation-processing theorizing to an interpretation ofindirect perception that is “mindless.” This, in my view, isa limited explanation of direct perception, affordancetheory, and ecological psychology, and so we need todemonstrate how the mind contributes as an internalizedaffordance. We could gain by considering, alongsideGibson’s theory of direct perception, Vygotsky’s theory ofimagination and the role of play in developing what hereferred to as sensorimotor imagination. We could alsodraw on Bourdieu’s social theory of the logic of practiceto explain the impact of social affordances. So if wecombined Gibson, Vygotsky, and Bourdieu, we could findthat given the affordance of the situation and a holisticallyconceived imagination of possibilities, we have the social-constructed mind–body synergy as a total ecology ofaction that is necessary for intentional movement.

Individual Success and Personality of ProfessionalSoccer Players: How Self-Report and ObjectivePerformance Data Differ

J. DeciusUniversity of Paderborn, Germany([email protected])

Introduction: The relationship between personality andsuccess in team sports such as soccer has been discussedfor years (Singer, 2004). Often, research has focused onteam success (Cooper & Payne, 1972). At the personal

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level, especially general criteria such as league or squadmembership were examined (e.g., van Yperen, 2009;Zuber, Zibung, & Conzelmann, 2015), because individualcareer performance is difficult to operationalize. Alter-natively, you could question the athletes themselves for asuccess rating. But do you gain reliable and valid datathis way? How does personality of successful and lesssuccessful athletes differ, regarding operationalization(objective/subjective success)? This study is supposed toanswer these questions.

Method: To receive objective data of success, we usedthe playing times in various competitions of 147 retiredGerman soccer players (1st and 2nd league). Forweighting and standardization of the competition levels,we asked 504 soccer supporters in a preliminary study.Personality was measured by the German version of theBusiness-Focused Inventory of Personality-6 Factors(Hossiep & Krüger, 2012). Items for self-reported successwere added to the questionnaire.

Results: Objective and self-reported success have amoderately high correlation (r ¼ .53). Regarding personal-ity, athletes who attribute a high success to themselves showhigher values in discipline, engagement, and emotionalstability compared with subjectively less successful players.

Considering the objective data, successful athletes scorelower in cooperation and social competence comparedwith less successful players. There are no differences inthe other traits. Furthermore, personality explains at least13.4% of success variance in soccer, independent of othercharacteristics (e.g., soccer skills).

Discussion: The results show a relationship betweensubjective and objective success data but also differentpersonality profiles of successful athletes. Indeed, thesefindings should be considered in terms of successoperationalization. In practice, decision makers couldutilize these findings for team selection and trainingoptimization. Moreover, researchers might focus on self-perception of success in further studies.

Pre-Event Competitive State Anxiety Fluctuations:Intensity, Direction, and Frequency Accounts Usingthe Time-to-Event Paradigm

J. E. Hagan Jnr1,2 T. Schack,1,2 and D. Pollmann11Bielefeld University, Germany; 2Center of Excellence“Cognitive Interaction Technology” (CITEC), Germany([email protected])

Background and Purpose: Examination of competitiveanxiety responses as temporal events that unfold as time to

competitionmoves closer has emerged as a topical area forresearch within the theoretical domain of sport psychol-ogy (Cerin, Szabo, Hunt, & Williams, 2000). However,very little is known about the pre-event patterning from aholistic perspective. The present study examined temporalresponses associated with competitive anxiety andintegrated dimensions of intensity, directional percep-tions, and frequency of intrusions in athletes with respectto between-subjects variables across gender and skill level.

Methods: Elite table tennis athletes from the Ghanaianleague (N ¼ 90) completed the modified version of theCompetitive StateAnxiety Inventory-2 at 3 temporal phases(7 days, 2 days, and 1 hr) prior to a competitive fixture.

Results: Multivariate analysis of variance (Gender £ SkillLevel £ Time to Event) with follow-up analyses revealedsignificant interactions for between-subjects factors oncompetitive state anxiety dimensions of intensity, direction,and frequency. Notably, elite (international) female athleteswere less cognitively anxious, showed more facilitativeinterpretations toward somatic anxiety symptoms, andexperienced less frequent somatic anxiety symptoms thantheir male counterparts. For time-to-event effects, intensityof cognitive anxiety fluctuated, increased progressively, andbecamemore facilitative as competition neared. Debilitativesomatic anxiety interpretations slightly improved with highself-confidence displays 1 hr before competition.

Conclusions: These findings suggest a more dynamicimage of elite athletes’ precompetitive anxiety responsesthat require effective structure, content, and timing ofpsychological skills interventions, and perhaps, culturaldifferences might have influenced the outcomes.

The Effects of Team Constitution on Tactical Behaviorof Teams During 7-a-Side Football in Small-SidedGames

J. Baptista,1,2 B. Travassos,1,3 B. Gonçalves,1,4

P. Mourão,5 J. L. Viana,1,2 and J. Sampaio1,41Research Center in Sports Sciences, Health Sciencesand Human Development, Portugal; 2UniversityInstitute of Maia, Portugal; 3University of Beira Interior,Portugal; 4University of Trás-os-Montes and Alto Douro,Portugal; 5Sport Lisboa and Benfica, Portugal([email protected])

This study aimed to identify the effects of team formationon tactical behavior of teams during 7-a-side footballsmall-sided games. Twenty-three semiprofessional foot-ball players participated in the study and were divided in3 teams, based on their playing positions: Team 4:3:0

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(4 defenders and 3midfielders); Team 4:1:2 (4 defenders, 1midfielder, and 2 forwards); and Team 4:0:3 (4 midfieldersand 3 forwards). Each team played against each othertwice in randomized sequence in a 62-m £ 50-m pitch for5 min. Players’ trajectories were gathered using anondifferential 5-Hz global positioning system and wereused to compute the following variables: individual–distance from each player to both one’s own and theopponent’s team centroid (Dist CG and Dist OPP CG,respectively), individual area, and total distance covered;collective– team length, team width, and surface area.Approximate entropy was measured to identify theregularity pattern from the time series of each variable.Team 4:3:0 showed lower approximate entropy (ApEn)values in the individual area compared with Team 4:1:2(very likely lower, Cohen’s d ¼ –0.88 ^ 0.63) and Team4:0:3 (likely lower, Cohen’s d ¼ –0.58 ^ 0.63). Team4:1:2 showed moderately higher ApEn values in the DistCG in comparison with both Team 4:3:0 (likely higher,Cohen’s d ¼ 0.66 ^ 0.63) and Team 4:0:3 (very likelyhigher, Cohen’s d ¼ 0.91 ^ 0.63). On the otherhand, Team 4:0:3 revealed lower ApEn in the Dist OPPCG in comparison with Team 4:3:0 (likely lower, Cohen’sd ¼ –0.77 ^ 0.63) and Team 4:1:2 (very likely lower,Cohen’s d ¼ –0.99 ^ 0.63). In conclusion, Team 4:3:0revealed higher regularity on individual space occupation,while Team 4:1:2 seemed to mainly sustain theirpositioning decisions on teammates’ behavior. Conver-sely, Team 4:0:3 looked to be more fine-tuned with theopponent’s displacements. Overall, the teams’ consti-tutions present different emergent behaviors and shouldbe taken into account during training tasks design.

The Influence of Handedness on Performance on theDifferent Playing Positions in Female Team Handball

J. Weber,1 M. Wegner,1 and S. Fatulescu21Christian-Albrechts-University Kiel, Germany;2Sanconfind, Romania([email protected])

As part of the performance profile for team handball,handedness is frequently named. However, the topic ofhandedness in team handball is not sufficiently specified,because there still is a discrepancy between recommen-dations for training and empirical data. Left handers oftenplay in the right-wing player position. If there are no lefthanders available, thatposition is oftenfilledwithyoungandtactically inexperiencedplayers.Todevelop the full potentialof players, a positioning according to handedness is

appropriate. According to neuropsychologial data concern-ing the use of hemispheres, differences between left- andright-handedplayers are to be expected, especially regardingreaction time and tactical skill (Noroozian et al., 2012).

The placement of players with different handedness infemale German team handball was investigated in thepresent study. Further, the influence of handedness oncertain handball-relevant performance factors was assessed.Finally, the selection mechanisms for left handers aresurveyed and discussed. Six hundred fifty-four femaleplayers of the DHB (German Handball Association) weretested for handedness, constitution, technique, tacticalability, and physiological and psychological factors.

Results show that position-specific preferences regardinghandedness (left handers on the right side of the court, righthanders in center back, and both handers in the goal) areevident. In addition, the psychological variable of actionversus state orientation differentiated between right- andleft-handed players. No differences were evident for any ofthe tactical and reaction-time variables between left andright handers. Based on these findings, coaches could takeinto account more sensitive selection procedures consider-ing left handers.

Team Tactics

Key Information From Complex Interaction Processesin Football

J. Perl1 and D. Memmert21Johannes Gutenberg University Mainz, Germany;2German Sport University Cologne, Germany([email protected])

Contemporary data acquisition techniques are able toprovide data in enormous amounts. Even computer-based data analysis techniques seem to have problemsdetecting key information hidden in the data frequently.The problem can be clarified with an example fromfootball: During a 90-min soccer game, video-based data-recording systems can produce (at least) 25 xy-positiondata of the 22 players as well as the ball per second, addingup to 90 £ 60 £ 25 £ (22 þ 1) £ 2 ¼ 6,210,000 pieces ofdata per match. There is a tremendous variety of possiblegames, while most of the games have extremely differentdata representations. In contrast, the term “keyinformation” is intended to reduce a whole game withall its complex activities and dynamics to just a handful ofencoding numbers. In particular, key performanceindicators (KPIs) like ball possession rates and pressure

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intensity, in which coaches are interested, do not offersignificant information if not embedded in the context ofprocesses and playing dynamics—even more if suchindicators are used to plan more successful tacticalprocesses. For this reason, the analysis software SOCCER(Perl & Memmert, 2013) uses position data not only forcalculating a long list of numerical indicators, butSOCCER analyzes patterns of attacking and defendingactivities, type and success of passes, as well as rates ofspace control in critical areas to measure the significanceof KPIs in the context of playing processes. For example,pressure and number of bypassed players are indicators ofpasses and therefore do not make sense as mean valuesover a game, but only in the context of type and success ofthose passes. Space-control rates and ball-controlfrequencies as indicators of attacks do not count asmuch, if not correlating with each other and occurring inthe opponent’s critical areas.

Kinematic and Tactical Analyses in Youth Soccer

C. Augste,1 R. Prüßner,1 D. Linke,1 B. Grossmann,1 andM. Lames21University of Augsburg, Germany; 2TechnicalUniversity of Munich, Germany([email protected])

Introduction: While in professional soccer many statisticsare given even in real time, only few studies in youthsoccer exist to analyze tactical and physical performance.The aim of our explorative study was to describe andcompare kinematics and tactical performance of boys andgirls in a 9-a-side soccer match.

Methods: A soccer match between a female under-13team and a male under-13 team was recorded with 2 videocameras and a high-frequency local positionmeasurementsystem. Kinematic data like total distances and speedstructure were analyzed. Speed zones were defined asreferring to the maximum-occurring sprinting speed forboys and girls separately. Tactical performance wasassessed by analyzing characteristics of ball possessionperiods.

Results: The average total distance covered during the60-min match was not significantly different betweenboys (5,341 m) and girls (5,562 m; p . .05) and wasdivided into walking (34.2%), jogging (35.3%), running(13.5%), high-speed running (13.3%), and sprinting(2.4%). The playing time comprised 21 min of possessionfor the boys and 17 min for the girls, 16 min of stoppages,

and 7 min of phases without control. Boys and girlspassed 1.9 times per possession on average ( p . .05).

Discussion: The physical load and speed structurewere similar for boys and girls. The number of passesper possession was not different for boys and girls, butit was quite low in comparison with professionals(Hughes & Franks, 2005). Moreover, the duration ofstoppages was shorter, and there were more phaseswithout control in youth soccer than in professionalsoccer. More matches should be analyzed while focusingon different age groups, genders, and levels of playersand to create recommendations for training in youthsoccer.

Impact of the ‘Warm-Up Game’ on Tactical Awareness

N. Suzuki,1 S. Okuma,1 J. Fujisawa,1 and H. Anbe21Tokyo Gakugei University, Japan; 2Hokkaido Universityof Education, Japan([email protected])

Introduction: Suzuki (2014) proposed a new idea In theintroduction of teaching games for understanding(TGfU): the “warm-up game,” which is a large modifiedgame for doing a warm-up and executing the skills. Thepurpose of this study was to clarify that the “warm-upgame” had a strong impact on tactical awareness duringthe lesson.

Materials and Methods: A comparison was madebetween 2 classes that incorporated different forms ofwarming up (the “warm-up game” and skill practice).Data collection was done during 7 sessions scheduledfrom January 13, 2016, to February 8, 2016. Six randomlyselected players per group served as participants and wereinvestigated during a modified basketball game (4 v 4).Two researchers analyzed the games using the GamePerformance Assessment Instrument (GPAI) separately.The focus of the analysis was on players’ tactical decisionmaking. Two additional researchers implemented thefieldwork. One observed the game while teaching.Another observed the game while participating in thelesson.

Main Results: The GPAI analyses showed significantdifferences between the 2 classes. The “warm-up game”promoted students’ understanding of tactics. The resultsof the fieldwork were similar and showed that students inthe “warm-up game” group appreciated the gameframework and understood the tactical problem basedon it. Therefore, students who played the game after

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taking the warm-up game, promoted their decision-making competence. Hence, the “warm-up game” had astrong impact on tactical awareness.

Discussion and Conclusion: Based on the results of thepresent research, teachers are well advised to incorporatethe “warm-up game” at the beginning of TGfU lessonsinstead of skill practice.

Emergence of Self-Organized Team Tactical BehaviorsDuring a Preseason Football Game

A. Ric,1 C. Torrents,1 B. Goncalves,2 J. Sampaio,2 andR. Hristovski31National Institute of Physical Education of Catalonia,Spain; 2University of Trás-os-Montes and Alto Douro,Portugal; 3Faculty University of Skopje, Macedonia([email protected])

The aim of this study was to identify the soft-assembledhierarchical dynamics of team tactical behavior duringfootball game competition. Twenty male professionalfootball players on the same team participated in apreseason match. Positional data from the outfieldplayers were collected using 5-Hz global positioningsystem units (SPI Pro, GPSports, Canberra, Australia).Twenty-nine categories were determined from 8positional measures creating multivariate binary (Boo-lean) time-series matrices. A soft-assembled hierarchymodel was applied by using 2 statistical analyses:a hierarchical principal components analysis and thecalculation of dynamic overlap order parameter q.These analyses allowed for determining the hierarchicalstructure of the emergent tactical patterns and itsdynamic properties. The sequential reduction of eachset level of principal components (PCs) revealed 1 PCas the slowest collective variable forming the globalbasin of attraction of tactical patterns. The dynamicoverlap showed the time scale on which the explorationof team tactical behaviors saturates attaining to thestationary value. Mean values of the stationary part ofthe overlap showed that team behavior performed inthe 2nd half was more varied than behavior in the 1sthalf: t(1,289) ¼ 12.078, p , .0001. The mean dwelltime of each positional measure helps to understandthe soft-assemble hierarchy of football dynamics. Theseresults provide a rationale for understanding theemergence of collective behaviors. Coaches shouldconsider the frequency to manipulate task constraintsto significantly increase the exploratory breadth of teambehavior and enlarge the time lag on which the

exploration of varied collective tactical behaviorssaturates.

Differences Between Knockout and Group Matches:An Analysis of Tactical Behavior in Football During theFIFA World Cup 2014

C. Winter and M. PfeifferJohannes Gutenberg University Mainz, Germany([email protected])

Introduction: An analysis of tournaments in sports gamesis often performed as a summary for all matches.However, there is reason to believe that teams behavedifferently depending on the tournament’s stage (Mack-enzie & Cushion, 2013). This difference in behavior couldlead to a different relation concerning tactical behaviorbecause of a different structure of performance. There-fore, an analysis of the FIFA World Cup 2014 wasconducted to examine differences in the structure oftactical behavior between knockout (ko) and groupmatches.

Methods: For the notational analysis, a football matchwas subdivided into different states. The attacking teamhad to solve successive states: (a) control the ball, (b)spatial progression, and (c) prepare a scoring opportunityleading to (d) the goal shot. The defense facedcorresponding tasks beside the omnipresent task to winthe ball. Based on the relative transitions between thesestates, 11 tactical metrics were calculated (Winter &Pfeiffer, 2015). Thirty-eight matches of the FIFA WorldCup 2014 were analyzed. An explorative factor analysis(Varimax) was conducted subsequently for ko and groupmatches separately to analyze the relations betweenthe metrics.

Results: Screeplots showed 4 factors for the komatches as well as for the group matches. For the latter,the factors are transition after ball win (32.24%), offenseand scoring (19.93%), transition after ball loss (17.86%),and defense (14.37 %) explaining 84.41% of thevariance. The factors for the ko matches explain86.56% of the variance and consist of transition inboth ways (41.69%), offense (21.67%), defense (12.73%),and scoring (10.47%).

Discussion: Factor analysis showed that tacticalmetrics represent different dimensions depending onthe stage of the tournament, indicating differences in thestructure of performance. Therefore, future researchshould separate group matches and ko matches. In thefinal stage of the World Cup, success in scoring is less

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dependent on other offensive behavior than in groupmatches.

Interaction Between Offensive and Defensive Behaviorof Opposing Teams in Team Handball Analyzed byArtificial Neural Networks

N. Schrapf and M. TilpUniversity of Graz, Austria([email protected])

The analysis of game tactics is of high interest forresearchers as well as for practitioners. However, theanalysis of the interaction between teams is notwell established. Therefore, the present study attemptedto examine the interaction between offensive and defensivebehavior of opposing teams in team handball.

Twelve games from the EURO-Men-18 Champion-ship 2012 were analyzed with a custom-made analysissystem (Rudelsdorfer et al., 2014). Position data from723 action sequences were used to find typical patternsof offensive and defensive players by means of artificialneural networks (ANNs). Patterns were determinedseparately for offensive and defensive behavior. Sub-sequently, the most frequently occurring patterncombinations were analyzed with regard to their goalsuccess and the distance between offensive and defensiveplayers.

The training process of the ANNs led to 25 offensiveand 13 defensive clusters. Out of all possible clustercombinations, 214 were realized within the analyzedgames. Frequency analysis highlights 16 commoncombinations with a scoring rate of 30% to 90% andan average distance of the shooting player to the nearestdefending player of 0.76 m to 2.07 m. No statisticallysignificant relation between the cluster combinations,the scoring rate, and the distance between the shootingplayer and the nearest defending player was found.However, results revealed tendencies toward higherefficiency of some patterns. Moreover, odds ratioanalysis revealed favorable defensive behavior.

Results indicate that ANNs are an adequate method toanalyze the interaction between offensive and defensivebehavior based on players’ positions. Although we couldnot detect significant differences between the differentplaying behaviors, odds ratio analysis demonstrated theadvantage of specific defensive tactics against a specificoffensive tactic.

TGfU in the Field

About Teaching Games in Brazil: National ScientificProduction and the TGfU

F. R. Costa, I. Scremin, and M. V. EuzebioUniversity of Brasilia, Brazil([email protected])

This project aimed to analyze the Brazilian physicaleducation scientific production related to teachingcollective sports and the teaching games for under-standing (TGfU) presence in that scenario. For thisreason, we have searched through Qualis Capes fornational physical education journals of pronouncedvalue. With these criteria, we defined 10 magazines tofind articles regarding the target issue of research andfound 516 documents, which will contribute to under-stand the national stage of research on teaching methods.Sports education in Brazil is historically based on thetraditional technique-centered perspective. Since the1980s, the debate about the teaching process hasmotivated the proposition of different pedagogicperspectives. Nowadays, the Brazilian physical educationprofessionals comprehend the importance of teachingabout “how to play the game,” while discussingmethodological and curricular aspects to organize thesports teaching. In this sense, we have looked forBrazilian universities and authors who contributed themost to this debate. We also intend to respond to what isbeing produced about TGfU in Brazil and what isdiscussed about this process. For now, the Movimentoand Motriz journals, the most important periodicpublications in Brazilian physical education, revealed23 articles that discuss sports teaching. The universitythat contributed the most was Unicamp, with 8 articles.Bayer, Garganta, and Greco were the most quotedauthors in the articles. The TGfU authors who appearmore times are Tim Hopper, David Bunker, and LindaGriffin. There are differences in periodicity, quantity, andcontents between the journals. The outcome of thisproject will allow researchers to analyze the Brazilianphysical education system and its impact on the sports-teaching process, as well as aspects related to professionalqualifications, teaching models adopted, knowledge ofteaching methods, and the adoption of the TGfUmethod, which is not well disseminated across thecountry yet.

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Application of Teaching Games for Understanding(TGfU) in Preschool Children Basketball Education

H. Zeng,1 A.-Q. Liu,2 Y. Zhang,3 H. Tao,4 and Q.-Q. Dong51Hubei University of Arts and Science, China; 2CentralChina Normal University, China; 3Hubei University ofEducation, China; 4Guangzhou University of Education,China; 5Wuhan Sports University, China([email protected])

Thepresentwork investigated the effectsof a teachinggamesfor understanding (TGfU) training among 5- to 6-year-oldpreschool children with respect to recognition, motorlearning, emotions, and game performance in basketball.Ethical approval from the university’s ethics committee wassought, and subsequently, 20 childrenwere recruited from alocal kindergarten, including 10 boys and 10 girls, afterparents provided informed consent. Participants underwentan18-weekTGfU-based training.Dependent variableswererecognition performance, motor skill, emotional attitude,and game performance, and they were tested at pretrainingand posttraining using observational methods and semi-structured interviews. All data were analyzed for significantdifferences using appropriate statistical tests with an alphalevel set a p ¼ .05. Results indicated that after TGfUbasketball education: (a) Bothmales and female participantssignificantly improved in recognition performance, motorskills, emotional attitude, decision making, and gameperformance (all p , .05); and (b) gender differencesbecome only significant for game performance, decisionmaking, and cooperation (p, .05). The results, therefore,suggest that TGfU with preschool children approach ishelpful in improving children’s overall abilities duringbasketball game performance and positively influences theiremotional attitude toward the game. Furthermore, childrenenjoyed playing basketball and often wouldmotivate familymembers to join the game. In summary, the present studyproposes a new education method for Chinese preschoolchildren for future reference by investigatingTGfU-based5-to 6-year-old preschool children’s basketball education.

Combining the Tactical Games Approach, CooperativeLearning, and the Sport Education Model forElementary School Physical Education in Japan

E. HasegawaUniversity of Tsukuba, Japan([email protected])

The tactical games (TG) approach and sport education(SE) model were introduced to Japan at the end of the

1990s through Japanese translations of Griffin et al.(1997) and Siedentop (1994). A number of Japanesephysical educators attempted to put the models intophysical education practice, but not all elementary schoolteachers used the models because of their lack ofknowledge and experience.

Therefore, this research documents an attempt tofamiliarize general elementary school teachers with theteaching– learning process of the TG approach incombination with cooperative learning and the SE model.

The TG approach was designed as a modified game-centered lesson. That is, the teaching– learning process oflessons was organized as follows: skill practice, 1st-halfgame, questioning, team practice, 2nd-half game, andreflection. Cognitive learning of tactical awareness wasemphasized through questioning and reflection. Coop-erative learning was introduced by using a “sibling teamsystem” strategy. This strategy entailed an alliance of 2single teams, who then competed against the other teams.The same sibling teams worked cooperatively in teampractice, and if one team played a game, the other teamprovided a referee or cheering supporters. In addition, ifsomebody was absent, a member of the sibling teamserved as a substitute. Features of the SE model were alsoapplied to the lesson unit and were reinforced by thesibling team system. Formal games were played in eachlesson and scores were recorded, with the climax being atournament in the final lesson.

Six lesson units of ball games were taught by 6 differentteachers and were observed and video-recorded at 3elementary schools in Tokyo and Saitama. The studyexamined how the physical education lesson setup of theTG approach affected teachers’ lesson management andchildren’s game performance and affective states. Inter-views with teachers were also conducted, and observa-tional notes were taken.

Effects of Teaching Games for Understanding onQuantitative and Qualitative Indexes of Grade 3Students’ Game Performance

A. Dania and K. ZounhiaNational and Kapodistrian University of Athens, Greece([email protected])

Growing research has demonstrated that game-centeredapproaches have been favored by physical education (PE)teachers as a means to increase all students’ competence ata physical and (meta)cognitive level. Utilizing the teachinggames for understanding (TGfU) instructional model, the

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aim of the present research was twofold: (a) to present theimplementation of a game-centered intervention programwithin the context of Greek PE, and (b) to assess its impacton primary school students’ game performance andunderstanding. Four in-service PE teachers, trained in theuse of TGfU, taught 16 45-min invasion-game units, andeach were responsible for a different class of Grade 3students from 2 separate schools (N ¼ 91, approximatelyN ¼ 23 per class). All teachers agreed on the content of allunits so as to sequentially address the tactical problems ofmaintaining possession of the ball, creating space in attack,attacking the goal, and defending space. Each unit beganwith an initial game form, followed by observation andquestioning by the teacher, and ended with a final gameform of increased difficulty. At the end of every unit,teachers completed a structured reflective journal notingthe students’ and lessons’ strengths and weaknesses. Usinga single-participant design, 4 students per teacher (2 boysand 2 girls) were randomly selected from each class(N ¼ 16). Changes in these students’ game performancefrom baseline to intervention were assessed within amodified 4-v-4 handball game (Game PerformanceAssessment Instrument; Oslin, Mitchell, & Griffin, 1998),while pedometers were used to record changes in theirphysical activity during game play. Qualitative datainvolving students’ verbal reports of game understandingwere analyzed along with journal entries at the end of theprogram. Because the intervention is still in progress,results from the combinational analysis of the quantitativeand qualitative data will be released during the conference.

A Systematic Review on Periodized Approaches toTeaching and Training: No Evidence SupportingPeriodization

J. Afonso,1 P. T. Nikolaidis,2 P. Sousa,1 and I. Mesquita11University of Port, Portugal; 2Hellenic Army Academy,Greece([email protected])

Periodized approaches to teaching and training stand incontrast to well-established science, as we describe in ourconceptual critique on periodization. In the present study,we conducted a systematic review on the topic to verifywhat research on the topic has been done. The search wasconducted in late September of 2015 (Scopus, Scielo,PubMed, EBSCO þ SportDISCUS, specifically selectingAcademic Search Complete, CINAHL Plus with Full Text,MedicLatina, MEDLINE with Full Text, PsycINFO, andSPORTDiscus with Full Text; and Web of Science) and

was repeated in the beginning of February 2016 to includemore recent publications. Inclusion criteria resulted in abody of 195 papers, later reduced—by applying exclusioncriteria—to 42 empirical papers and 5 nonempiricalpapers (i.e., systematic reviews and/or meta-analyses).Results show that all research on periodization has beenmistaking periodization with variation. Furthermore,none of the empirical papers make any predictionconcerning the timings, magnitudes, and/or directions ofthe adaptations, which is the original purpose ofperiodization. Tactical, technical, and psychologicalfactors are largely ignored. Reporting of confoundingvariables such as nutrition, supplementation, and/ormedication is absent or, when present, highly deficient.Reporting of data reliability is absent or incomplete inmost cases. Effect sizes are properly reported in less thanhalf of the sample. Data are analyzed with regard tocentral values and between-groups differences, whereasdispersion data and within-group variations are dis-missed. Nonresponders are not considered. Finally,studies are usually short- to medium-term, while schoolyears or seasons are long-term. The systematic reviewsand meta-analyses provide no valid input as they havebypassed such problems and moved toward datacomparison. Overall, there is no support in favor ofusing periodized approaches, as research on the topic isconceptually and methodologically flawed.

TGfU and Coaching

A Soccer Content Map Designed for Novice Teachersand Coaches

A. P. Turner and P. WardBowling Green State University and Ohio StateUniversity, United States([email protected])

As a physical education teacher educator and technicaldirector for a small soccer club in theAmericanMidwest, itpresents a challenge to equip novice teachers and coacheswith the content knowledge necessary to effectively teachsoccer to children using games-based approaches.Instructors must initially comprehend the laws, tactics,and skills of the game as part of their common contentknowledge and select the instructional tasks/experiences(specialized content knowledge [SCK]) that will facilitateperformers’ acquisition of tactics and skills (Ward, 2009).The interplay of players learning tactics and skills inteaching games for understanding requires that teachers

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have SCK to sequence and then interconnect gameliketasks with increasing complexity. The purpose of thispresentation is to present a content map (Ward, Lehwald,& Lee, 2015) for use by novice teachers and coaches toenable them to conceptualize, sequence, and explore therelational elements of soccer content to be learned byupper elementary-age children. Four offensive tacticalprinciples (mobility/support, advancement, width, anddepth/retaining possession) and 4 defensive principles(engagement/restraint, depth, contraction, and expansion)provide an overarching framework as players progresstoward a 4-v-4modified game (no goalkeepers)—the basicconfiguration representing 8 tactical principles of the adultgame. A ground game is emphasized to simplify play, whilespecific learning tasks permit every player to contact theball frequently to maximize time on task. Players areorganized into similar-size groups (e.g., 4 students) thatcan be combined (e.g., 4 v 4) or divided promptly (e.g.,2 þ 2 or 6 v 2) to avoid managerial disruptions duringgame-task transitions involving players and field space.In various learning activities, numerical overload con-ditions (e.g., 4 v 2) are employed to facilitate off-the-ballmovement on offense, and degrees of defensive pressure(passive, active, competitive) are also applied. Theproposed content map provides a useful tool for beginningteachers and coaches.

Understanding the Taiwan Judo Referee DecisionSupport System

T.-L. Yeh, K. Pina, and S.-Y. WanChang Gung University, Taiwan([email protected])

This case study is aimed to understand how aninformation system supports decision making of Judoreferees and the possibility for developing a sustainabledomestic Judo judgment support system in Taiwan. Thegrowing popularity of Judo competitions and theubiquitous use of instant replay decision support systems(DSSs) in those events have brought increasing pressureon the referees in making convincing decisions. Further,requirements of expertise in balancing the agile rhythm ofthe game and the scrutiny of the rendered decisionsremain constant. In this presentation, we conductedinterviews with a Judo referee who participated in majorTaiwan Judo competition events to collect qualitativeand quantitative data and compile lessons learned.To conclude, the advantages of the DSS are threefold:(a) DSS helps the organizer to reduce erroneous scoring;

(b) DSS helps the referee to make the best possibledecision by means of replaying the missed motion; and (c)DSS improves timing control.

In the future, we hope that the Judo competition systemcould not only be generating data for balloting andweighting athletes before the game as is its present usage,but that it will also provide integrated information aboutthe competition results, as well as real-time analyticaltechnical data to help athletes or coaches reactresponsively during the game.

Comparative TGfU Junior Hockey Coaching Analysis:Effect of TGfU in Game Play, Knowledge,Cardiovascular Fitness, and Coaches’ Reflectionin Malaysia and India

S. Nathan, G. L. Khanna, and A. HashimSultan Idris Education University of Malaysia, Malaysia([email protected])

Teaching games for understanding (TGfU) in a coachingcontext seems to be untested among Asian hockey-playingcountries in contrast to the skill drills technical (SDT)approach. Therefore, this quasiexperimental pretest–posttest control-group study design examined the effectTGfU had on Malaysian and Indian junior hockey playersin ball control, while supporting player roles in 5-v-5 gameplay, as well as declarative and procedural knowledgeand cardiovascular fitness performances. Furthermore, aqualitative approach was employed to elicit coaches’(N ¼ 4) reflections on implementing TGfU. The sample of60 players randomly selected from both countries involvedin this study were assigned equally (N ¼ 15 players) tothe TGfU groups and the control group (N ¼ 15) thatpredominantly utilized SDT training. The study utilizedthe following methodologies: the Game PerformanceAssessment Instrument, multiple-choice tests, bleep test,and reflection journals to collect coaches’ reflections.Findings indicated that TGfU was significantly moreeffective comparedwith SDT amongMalaysian and Indianplayers in ball control in 5-v-5 game play and fitness levels.Results showed that Malaysian players improved signifi-cantly using TGfU regarding supporting players comparedwith the Indians. As for procedural hockey knowledge,no significant difference between the TGfU and SDTapproach was evident among Malaysian and Indianplayers. However, for declarative knowledge, significantimprovements for the Indian players via TGfU wereevident. In general, the current results support the TGfUmodel in enhancing both game play and cardiovascular

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fitness; however, coaches expressed a need for bettereducation regarding the TGfU approach.

TGfU Transitions: Teacher Education to TeachingPractice in 3 Countries

S. MitchellKent State University, United States([email protected])

The primary purpose of this study was to determine theextent to which physical education teachers implementteaching games for understanding (TGfU) practices in themanner in which they were taught and the extent towhich the same teachers modified their TGfU practicedependent on their context. A secondary purpose was todetermine the extent to which similar practices were usedby teachers prepared to teach using TGfU in differentcountries. Participants in the study were 9 physicaleducation teachers, including 3 in Ohio, 3 in BritishColumbia, Canada, and 3 in New South Wales, Australia.These teachers ranged in experience from 2 to 16 years ofteaching. Data sources included semistructured individualinterviews, field notes from direct observations of TGfUlessons, and examination of TGfU teacher preparationmaterials related to TGfU. Interviews were audio-tapedand transcribed verbatim, and member checking wasemployed to ensure data authenticity. A direct obser-vation protocol was developed from the TGfU “bench-marks for action” identified by Butler (2014).

Data were analyzed by a process of constant comparison(Glaser & Strauss, 1967) using open and axial coding, withseveral themes emerging. Emergent themes included: (a)Teachers maintained faithfulness to their TGfU prep-aration; (b) declared knowledge was consistent with TGfUpractices; (c) teachers used game-based and question-driven teaching; (d) teachers combined curriculummodels, and especially constraints-based modificationswere used when necessary; (e) small-group practice andgame play were common among all teachers; and (f) allteachers emphasized transfer among games.

The findings are discussed with reference to theimplications for TGfU teacher education, as well assimilarities between TGfU preservice teacher education inthe 3 countries and the extent to which differentapproaches are “different paths up the same mountain”(Mitchell, 2005). The findings indicate many similaritiesamong TGfU implementation across the 3 countries, andteacher educators can do more to emphasize theaffordance of student input into game design.

Connecting With Diverse Communities:Athlete-Centered Coaching, TGfU, and Sport as aVehicle for Social Communities

S. R. Walters, K. Spencer, and A. FarnhamAuckland University of Technology, New Zealand([email protected])

Although sporting research has tended to focus onperformance and processes of globalization, sport can alsobe a powerful vehicle for promotinghealth, education, socialdevelopment, and peace and for reducing conflict (Butler,2008). The aims of this study were to explore the potentialand value of sport as a vehicle for developing relationships toenhance social outcomes in underprivileged communities.

Case-study methodology was adopted to explore howsport can be used by a religious organization in thePhilippines to enhance the organization’s ability toeffectively engage and build relationships within thecommunities they serve.

This 5-year project involved academics from NewZealand visiting the Philippines on an annual basis andimplementing sports education programsunderpinned by aholistic athlete-centered coaching philosophy. Principlesdrawn from a teaching games for understanding (TGfU)approachwere used to develop future teachers’ understand-ingofhowthe coachingof sport can create environments forlearners that are fun, inclusive, and developmental.

The objective of the project was to create a fully self-sustaining educational program tobedelivered by graduatesfrom the Marist Asia-Pacific Center in Manila. For themajority of these graduates, this experience has been theirvery 1st engagement with sport at any level. Focus-groupinterviews revealed that the experience, for many, has been“transformative” and “inspirational.”

This study directly addresses 1 of the 10 identified keyTGfU research questions identified in a recent article byMemmert et al. (2015): Can the TGfU approach beconsidered a helpful model across different cultures?

Effects of Korfball Teaching Games for Understandingin Chinese College Students: A Randomized Study

C. Jindong, G. Hao, Y. Lei, and Y. MingSouthwest University, China([email protected])

Objective: The objective of this study was to test theeffectiveness of the teaching games for understanding(TGfU)model; a 12-weekkorfball teachingpracticewasused.

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Methods: A TGfU group was compared to a techniqueapproach group and a control group. In this randomizedstudy, 99 college students were enrolled in the experiment(33 participants in each group). The technique methodfocused primarily on skill instructionwhere the skill taughtinitially was incorporated into a game at the end of eachlesson. The TGfU approach emphasized developingtactical awareness and decision making in small-gamesituations. One physical educator (the assistant coach ofthe China team) taught field korfball using theseapproaches for 12 weeks (1 80-min lesson each week).The control group did not receive any field korfballinstruction. Pretests (in the 6thweek) andposttests (duringthe 12th week) were administered for korfball knowledge,skill, and game performance. Separate analyses of varianceor analyses of covariancewere conducted to examine groupdifferences for cognitive and skill outcomes.

Results: The TGfU group (16.25 ^ 3.71) scoredsignificantly higher on passing decision making than didthe technique (12.26 ^ 2.79) and control groups(8.17 ^ 3.84) during posttest game play ( p , .01). TheTGfU group (20.50 ^ 4.65) scored significantly higherthan the control group (17.16 ^ 4.29) for declarative andprocedural knowledge ( p , .01). The TGfU group(19.88 ^ 5.13) scored significantly higher on control andpassing execution than did the other groups (16.27 ^ 5.96;12.32 ^ 6.38) during posttest game plays ( p , .01). Forkorfball skill, there were no significant differences amongthe 3 groups for accuracy ( p . .05), but the techniquegroup (15.25 ^ 6.25) recorded faster than the controlgroup (11.85 ^ 2.66) on the posttest ( p, .05).

Conclusion: This randomized study indicates that theTGfU approach provides a more viable way of teachingstrategic decisionmaking for korfball players. In particular,effective decision making is important for the successfulexecution of skills among korfball players. The authorssuggest further exploring the efficient use of the TGfUapproach in the field of korfball teaching.

TGfU and Psychosocial Factors

Psychosocial Development Through a Teaching Gamesfor Understanding Approach to Coaching

S. Graupensperger and A. TurnerBowling Green State University, United States([email protected])

Although it is well documented that youth sportparticipationmay provide young athleteswith psychosocial

development and transferable life skills (Turnnidge,Cote, & Hancock, 2014), such positive youth development(PYD; Fraser-Thomas, Cote, & Deakin, 2005) outcomeshave yet to be rigorously investigated as a potentialoutcome of a teaching games for understanding (TGfU)coaching approach. As TGfU has become increasinglypopular, an extensive literature review has led investi-gators to posit that the approach may facilitate PYDoutcomes including: perceived competence, confidence,coach–athlete connectedness, peer connectedness, char-acter, and intrinsic motivation. The present study willoffer an important addition to the literature by examiningthe impact of a season-long (10-week) TGfU sportexperience on PYD outcomes of youth soccer players.Three youth soccer teams (2 male and 1 female) rangingin age from 9 to 12 years will be the participants in thisstudy. The soccer teams typically play an 8-game seasonover 2 months (April–May). Each team will undertake 2practice sessions per week for approximately 1.25 hrbeginning 2 weeks prior to the season. The teams will betaught using a TGfU approach by an experienced coachwho has worked extensively with this instructional modelfor a 25-year period and who has taught and coachedsoccer in elementary and secondary schools as well ashigher education settings. To examine potential changesin the aforementioned PYD outcomes, a repeated-measures one-way multivariate analysis of variance willbe used to compare baseline measures taken at thebeginning of the season with a postseason assessment.The current study will attempt to add to the body ofliterature on games-based instruction by providing anempirical investigation into TGfU as a vehicle forpromoting psychosocial youth development.

A Review on the Effect of Small-Sided and ModifiedGames in Sport Teaching and Coaching: InformingTGfU Pedagogy

S. PillFlinders University, Australia([email protected])

In tactical models (Metzler, 2011) for games and sportteaching, such as teaching games for understanding(TGfU; Bunker & Thorpe, 1982), learning is game-based(Webb, Pearson, & Forest, 2006). For many, this meansnot just that students are first placed in game play, butthat playing of small-sided games (SSGs) is analogous toTGfU, as structured learning experiences throughminigames and SSGs are at the “heart” of the model

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(Butler, 2015; Kirk, 2005). It has been reported thatteachers see tactical models like the Game Sense approachas playing SSGs or modified games (Breed & Spittle,2011). In TGfU, it has been suggested that lessons focuson SSGs as “principles of play” (Liu Yuk-Kwong, 2010) asthe 6-step model moves first from the tactical-conceptualto technical skill development, or from “why” to “how”(Stolz & Pill, 2014) and that game competence isspecifically fostered through SSGs (Jepson, 2012). SSGsare, therefore, commonly presented as a core pedagogicalfeature of tactical models (Stolz & Pill, 2014). Thispresentation considers the evidence base for SSGs as apedagogical device in games and sport teaching through aqualitative systematic review of the literature. This reviewinvolved identification of relevant published evidence viaa search of academic research collections, such as GoogleScholar and PubMed, for data-driven research whereSSGs were the focus of the study. Data analysis proceededby first tabulation of the studies to summarize the dataand then systematic coding and analysis. The analysisreveals that SSGs have been shown to be at least aseffective in technical, tactical, and physiological trainingas the drill-practice and drill-conditioning style in sportcoaching contexts, but the evidence of technical or tacticalefficacy in achievement of skill-learning outcomes usingSSGs in a tactical model in physical education is less clear.

Exploring Mixed-Reality Simulation Using TGfU

M. Neutzling, K. Pagnano-Richardson, and D. SheehyBridgewater State University, United States([email protected])

Virtual-reality simulation is taking center stage as a next-generation environment for teacher professional learningand allowspreservice teachers to practice pedagogical skillsin a safe environment that does not place real students atrisk (Kane & Staiger, 2012). Though few studies have beenconducted to measure teaching performance, such as typeand pacing of feedback (Brandenburg, Donehower, &Rabuck, 2014), to date, no known studies have investigatedthe pedagogical aspects of teaching using constructivistprinciples in physical education. The purpose of this studywas to understand physical education preservice teachersand faculty experiences using the virtual rehearsal methodin the Mursion simulator. Participants were 2 physicaleducation teacher education (PETE) faculty and 23preservice teachers enrolled in physical educationmethodscourses. Grant funding allowed PETE faculty at 1university to use the computer-simulated, immersive,

mixed-reality classroom in which their preservice teachersinteracted with avatars that were scripted to portraytypically developing 7th-grade students. Preservice tea-chers cotaught 3 teaching-games-for-understanding les-sons, and 6 hr of teaching experiences were completed—specifically, 4 hr of simulation experiences. Data collectionincluded video recordings of simulation experiences,semistructured interviews, lesson plans, lesson reflections,and debriefs. Datawere analyzed qualitatively. Preliminaryfindings suggest that preservice teachers engaged “in themoment”with the avatars due to suspended disbelief, werechallenged by the off-task behavior of student avatars,and struggled to find proactive positive strategies. Thesimulations provided opportunities for the preserviceteachers to experience a range of off-task behaviors from adiverse set of student avatars who have unique back-grounds, interests, and needs. The faculty members wereafforded an accelerated view of individual preserviceteachers’ skills of making connections to students and ofbeing able to manage off-task behavior while creating apositive learning environment.

Refereeing

Decision Making in Football Officiating: An InterviewStudy With Top-Level Referees

U. Schnyder and E.-J. HossnerUniversity of Bern, Switzerland([email protected])

Introduction: Officials take a vital role in almost everycompetition-oriented game sport. For this reason, aninteresting area of research has emerged in recent yearswith respect to sport officiating. However, the majorityof football-related studies can be characterized aspursuing a “from-theory-to-practice” strategy. Therefore,the present project focused on the reconstruction ofsubjective theories of elite football referees and on theidentification of problems in the practice of top-levelfootball officiating.

Methods: Semistructured interviews were conducted tocollect data from 23 European elite referees, either fromthe Union of European Football Associations’ elite group(n ¼ 19) or 1st group (n ¼ 4). With the average length of19.4min (SD ¼ 5.4min, range ¼ 10.5min–39.2min), allinterviews were transcribed verbatim and analyzedindependently by 2 coders to generate a categoryframework that was necessary for further processingbased on the qualitative content analysis.

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Results: From the interview material, the data analysisresulted in 91 raw-data themes that were grouped into22 lower-order themes and further structured into 7higher-order themes—namely: (a) descriptive, (b)characteristics of a good elite referee, (c) difficulties,(d) prematch preparation, (e) communication throughheadset, (f) decision making, and (g) decision-makingtraining.

Discussion: The vast researched area of visualcapabilities and perception enhancement in refereeingis also recognized by the interviewees as highly relevant.A clear need for further research, however, could berevealed for an optimization of the following topics: theprematch preparation; the evaluation of supportingtechnical devices; the development of innovativetraining tools for improving decision-making quality;the optimization of communication within the refereeteam, particularly through the headset; and theevaluation of supporting training methods like mentalpractice. Hence, for sport scientists with a specialinterest in applied work, these topics can berecommended for conducting further research.

Evaluation of Innovative Technologies That SupportReferees in Game Sports

O. Kolbinger, D. Link, and M. LamesTechnical University of Munich, Germany([email protected])

More and more sports are introducing new systems tosupport the referees and umpires, respectively. Currently,there is a lack of evaluation of such technologies as therespective associations and scholarly studies focus mostly—sometimes even exclusively—on technical parameters.Especially the impacts of the technologies are neglected.In this connection, the impact is not only the achievementof the objectives but also other (side) effects of theinnovation, which can be positive as well as negative. Thisimpact is quite surprising, as investigating the merit ofinnovations should be the main goal due to most of thecommon definitions of evaluation.

Our goal was to introduce a conceptual framework toovercome this discrepancy. Therefore, a wide range ofanalysis and tools has to be used. In advance, theprevalence of scenes that can be solved with thetechnology has to be investigated to point out thenecessity. In addition, positive and negative effectsshould be considered, concerning the game itself as wellas the opinions of stakeholders. After the introduction,

vice versa, a systematic processing of the use of the newtechnology is required, including or combined with aninvestigation of all consequences that it affected.

This approach was used to evaluate 2 newtechnologies introduced in the German Bundesliga.Kolbinger and colleagues found that on average, 5.0scenes per season could be resolved only by goal-linetechnology and therefore raised concerns about its cost–benefit ratio. Another study about the use and impact ofthe vanishing spray on free kicks showed a significantlylower extent of violations of 6.0% but no further positiveside effects. Furthermore, this evaluation createdvaluable information about the underlying phenomenain identifying a lack of application for the minimumdistance rule, as not even 1 such rule violation waspunished properly.

The Accuracy–Adequacy Model: A TheoreticalPerspective for Understanding Referees’ Decisions

G. Schweizer and H. PlessnerHeidelberg University, Germany([email protected])

This talk aims to present the accuracy–adequacymodel, a theoretical approach for understandingreferees’ decisions. Although referees’ decisions havebeen subject to psychological research and controversialdiscussions for more than a decade (Brand, Schmidt, &Schneeloch, 2006; Mascarenhas, Collins, & Mortimer,2002; Plessner & Betsch, 2001, 2002; Schwarz, 2011), sofar, no comprehensive theoretical approach has beendeveloped that allows for understanding them. Theaccuracy–adequacy model promises to be a theoreticalbasis for further research on referees’ decisions. Theaccuracy–adequacy model assumes that referees’decisions follow the predictions of default-interven-tionist models (Evans, 2008; Glöckner & Witteman,2010). Additionally, the accuracy–adequacy modeldistinguishes between accurate and adequate decisions(Brand, Schweizer, & Plessner, 2009). Accuratedecisions are correct according to the laws of thegame, and they are based solely on cues provided bythe respective incident (e.g., potential foul play).Adequate decisions, in turn, take the specifics of therespective game (e.g., prior decisions, minute of play,additional situational cues) into account.

The accuracy–adequacy model predicts that accuratedecisions are primarily the result of intuitive processing.When a conflict between the accurate decision and

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prior decisions or situational cues occurs, additionaldeliberate processing is activated and may lead toadequate decisions. Therefore, the accuracy–adequacymodel allows for deriving testable hypotheses regardingdecision outcomes and decision times depending on theextent of conflict in a given situation and theavailability of cognitive resources, which can both beexperimentally manipulated. And, thus, inferences onunderlying processes are possible.

How Effective Is a Video Review System in Soccer?

A. Pizzera,1 J. Marrable,2 and M. Raab31Heidelberg University, Germany; 2German SportUniversity Cologne, Germany; 3London South BankUniversity, United Kingdom([email protected])

For the first time in soccer history, FIFA allowedadditional technology to support referees’ decisions atthe World Cup 2014. Debates are pursued regardingthe implementation of a video review system. Thepresent study aimed to take up this debate andinvestigate if different visual perspectives and the use ofslow motion influence referees’ decisions. One hundrednine (inter)nationally licensed referees (Mage ¼ 30.8years) took part in an online video test and judged 48video clips on foul decisions in the penalty box. Eachincident was randomly shown 4 times (3 differentperspectives and 1 slow motion). Perspective A showedthe typical television broadcast view, Perspective Bshowed the assistant, and Perspective C showed theadditional assistant referees’ view. After each video clip,the referees indicated if the situation should becategorized as no foul, foul, yellow card, or red card.Decision accuracy (DA) was significantly higher for theslow-motion condition (M ¼ 69.8%, SD ¼ 13.55) com-pared with the real-time condition (M ¼ 64.98%,SD ¼ 13.16), t(109) ¼ 5.07, p , .01, d ¼ 0.48. Refereeswere most accurate in Perspectives A (M ¼ 63.53%,SD ¼ 15.37) and C (M ¼ 65.29%, SD ¼ 12.39), signifi-cantly better than Perspective B (M ¼ 59.10%,SD ¼ 12.85), F(2, 107) ¼ 16.81, p , .01, h2 ¼ .24.The highest DA was obtained at the 3rd viewing, F(3,105) ¼ 5.38, p , .01, h2 ¼ .13. The results show thatreferees benefit from slow-motion video displays andrepeated viewings, with a threshold after 3 viewings.The results also suggest that a video review systemshould include different video perspectives, with the

broadcast and the close-up view behind the goalshowing the greatest effects. These results seeminteresting, considering current discussions aboutadditional technology in soccer.

Coaching

An Investigation of Professional Top-Level YouthFootball Coaches’ Questionnaire Practice

E. Cope,1 M. Partington,2 C. Cushion,3 and S. Harvey41University of Hull, United Kingdom; 2Edge HillUniversity, United Kingdom; 3LoughboroughUniversity, United Kingdom; 4West Virginia University,United States([email protected])

To position learners as more central components in thecoaching process, scholars have suggested that coachesshould employ a questioning approach, which may lead tothe development of desirable learner outcomes (i.e.,increased problem-solving and decision-making skills,creative-thinking skills, game understanding, andsuperior critical reflection skills). Observational studies,however, have indicated that coaches rarely employquestions within their practice. When questions areasked, these questions rarely move beyond lower-order or“fact-seeking” inquiries. While this research providesinformation concerning the frequency and, in some cases,the type of questions coaches ask, it fails to report themore discursive nature of coaches’ questioningapproaches, including how the coach controls thequestioning exchange and player responses. To addresssuch limitations, the purpose of this study was toinvestigate coach questioning practices (CQPs).We recorded the practices of 5 academy youth-levelfootball coaches, who coached players aged 10 to 14 yearsold, and subjected the data to a conversation analysis,which enabled the analysis of interaction between coachand player(s). Findings revealed that CQPs, regardless ofcoach or context, followed similar discursive patterns.In particular, 3 themes presented themselves in each CQP:(a) coaches’ requirements for an immediate playerresponse, (b) leading questions for a desired response,and (c) monologist nature of coach–player interaction.These findings showed that the coach positioned himselfor herself as the gatekeeper of knowledge and learners aspassive recipients. This finding reinforces the messages ofprevious research suggesting that coaches’ ideologies

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inform their practice and are stable structures that aredifficult to change. We concur with other researchers thatthere is a need for further investigation in this area tobetter understand how dominant discourse can bechallenged.

A Conceptual Critique to Periodized Planning: WhyRigorous, Detailed Plans in Teaching Make No Sense

J. Afonso,1 P. T. Nikolaidis,2 P. Sousa,1 and I. Mesquita11University of Porto, Portugal; 2Hellenic Army Academy,Greece([email protected])

Periodized approaches to teaching and training, whetherin sports or health settings, are nearly universallyacclaimed in the name of rigorous planning andorganization. Notwithstanding, in the present work, wecontend that periodized planning is actually contra-dictory with well-established scientific postulates,including: (a) ignoring the knowledge brought aboutby chaos theory, dynamic systems theory, and complex-ity theories; (b) bypassing knowledge brought by biologyand by training theory and methodology, specifically thecomplex nonlinear relationships between internal andexternal loads; (c) abiding by a Cartesian philosophy,thereby erroneously framing the concepts of trainingfactors, physical load, and peak performance; and (d)mishandling statistics and probabilities, specifically bylargely failing to account for test validity, reliability,specificity, and sensitivity, as well as ignoring conceptssuch as power laws, outliers, black swans, andnonresponders.

The aim of the present work was to explore theseconceptual drawbacks and make inferences on how weshould approach planning. Overall, variation seems to bea relevant factor in teaching and training contexts, butperiodization does not appear to stand the scrutiny ofscientific analysis nor of more recent pedagogicalaccounts. Future systematic reviews on the subject shouldcheck whether conceptual and methodological issues arebeing properly addressed by research on periodization,instead of focusing on merely reporting the results.Learning is an open process, and therefore, teaching andcoaching philosophies should incorporate inherentnonlinearity and unpredictability into their core, insteadof attempting to impose externally derived abstractprogramming.

Teaching Methodologies in Football CoachingEducation

J. Baptista1 and J. Castro21Research Center in Sports Sciences, Health Sciencesand Human Development, Portugal; 2UniversityInstitute of Maia, Portugal([email protected])

Framework: It is a common belief in coaching education,highlighted by the evidence collected during the last 2decades, that coaches do not value academic and formalknowledge as much as experiences in context environ-ments such as peers’ observation, expert coaches’observation, and knowledge sharing (Gilbert, 2006;Jones et al., 2004). In Portugal, research has shown thatcoaches give more importance to guided sources, whileemphasizing experiential sources through work withexpert coaches (Mesquita, Isidro, & Rosado, 2010).Despite the relevance of these findings, there is a clearpredominance of descriptive research in coachingeducation, and studies addressing critical evaluationlearning models and programs are lacking (Erikson et al.,2008).

Objective: This challenges the design of coachingprograms, particularly in football. Therefore, we aimed todevelop a model for coaching training that proposes a setof interactive learning experiences, based on realcoaching practice that would emerge from the concep-tualizations of students’ previous ideas of their “idealgame model” and guided by expert coaches. Theproposed model embraces 2 main outcomes: (a)presenting a set of football learning experiences in anintegrative progression framework, and (b) the possibilityto bring the football context into the classroom and takeclassrooms into the football pitch.

Participants: This protocol was implemented during32 weeks in 2 modules (football training methodologyand technical/tactical) of the master’s degree program insports training at the University Institute of Maia,Portugal. Twenty-eight male students (Mage ¼ 25 ^ 1years) participated in this intervention. All participantshad experience as football practitioners and short-termexperience as football coaches.

Learning Outcomes: The core principle is that studentscan progressively be able to construct, reflect, decon-struct, and rebuild in a progressive set of experiencesin an environment with peers and expert coaches.The way learning experiences are introduced along the

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3 progressive stages develops students’ ability to create apersonal and unique “game model idea.”

A 5-Year Action Research Project Investigating Coachand Athlete Perceptions of a Game-Based CoachingApproach in High-Performance Domestic Women’sField Hockey

D. VinsonUniversity of Worcester, United Kingdom([email protected])

Despite unequivocal literature support in favor ofgames-based approaches across the sporting landscape,pedagogically focused research has principally investi-gated youth environments as opposed to adult or elitesettings. Additionally, the majority of research hasfeatured snapshot investigations concerned with rela-tively short-term impact. The aim of this investigationwas to explore, via action research, athletes’ perceptionsof and my (coach) experiences with a 5-year games-based coaching approach at a women’s field hockey cluboperating in the English national leagues. Specifically,founded upon complex learning theory, this investi-gation focused on the athletes’ perceptions of the valueof games-based approaches relating to tactical learningand decision making. Throughout each year, data werecollected from field notes made in one-on-one andgroup player–coach meetings, verbatim transcripts fromplayer focus groups, session plan evaluations, writtenfeedback from players, and my reflective diary. Duringthis 5-year period, the team was both promoted to andrelegated from the English Premier League. Data wereanalyzed thematically and produced 3 major categoriescomprising the purpose of training, facilitating collab-oration, and engagement in learning. The data revealedinitial player skepticism concerning the perceived valueof games-based learning, and although the majority ofathletes came to espouse the value of such approaches, itwas not until Year 3 that the approach received virtuallyuniversal support. The most common difficulty experi-enced by players throughout the investigation sur-rounded perceptions of insufficient individual challengeand feedback facilitated during sessional delivery.Additionally, players struggled to embrace the games-based approach as an authentic learning environmentand preferred to see sessions as mechanisms throughwhich to embed team strategy. Furthermore, from the4th year, players negotiated deliberate strategies to

alleviate perceptions of staleness with the approach.Nevertheless, overall, the players placed considerablevalue on games-based learning and were collectivelycommitted to enhancing this approach rather thanseeking alternatives.

Learning Effects of the Didactic Model of Game ActionCompetences on the Tactical Principles of Football

W. Valencia and E. AriasUniversity of Antioquia, Colombia([email protected])

Introduction: The didactic model of direct instruction(DMDI) is the most used model for teaching football incompetitive settings. However, it is difficult for players tolearn the guidelines of tactical behavior during the game,such as the principles of play, through DMDI. Player-centered approaches seem to be more suitable forattaining this goal than DMDI. However, alternativemodels to DMDI have not been applied and validatedconsistently in extracurricular sports. The didactic modelof the game action competences (DMGAC) could be agood alternative for learning cognitive, procedural, andattitudinal skills for the practice of football.

Aims: This study aimed to determine and compare thelearning effects of the DMGAC and DMDI.

Methodology: Thirty-six children aged 8 to 11 years oldin the city of Medellin, Colombia, were randomlyassigned to an experimental group in which DMGACwas implemented or a control group in which DMDI wasimplemented. Each group had a teaching processaccording to the respective didactic model for 12 sessionsof 80min each. They were evaluated in 3 stages onlearning the fundamentals of playing football: pretest,posttest, and a retention test. Performance and com-pliance with tactical principles were measured with theSystem of Tactical Assessment in Football, the motivationto practice football was investigated using the SportMotivation Scale adapted for football, and the perceptionof tactical skills was evaluated with the Tactical SkillsInventory for Sports.

Results and Conclusions: The DMGAC group pre-sented significantly better performance than the DMDI inthe posttest and in the retention test. The results suggestthat the DMGAC may be an appropriate model forteaching football because the tasks proposed in this modelpromote the integral development of skills, autonomy,and motivation.

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Sports Physiology and Training Science

Periodization of High-Intensity Training Methods

B. SperlichUniversity of Wuerzburg, Germany([email protected])

Within athletic development, team-sport athletes combineseveral training methods emphasizing either endurance-specific adaptation (e.g., mitochondria biogenesis) orstrength-related training adaptation (e.g., for neuromus-cular adaptation or protein synthesis). In principle, bothendurance and strength are crucial prerequisites forathletic performance; however, to date, special featuressuch as the sequence and the training intensity distributionseem to be important components for optimal adaptation.This presentation will focus on different training concepts(i.e., high-volume training, “threshold training,” high-intensity interval training, and a combination of theseaforementioned trainings with a special emphasis on howto assign the different training methods over time.

Individualized Training Prescription and RecoveryManagement in Game Sports

A. FerrautiRuhr-University Bochum, Germany([email protected])

Technical and tactical skills are predominant factors for agame player’s success. Accordingly, it is of particularimportance to organize athletic training and the sub-sequent recovery interventions as efficiently and quickly aspossible. An individualized physical training prescriptionbased on multidimensional and regular physical testing isobligatory especially in elite youth players, considering thespecificity of the respective game sport, the individualstrengths and weaknesses of the players, their game styleand position, and their anthropometrics and biological age.Besides individualizing the training prescription, currently,there is increased attention on optimizing the recoveryprocess. Recent convincing data point out that the periodbetween successive training and competition demands canalso be adapted on an individual level because significantevidence for recovery improvements of specific interven-tions is missing. This talk is based on longtimeexperimental data in the field of diagnostics andintervention and includes practical experiences mainly intennis but also in football and basketball players. We will

conclude with practical recommendations for coaches tooptimize training prescription and recovery managementin elite youth players.

The Speedcourt: Performance Analysis and Training forTeam Sport-Specific Speed and Agility

D. BornUniversity of Wuerzburg, Germany([email protected])

Team sports are characterized by a nonlinear movementpattern with oscillating running intensity. Short sprintsof maximal intensity are interspersed with brief recoveryperiods of submaximal running, which requires highanaerobic and aerobic capacity. Team-sport athletes,however, barely sprint in a linear direction but performquick change-of-direction (COD) movements while mov-ing forward, backward, or sideways. In addition,most CODmovements are performed in response to an externalstimulus such as ball movement, continuously changinggame situations, and interacting opponents, which is knownas reactive agility. The Speedcourt is made of a platformwith the dimensions 5.25 m £ 5.25 m. Twelve plates withcontact sensors are integrated in a symmetric order and aredisplayed on a large screen. The Speedcourt shows a givenor randomized sequence of contact plates to the player.With each foot touchdown on the targeted contact sensor,the next contact plate is visualized on the screen. Predefinedor randomized running paths challenge the player’s CODspeed or reactive agility. The preplanned COD movementswere shown to be reliable in sprints of various lengths (i.e., 8s, 15 s, and 43 s).Validitywas provenwith the IllinoisAgilityand 5-0-5 test (Düking et al., 2016). While repeated shuttlesprints are commonly used in strength and conditioning,programs were 6 sessions of multidirectional COD sprintsin response to a visual stimulus on the Speedcourt superiorwith respect to team sport-specific speed and agility (Bornet al., 2016).Additionally, preliminarydatawill be presentedregarding the reliability of a novel incremental exercise testincluding multidirectional COD movements in responseto a visual stimulus. Cardiorespiratory data have beenevaluated and proven to be valid with the conventionalprocedures (i.e., Yo-Yo Intermittent Recovery Level 2 andramplike treadmill test). The Speedcourt represents avaluable method to improve team sport-specific speed andagility. The neuromuscular and cardiovascular performancecan be analyzed reliably and validly with respect tomultidirectional COD movements in response to a visualstimulus.

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Periodization of Strength, Speed, and EnduranceTraining During a Handball Season

C. ZinnerUniversity of Wuerzburg, Germany([email protected])

Handball is a team sport that is characterized bynumerous defensive and offensive actions. Physical andphysiological demands during matches have partiallybeen investigated. The average running pace is relativelylow in handball compared with other team sports likesoccer, basketball, rugby, and hockey. Even though thegreatest part of playing time consists of low-intensityactivities such as standing (,40%) and walking (,40%),handball is an intense sport for players. Besides a largenumber of high-intensity actions (i.e., sprints, changes ofdirection, jumps, etc.), the large amount of body contactand duels increases the neuromuscular load during andafter matches. These actions are very short in durationbut are match-winning and are therefore important toconsider. However, team-average data of match analysesare only of little interest for the practitioners, becauseposition-specific requirements differ greatly in handball.For example, pivots run less than wings and backs butshow the highest number of duels requiring a very highlevel of strength and speed. Therefore, position-specifictasks, drills, and training content are important andnecessary to improve physical and physiologicalrequirements. Detailed training studies, especially forcertain playing positions, are missing. Therefore, most ofthe training content in professional handball is based onthe experiences of coaches rather than scientific knowl-edge. Here, we will present examples of different trainingcontents of possible periodization models in handball.

Physical Education and Team Games

Academics’ Perceptions of Model Fidelity When UsingTactical Games Models

S. Harvey1 and S. Pill21West Virginia University, United States; 2FlindersUniversity, Australia([email protected])

Metzler (2011) proposed that instructional modelsrepresent the means by which teachers design andimplement decisions that create the learning environ-ment experienced by students. It is recommended that

physical education teachers follow the selected model“faithfully” by adopting the specific benchmarks of themodel (Gurvitch & Metzler, 2010), lest the research becompromised (Hastie & Casey, 2014). However, Metzler(2011, p. 18) acknowledged that it will be “rare” that amodel can be implemented exactly as described in thelocal site-specific context of physical education teaching.Consequently, the purpose of this study was toinvestigate academics’ perceptions of model fidelitywhen using tactical games models (TGMs). Participantswere 44 academics from across North America,Australasia, the United Kingdom, and Europe whowere identified through a literature search on TGMs andassociated game-centered models using a number ofmultidisciplinary academic search engines. In January2016, academics responded to 1 online survey questionthat probed their perspectives on model fidelity, whichwas part of a larger data collection on current and futureresearch on TGMs. Data were analyzed inductively.Results showed academics could not overwhelminglyagree on the need for model fidelity in TGMs. Forexample, some academics vehemently supported follow-ing benchmarks and noted things such as, “Validationof the process is of utmost importance!”—particularlywhen it came to research. With that said, someacademics were opposed to benchmarks and noted that“there will be variation diversity in application based oncontext” and that focusing on fixed benchmarks“disregards teachers’ professionalism.” A 3rd group ofacademics suggested a more parsimonious approachwhere “teachers should follow the most importantbenchmarks that are the cornerstone of the model.”Further debate on the notion of fidelity in TGMs isrequired so that academics can agree on requirementsfor TGM research and practice.

Physical Education Majors’ Experience in aStudent-Designed Games Unit

M. H. Andre1 and M. H. C. Tsukamoto21Leeds Beckett University, United Kingdom; 2Universityof São Paulo, Brazil([email protected])

Introduction: Student-designed games (SDGs) are theprocess in which students create, practice, and refine theirown games and where the teacher acts as a facilitator inguiding and establishing certain limits (Hastie, 2010). Thepurpose of this study was to examine the perceptions of agroup of physical education majors as they participated in

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a teaching unit of SDGs. More specifically, the studysought to identify: (a) what their appreciation was in thisexperience, (b) what their learning outcomes were, and (c)what their considerations were in teaching SDGs in theirfuture professional practice.

Methods: Participants were 45 1st-year physicaleducation majors (22 women, 23 men) from a Brazilianuniversity, who were members of 8 game-designgroups. The SDG unit lasted for 4 weeks. Datacollection included: (a) field notes, (b) online discussionforum participation, and (c) postintervention inter-views. Data were analyzed through a systematic processof inductive analysis and constant comparison amongthe 3 sources of data (Lincoln & Guba, 1985). Whenaccumulated data confirmed similar findings, themeswere generated.

Results: Ten themes were developed from the data, andthese themes are located within the original researchquestions. In terms of appreciation, themes included (a)liking the freedom of choice, and (b) appreciatingdifferent games. In terms of learning outcomes, themesincluded (a) learning about games classifications, (b) howto work in groups, (c) game appreciation, and (d) SDGpedagogical methodologies. With respect to futureadoption, students suggested they would (a) use SDGmethodology to design other activities, (b) use SDG topromote improved relationships among students, (c)promote teamwork, and (d) use SDG as they consider anappropriate practice for children.

Conclusion: The present study supports SDG as ameaningful experience that has the potential to teachcontent (e.g., teamwork, game appreciation) fromlearning domains that are often overlooked withinphysical education.

Teaching the Pedagogy of Games Play to FuturePhysical Education Teachers

D. CooperUniversity of Toronto, Canada([email protected])

The goal of my presentation is to create discussion amongthose of you who are involved in the training anddevelopment of health and physical education (HPE)teacher candidates in the curriculum area of gamesplaying.

As a starting point, the teaching model developed byme and activity instructors in the Faculty of Kinesiology

and Physical Education at the University of Toronto willbe outlined and explained. This model, which I havedeveloped during the past 5 years, uses the 4 gamescategorizations by Griffin and Butler (2005) as thefoundations for the course content. It then usessuggestions from Launder and Pilz (2013) and Light(2012) as the means to deliver this content. Students whoare training to become HPE teachers make 4 individual orgroup presentations in the areas of territory, striking, net,wall, target, and adapted games. After each presentation,students are given immediate written, verbal, and visual(video of themselves teaching) feedback. Students arethen required to reflect on the feedback from eachpresentation and compare their development from 1presentation to the next. HPE teacher candidates arerequired to read Game Sense by Richard Light (2012) andPlay Practice by Launder and Pilz (2013) in Year 3 and toput pedagogical theory into practice.

In recent years, much has been written about differentgames-teaching methods, which have evolved from theteaching games for understanding (TGfU) modeloriginally proposed by Bunker and Thorpe (1982) andupdated by Griffin and Butler (2005). Although Iacknowledge the origins of this model, in the teachingof games play, I use 2 other models that have evolved fromTGfU. These models are the Game Sense model proposedby Light (2012) and the Play Practice model suggested byLaunder and Pilz (2013).

Comparison of Researchers and Physical EducationTeachers’ Perspectives on the Utilization of the TacticalGames Model

S. Harvey1 and S. Pill21West Virginia University, United States; 2FlindersUniversity, Australia([email protected])

Tactical games models (TGMs) have emerged in physicaleducation (PE) and have emphasized small-sided/modified game play, inquiry, and reflective practiceswith students. However, research suggests the utilizationof TGMs only exists in isolated instances, particularlywhere teachers demonstrate “true” fidelity to thesemodels. In contrast, many university-based academicsseem to have adopted TGMs in their courses.Consequently, the purpose of this study was to investigatereasons for this disparity. Participants were 44 academicsand 80 PE teachers. Academics were included based on

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the search for publications on TGMs and associatedgame-centered models during the past 20 yearsundertaken using a number of multidisciplinary academicsearch engines. In January 2016, academics responded to6 online survey questions that probed their perspectiveson current and future research on TGMs. In the samemonth, PE teachers participated in a Twitter chat held in4 different time zones. Data were analyzed inductivelyand generated themes placed into Windschitl’s (2002)constructivist “dilemmas” framework, which provides aheuristic to investigate beliefs, routines, and the forcesthat shape pedagogical practice. Results showed that bothacademics and teachers supported TGMs due to theirfocus on students’ holistic learning and affective domaindevelopment. Academics cited a range of dilemmas forteachers: conceptual (i.e., equivocal research evidence),pedagogical (i.e., model fidelity), cultural (i.e., lack ofsupport/mentors), and political (i.e., self-servingresearch). PE teachers’ dilemmas included: conceptual(i.e., pseudo-principles—game as teacher), pedagogical(i.e., content/pedagogical knowledge), cultural (i.e.,teacher washout), and political (i.e., competing TGMmodels). There is a critical need to create improvedconnections between academics and PE teachers throughTGM professional development initiatives. Additionalresearch evidence for TGMs is also required and could beachieved through the longitudinal examination of themicropedagogies of teacher practice in TGMs using arange of research designs.

Talent Development in Female Soccer in Switzerland:Important Motivational Factors for SuccessfulTransitions From an Under-16 National Teamto the A-National Team

S. Horvath, G. Morgan, and D. BirrerSwiss Federal Institute of Sports Magglingen,Switzerland([email protected])

Female soccer rapidly and successfully developed inSwitzerland in the last 10 years. In contrast, sport-psychological research in female soccer is still rare, andthe development of female players should be bettersupported by sport psychologists in the future. The aim ofthe present study was to explore and identify motivationalfactors that might be important for successful careertransitions. Participants were 64 U-National Teamplayers (N ¼ 22 under-16, N ¼ 20 under-17, N ¼ 22

under-19), 64 female age-matched soccer players (highlevel but not selected for a U-National Team), and 35players of the A-National Team (preselection for theWorld Championships 2015). We focused on 2 questions.First, which components differentiate between U-National Team players and their nonselected same-agepeers? Second, are there any differences between the 4national teams? In 2014, all players completed aquestionnaire covering 13 psychological componentsbased on the Sport-Related Achievement Motivation Test(Frintrup & Schuler, 2007).

Statistical analyses showed that players selected for aU-National Team differ from their peers on 9 of 13components including higher aspiration level, strongermotivation by competition and status, and clearer long-term goals (all p , .01). Comparisons of the 4 nationalteams indicate that younger players are more prevention-motivated (more effort after failure), are more stronglymotivated by status (both p , .001), and are tendentiallyless persevering ( p ¼ .06) than players of the A-NationalTeam. Long-term goals are most clearly formulated byunder-19 National Team players and are much clearerthan those of under-16 National Team players.

The study revealed important differences betweenU-National Team players and less successful peers as wellas differences between U-National Teams and the A-National Team. Longitudinal monitoring will reveal ifthese motivational factors are generally relevant for thesespecific transitions and at which levels sport psychologistsshould watch out for motivational factors.

Specialization Regarding Constitutional Demands inFemale Team Handball

J. Weber,1 M. Wegner,2 and S. Fatulescu21Christian-Albrechts-University Kiel, Germany;2Sanconfind, Romania([email protected])

Constitutional factors are relevant for performance inteam handball (Čavala et al., 2013). Because only fewstudies have focused on female players and positionalspecialization (Weber, 2015), the current study will focuson constitutional aspects of different playing positions infemale team handball with respect to the connection ofspecialization and success. For this purpose, 654 femaleplayers of German clubs of all performance levels weretested regarding age, body height, body weight, and bodyfat percentage next to biographical data regarding their

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handball career. These data make it possible to calculatean expertise index stating the performance quality ofevery player. After statistical analysis, it is evident thatthere are significant differences between the positionsregarding constitutional factors. Expertise correlates withconstitutional performance factors. For some positions,specialization correlates positively with expertise regard-ing particular constitutional performance factors (e.g.,body height for half-backs). Consequently, positionspecialization seems to contribute to success in femaleteam handball. Players should be trained accordingly, andon the senior level, they should be selected using theappropriate information.

New Developments in Team Games Pedagogy

Professional Development for Game-CenteredApproaches: One Size Does Not Fit All

K. A. ParryUniversity of Wollongong, Australia([email protected])

Implementing a game-centered approach (GCA) liketeaching games for understanding can be problematicand requires complex professional learning thatconsiders a wide range of contextual factors within theeducational setting (Memmert et al., 2015). Yet teachersattempting to implement GCA have been given littlesupport and have faced ridicule and even hostility inphysical education (PE) settings from PE practitioners,coaches, parents, and the students themselves (Brookeret al., 2000; Light & Georgakis, 2005). At present, thereappears to be no effective model of professionaldevelopment (PD) that supports teachers in implement-ing GCA.

Research into professional learning has shown thattraditional “one size fits all” homogenous approaches toPD, characterized by 1-day, 1-off, off-site workshops, isinadequate and ineffective in supporting teachers to learnin ways that can enhance practice (Armour &Makopoulou, 2011; Armour & Yelling, 2004, 2007;Casey, 2012).

Recent research has challenged this traditional modelof PD and has presented a consensus on thecharacteristics of PD deemed effective in enhancingteacher and pupil learning. Yet, we still know little abouthow this research can inform practice, or morespecifically, how PD can be designed to support teachersto explore what GCAs look like in their own practice.

This paper presents an alternative model of PD. ThePD model was devised and implemented as part of a Ph.D. thesis, aimed at supporting teachers in implementingGCA. An overview of the 4-phase PD model (i.e., needsassessment, planning, implementation, and evaluation) isprovided and is used to support teachers in planning,delivering, and assessing a GCA unit of work. This paperreports the features and characteristics of effective PD andthe types of PD that are likely to enhance teacher learningwhen implementing GCA. As such, it explores the PDrequired to support physical educators in facilitating andsustaining change.

Training Teachers to Integrate Strategies to DevelopSocial Competencies Through Playing (Modified)Games

L. Haerens, B. Mertens, V. Vonderlynck, and I. TallirGhent University, Belgium([email protected])

Research in education and physical education hasemphasized the need for continuing professional devel-opment programs that are aligned with best practices.Most teaching-games-for-understanding research hasfocused on how students can acquire tactical andtechnical competencies through playing (modified)games.

However, apart from executing the role of player,students can also learn through other roles such as referee,captain, or coach. By undertaking these roles, students arenot only able to acquire tactical insights, but theysimultaneously develop important social competenciessuch as taking the lead, accepting rules, effectively takingup tasks, listening to others, interacting in a confident andempathic way, and providing and accepting feedbackfrom others.

In the current study, it was investigated whetherphysical education teachers can be trained to effectivelyincorporate student roles (e.g., coach, referee, captain)into their regular game lessons. More specifically, wedeveloped and pilot-tested a framework that allows forphysical education teachers to gradually integrate theseroles from the 1st to the last year of secondary schoolthrough a professional development program with 5physical education teachers. Data were collected throughteacher and student interviews, observations, peer-groupmeetings, and document study.

Findings showed that the physical educators increasedtheir awareness of teaching strategies, they effectively

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integrated them into their game-based lessons, and theintegration of roles positively impacted students’ engage-ment. Implications for game-based teaching as well asprofessional development of teachers and coaches will bediscussed.

Pedagogical Innovation in Youth Sport: An Urgent andHard Mission

C. E. Gonçalves and A. MartinsUniversity of Coimbra, Portugal([email protected])

Introduction: Research in sport pedagogy has led todiverse and innovative teaching approaches boththeoretically and practically. However, researchfindings have had little impact on altering coaches’behaviors. The present study aims to examine thestructure of practices for youth basketball teams and theperceptions of the coaches about pedagogical innovation.

Method: Twelve under-16 teams, ranging in abilityfrom local to elite (8 male and 4 female) participated inthe study. Each team was video-recorded at all weeklypractices during the competitive season using thereduced version of the Coach Analysis InterventionSystem (Stodter & Cushion, 2014). Twelve coaches (aged29 to 65 years old, with 9 to 35 years of experience),participated in semistructured interviews about theirconcepts and use of pedagogical innovation.

Results and Discussion: No diversity in practicestructure was observed among the 12 coaches/teams.The only factor that influenced the sequence andcontents of the sessions was time to competition. Eightof the coaches said they did not care about sportpedagogy theories. The other 4 were aware of recenttheories, but in their opinion, “it does not work” becausecompetition prevails over active learning. All coachesconsidered that every game with opposition in practicerepresents “decision-making training.” The findingscorroborate previous research suggesting that coachesconstruct their knowledge embedded in their sport andclub culture and that coach education programs seem tohave little relevance for coaches’ behavior change.Competition seems to be the main factor that underpinsthe organization of practice sessions and coaches’decisions.

Conclusions: To challenge actual coaches’ beliefs andbehaviors is a necessary and demanding task. The existingcoach education programs need to evolve to eliminate or

reduce the mismatch between the formal state-of-the-artcurricula and the cultural, ideological practice of thecoaches.

Playness Pedagogy Compass

M. HostaPlayness Ltd, Slovenia([email protected])

There are extensive research data regarding thechanging behavior of preschool children related tophysical activity and free-play time in naturalenvironments. While physical and outdoor activity isin decline, the hours spent daily in front of the screen(TV, smartphone, tablet) are alarmingly increasing.Research conducted by Canadian nonprofit organizationParticipACTION revealed that Canadian childrenspend an average of 7 hr and 48 min a day in frontof televisions, video games, and computer screens.According to the World Health Organization (WHO),the number of overweight or obese infants and youngchildren (aged 0–5 years) increased from 32 millionglobally in 1990 to 42 million in 2013. Data from theWHO’s Regional Office for Africa alone shows thenumber of overweight or obese children increasing from4 million to 9 million during the same period.By mapping out the fundamental principles ofintervention that raise awareness of the importance ofphysical activity, the Playness Pedagogical Compasswas created. It is a simple tool used to assess howwell teachers are balancing their programs betweenvarious developmental needs and pedagogical goals. The4 cardinal directions of the Playness PedagogicalCompass are: somatics, playfulness, movement, andvalues. Somatics consists of methods of teachinghow we are physical bodies and the importance ofunderstanding our bodies. Playfulness, the 2nd point ofthe compass, represents the most celebrated mode ofbeing. The 3rd point is movement. Movement is a basicprinciple of cognition through tactile-kinesthetic feel-ings. The final point of the Playness PedagogicalCompass emphasizes the value-based importanceof education. Values and relations among people arethe key to enabling humane virtues to flourish andbringing meaning into life. The presentation willexplore the definitions of these 4 cardinal points andwill show how pedagogues might employ them to betterunderstand their teaching.

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Global Initiation to Team Sports

C. G. Herrero1 and V. E. M. Blas21Secondary School, Alonso Quijano, Alcalá de Henares-Madrid, Spain; 2Secondary School, Antonio Hellin Costa,Spain([email protected])

The present works presents the implementation of aninnovative pedagogical practice to teach sports in aschool-based physical education context. The aim is todevelop students’ tactical awareness, ability, and will-ingness to cooperate by introducing a different approachfor teaching sports. This global approach addresses sportsinitiation and maximizes learning and active participationwhere game time is vital in each lesson to facilitate theacquisition of different competencies and their futureimplementation in real game situations and competition.This global approach to sports initiation helps students todevelop their understanding of games by focusing on theessential components of technical and tactical elements inthe main forms of cooperation-opposition to address thecommon skills and strategies (similarities with differentgames) and for better play. Teachers will teach conceptsthat are transferable to more than 1 game to allow theversatility of the practicing child and adolescent, toimprove students’s all-around game play, to enablestudents to enjoy game playing and make them never stopplaying, thereby establishing a playful, active, practical,and motivating methodology through the game, whichreduces the time of pause and organization, to ensure fullutilization of time practice in each session. This newteaching style has proved to be an excellent learningenvironment for every student to be an active learner(thinking and decision making), where participatingseemed satisfying and significant (greater knowledge andunderstanding of invasion games).

Psychosocial Factors Affecting Team Performance

Effect of an Emotional Intelligence Learning Packageon Sports Directors’ Inclination Toward EmotionalIntelligence Acquisition and Retention

I. A. OyewumiLagos State University, Nigeria([email protected])

This is a preliminary report of a longitudinal studydesigned to examine the efficacy of the Concise

Emotional Intelligence Learning Package (CEILP) onthe status, acquisition, and short-term and long-termretention of emotional intelligence (EI) in athletes andsports personnel consequent of exposure to the CEILP asan activation tool for EI acquisition. This studyinvestigated the inclination to acquire EI as apsychological criterion for wellness attainment inparticipants after exposure to the CEILP. EI impliesthe intimate transaction of inner and outer forces,physical and social, that fuse to lead man to behave as hedoes. The study adopted self-regulation theory for itstheoretical base and conceptualized EI as an acquiredskill in occupational and career dispensations, jobperformance, and satisfaction. The study employed amixed-method research design. Thus, the quasiexperi-mental research design 1-group, pretest-posttest (GP-O-T-O) was mixed with a focus-group discussion. TheEmotional Competence Inventory, an 18-questioninstrument that assesses the handling of emotions inlife and work settings (Boyatzis, 1994), was employed toassess participants’ entry emotional status (pretest) whilethe Self-Assessment Questionnaire (Boyatzis et al., 1996)a 28-question item was adapted and used to collectinclination to EI (posttest) data. A matched-pairs t testindicated a pretest descriptive result (N ¼ 10;M ¼ 30.70, SD ¼ 5.83) as well as posttest (N ¼ 10;M ¼ 42.90, SD ¼ 7.40) and inferential, t(9) ¼ –4.199,p ¼ .002. Findings indicated significant preparedness foracquisition and retention of EI by participants as regardswellness attainment at the workplace. It was rec-ommended that EI skill training should be extended toall cadres (rank and file) of personnel in the Ministries ofSports, Youth, and Social Development.

Synergistics Are Observable Within and Across MultipleLevels of Skill Analysis

W. SmithUniversity of Auckland, New Zealand([email protected])

This presentation proposes an integrated approach toteaching skills and argues against polarizing compari-sons that are often made between individual skillpractices and Game Sense approaches. Previously, I havewritten that skill may be defined as the expression of therelational dynamics (synergies) that emerge fromnonlinear, self-organizing, interacting system com-ponents, and I argue that this can be observed atmultiple levels. For analytical purposes, these levels may

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be described as intrinsic, individual, and interactive.Each level of analysis offers insight into the complexsystem synergies involved in skillful performance. Often,when focusing on coordination dynamics in gamecontexts, the focus is still on the individuals’ actions andnot the relational dynamics between individuals, andthis focus limits our understanding of the true nature ofskill. Therefore, any analysis of skill should involve morethan what can be observed at the level of the individual/environment interface.

Reinventing the Game (RTG) and the Learning ofGames

B. SinghCHIJ Secondary School, Singapore([email protected])

One way of approaching teaching of games is to be whollygame-specific in the teaching process. In the reinventingthe game (RTG) approach, lessons will be from theperspective of breaking down a game (or building up agame—inventing), while keeping in focus the differentcomponents of similar game types. The novel element ofthis approach is the scaffolding of all learning andteaching to the identified 4 fundamentals: the passing,movement, scoring, and interception components of anygame for net/wall, invasion, and striking & fielding. Thesefundamentals are combined with the field-of-playconstraint to get students to understand and play betterin games within and across categories, thereby enhancinglong-term learning and using teaching games forunderstanding (TGfU) underpinnings. An ex-post factorqualitative study was done on the perception of gameslearning among a group of 14 for 2 years in a single-sexschool. The responses were recorded through a self-developed survey looking into perceptions of gameappreciation and learning. In 2012, the Secondary 2students, the whole cohort of 14-year-olds, were given asurvey to look at their perception of games learning afterabout 0.5 years of existing physical education lessons.In 2013, 3 classes were exposed to explicit the RTGapproach. The other 8 classes were exposed to variouslevels of RTG processes mentioned earlier and also reliedon existing TGfU approaches. The students were thengiven a similar self-evaluation in September 2013. Theresults show that such an approach indeed has thepotential to impact students’ understanding, appreciation,and thus future involvement in sports. The approach of

providing a common scaffold, with the added complexsystem perspective for each of the components (calledrules in RTG), for teaching and learning provides apromising alternative to the more common teaching ofsports in silos.

Developing Sport Team Culture and CollectiveLeadership

A. J. Martin and L. McCarthyMassey University, New Zealand([email protected])

This presentation summarizes and reflects on the teamculture and collective leadership themes highlightedthrough analysis of interviews with high-performingNew Zealand sport teams (e.g., the All Blacks). Therationale for the research was based on Edgar Schein’s(2010) 3-level theoretical model of organizationalculture integrating artifacts (rites and rituals, symbols,and stories), values and beliefs, and core assumptions.The findings from content analysis of semistructuredinterviews with captains and coaches indicate the pridein the All Blacks legacy, pride in selection, and pride inwinning, which are also constant factors in theirsuccess. Symbols, such as the jersey with the silver fern,as well as rituals like the haka have become increasinglyimportant. The learning culture and learning leadershipwithin the All Blacks instills a commitment to totalhonesty in self and team reflection. Team leadershiphas moved beyond the traditional view to a moreshared-influence process. The development of acollective leadership approach and a learning cultureestablishes a more formalized identity and culture thatis performance-driven (Johnson, Martin, & Watson,2014). The presentation will also highlight how thesefindings can be transferred to regional and schoolenvironments. Examples will be provided of thedevelopment stages of team building involving setting“great expectations” and integrating team rituals (e.g.,songs) and team values (e.g., trust, respect, spirit, pride,and commitment), which are consistently reinforced.Examples are also provided of the development of acollective “senior” leadership approach, which isfocused on reinforcing a sense of pride and unitythroughout the team. Leaders are actively encouraged toengage as role models for other team members.Individual performance outcomes are also linked toteam aims and objectives.

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Decision Making in Association Football

Expert Perception and Decision Making in AssistantReferees: From Increased Understanding to ImprovedPerformance

K. Put, J. Wagenmans, J. Spitz, and W. F. HelsenUniversity of Leuven, Belgium([email protected])

In today’s highly competitive sporting environments,stringent requirements are imposed on athletes andplayers. Evidently, they must possess a myriad ofoutstanding mental, physical, technical, and tactical skills.In addition, deliberate practice of domain-specificperceptual-cognitive skills, such as anticipation, patternperception, and efficient visual search behavior, isrequired to enable efficient and correct decision makingunder pressure.

Besides athletes and players, match officials are alsosubject to increasingly high demands. In this respect, thecurrent presentation will focus on maximizing theperformance of assistant referees in association football.Five experimental studies will be discussed, all aiming toimprove assistant referees’ perceptual-cognitive skills,which are considered particularly important for anappropriate assessment of offside situations.

Although these findings predominantly relate toassistant referees, the current methodology can also beapplied to other groups. For example, some parts of thedesign can be implemented to train the perceptual andcognitive decision-making skills of elite athletes, referees,physicians, and pilots. Although the impact and effects ofcertain decisions may be domain-specific, the influence ofexternal factors (stress, time pressure, incompleteinformation) is equally prominent across all domains.Future research, therefore, should translate the presentfindings to other research domains in which makingcorrect decisions under pressure is of great importance.

Technology and Refereeing: Video Assistance in RealTime or Slow Motion?

J. Spitz, J. Put, and W. F. HelsenUniversity of Leuven, Belgium([email protected])

Introduction: The primary task of officials in team sportsis to control competitive matches so they are played in afair and safe way and in accordance with the laws of the

game. Sports officials interact with players in a dynamicenvironment under conditions of extreme pressurebecause their decisions might have a direct impact onthe outcome of a game. Recently, football’s lawmakershave given the green light to use video technology tosupport referees. Therefore, we examined the impact ofvideo speed on the decision-making process of associationfootball referees.

Method: A group of 88 experienced Union of EuropeanFootball Associations top-class referees assessed 60 videoclips of foul-play situations using an online videoplatform. For each situation, referees had to consider atechnical decision (no foul, indirect free kick, direct freekick, penalty kick) and a disciplinary decision (no card,yellow card, red card) both in real time and slow motion.Accuracy scores were calculated as the total number ofdecisions that corresponded with the reference decision ofan expert panel.

Results: Decision-making accuracy for the technicaldecision was higher in slow motion (67%) compared withreal time (56%), particularly for corner-kick situations.There were no differences in the accuracy scores for thedisciplinary sanction across video speeds. Further analysisof the weighted mean, however, revealed that situationswere assessed more “conservatively” in slow motioncompared with real time. Specifically, this means thatslow motion results in more red cards compared with realtime.

Discussion: The impact of slow motion on theperception of foul play depends on the specific situationand the type of decision. Our results show that situationsare assessed differently in slow motion and real time, andthis has important implications for the introduction ofvideo technology. Specific guidelines and protocols for theuse of slow-motion replays are discussed.

The Effect of Manipulating Task Constraints and PlayerNumbers in Small-Sided Games in Field Hockey

E. A. Timmerman,1,2 G. J. P. Savelsbergh,3,4 andD. Farrow1,5

1Institute of Sport, Exercise and Active Living,Melbourne, Australia; 2Hockey Australia; 3VrijeUniversity Amsterdam, The Netherlands; 4University ofProfessional Education Amsterdam, The Netherlands;5Australian Institute of Sport, Australia([email protected])

Small-sided games (SSGs) are widely used by coaches as atraining drill to improve technical skills, decision making,

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and the physical capacity of athletes. The structure ofthese SSGs can be manipulated in many ways, andprevious research has shown that manipulating thenumber of players and field size in basketball and soccerinfluences players’ behavior (Casamichana & Castellano,2010; Klusemann et al., 2012). However, as coachesmanipulate more than just the number of players and fieldsize, more understanding is needed about the influence ofthese different task constraints on player behavior.Therefore, the aim of this study was to examine theeffect of manipulating task constraints and the number ofplayers on game performance of children in field hockey.A total of 14 field hockey players aged 10.2 years to 14.8years (40% girls) completed 24 matches of 2 7.5-minhalves where task constraints (1-goal game, 2-goal game,cage hockey [indoor hockey sideboards were placed onthe sidelines], or possession game) and number of players(3 players per team or 6 players per team) weremanipulated. Match performance was determined byusing notational analysis (SportscodeTM). A 2-wayanalysis of variance with repeated measures (with taskconstraint and player numbers as within-participantfactors) was used to determine the effect of taskconstraints and player numbers on player behavior.Results revealed that reducing the number of players ledto a significant increase in technical actions performed byyoung field hockey players (i.e., number of passes,number of dribbles) and that the possession game differedthe most from the 1-goal, 2-goal, and cage hockey games.It seems that the removal of a goal led to more teamworkand less individual actions. The discussion will focus onthe practical implications of SSGs for the acquisition oftechnical skills in field hockey.

The Face of Schadenfreude: Facial Reactions to Failuresof a Rival Sport Team

L. Boecker and S. TopolonskiUniversity of Cologne, Germany([email protected])

Schadenfreude is defined as the pleasant emotion thatarises in response to another person’s misfortune.Schadenfreude can also be experienced at the intergrouplevel—for instance, in response to the failure of a rivalsoccer team. To investigate which facial expression peopleshow when experiencing schadenfreude and whether thisexpression differs from pure joy, we recorded facialexpressions via facial electromyography. We tested 32soccer-interested men. Schadenfreude was induced by

videos of the Dutch national soccer team failing in scoringpenalty kicks and joy by videos of the German nationalsoccer team scoring penalty kicks. Additionally, partici-pants judged each stimulus according to valence, arousal,joy, schadenfreude, and sadness, and they were alsovideotaped. Results show that strong emotional reactionswere triggered in a sport context. Electromyograhy resultsrevealed that participants could not resist a smile whenwatching the Dutch soccer teammessing up penalty kicks.Schadenfreude expressions did not differ from joy withregard to involved facial muscles (increase of Musculuszygomaticus major and M. orbicularis oculi activity,decrease of M. corrugator supercilii activity, no activitychange of M. frontalis medialis). Smiles were stronger inresponse to the outgroup’s failures compared with theingroup’s successes, but according to self-report, partici-pants felt more pleasure when the German team scored.These results show that schadenfreude is associated with aspontaneous and honest smile, a so-called Duchennesmile. In a follow-up study, participants had to judgewhether the videotaped participants experienced joy orschadenfreude. Results indicated that joy and schaden-freude can be differentiated by an observer. Possibly,schadenfreude can be differentiated from joy by anasymmetric smile or body posture, which will beinvestigated in future studies. These results haveimportant implications for research on the nature of(social) emotions.

Training Science

The Problem of Strategies of Volitional Control ofMovement for Movement Quality and MovementCreativity

D. Temme, T. Temme, and D. Ercenk-HeimannGerman Sport University Cologne, Germany([email protected])

The current research examines experimental improvisa-tion processes to investigate the role of volitional controlstrategies in both the quality (fluency, economy) andcreativity of movement execution.

Forming the theoretical foundations of this work arethe concept of human movement as a process (Hossner,2015; Schürmann & Temme, 2015; Temme, 2015), the useof volitional control for successful writing (Mai &Marquardt, 1996), the deactivation of functions ofmovement monitoring during jazz improvisation (Limb& Braun, 2008), and the synchrony and fluency of

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movement in group improvisation (Noy et al., 2011).By means of our proposed research paradigm, we want toexplore how conscious and unconscious strategies ofmovement control manifest themselves in movementbehavior. We hypothesized that strategies of volitionalmovement control do not enable—but rather disturb—movement behavior and movement quality. The 1st stepof our approach was a theoretical study (philosophy,pedagogy) about concepts of movement and movementcontrol. Our findings are able to bring those concepts intoquestion, which conceives movement as an action.Through the lens of activity theory (Leont’ev, 2012), wesee movement as a process that runs by itself. Thisconcept of process is connectable with our qualitativemovement observations (Laban). We found that strategiesof (self-)instruction lead to different ways of moving:Participants who work with control strategies of makingmovement(s) tend to show less fluency and creativity thando those participants who use strategies/self-instructionsof “free floating” or “let-go.” In the 2nd step, we want tocreate a context in which strategies of volitionalmovement control are suppressed and strategies of “freefloating” are provoked: Concerning the fluency andcreativity of movement, we compare shared improvisa-tions as a context of dynamic adaption with contexts oflead and follow. The different strategies of movementcontrol are also relevant for movement learning andcreativity in sports.

Survey About the Effect of Speed Training forTennis Players With and Without New TensileStrength-Training Equipment Called IVO

D. MeffertGerman Sport University Cologne, Germany([email protected])

Introduction: The meaning of speed in tennis is withoutdoubt (Ferrauti et al., 2014). A player with an outstandingspeed ability has an advantage in comparison with others.The maximum speed of a player is just as important asthe skill to stop and speed up (Fernandez-Fernandezet al., 2010; Kovacs, 2006). The goal of the study is toshow the effect of training with a tensile strength toolcalled IVO.

Procedure: Twenty tennis players (mostly students,only men) took part in this study. Ten participants alwaysused the training tool, and 10 did not. The study lasted 6weeks with training 3 times weekly. One training sessionlasted 20 min. There was a specific diagnostic test before

and after the survey. All participants did a 20-m linearsprint, a pendulum sprint, and a specific tennis agilitysprint. The 2nd part of the diagnostic is the leg curl, legextension, countermovement jump (CMJ), and dropjump (DJ) test.

Results: Most of the results of the survey are still beingreviewed. So far, it looks like there is a significantdifference between the IVO participants and the controlgroup relating to the results of the leg curl, leg extensiontests, the CMJ, and the DJ test. All results will be availablefor the conference.

Discussion (Assumption): The results show that youcan improve the strength of leg muscles (and speed) withspecific speed training. By using the tensile strength toolIVO, you can get better results in comparison with theresults without resistance.

Systematic Training of the Opening Shots in Tennis

R. GrambowGerman Sport University Cologne, Germany([email protected])

Introduction: In men’s world-class tennis, 80% of allpoints are finished after a maximum of 8 strokes. Withinthese points, only serve and return cover 45% (Weberet al., 2010) of what underlines their importance.However, not only the length of the rallies seems to bestatistically significant, but also the position of the 3rdshot.

Methods: The test sample contains 15 matches (Round16, quarterfinal, semifinal, final) from Wimbledon 2008(Grambow, 2009). The results are categorized inplacement, frequency, success rate, and direct servicewinners. Additionally, the player’s position hitting the 3rdshot is analyzed by frequency and success rate.

Results: Comparing all men’s matches starting withRound 4 up to the final of Wimbledon 2008, 35% of allpoints are finished after serve and return and 62% after4 shots (Grambow, 2009). Within these matches, theserving player hits the 3rd shot of the rally nearly half thetime (48%) in an offensive position and is winningthe point 66% of the time. The 3rd shot is taken 40% in aneutral position and 12% in a defensive position. Thewinning percentages drop to 47% (neutral) and 26%(defensive).

Discussion: Because the majority of rallies are finishedor decided in the early stages (serve and return plus theopening shots), the training should focus a lot on theseparts of the game.

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PEER-REVIEWED POSTER ABSTRACTS

Influence of Some Social Characteristics of People WithIntellectual Disabilities for Practicing Sport and PhysicalActivity in the Republic of Macedonia

I. Anastasovski, L. A. Velichkovska, V. Zivkovic, andA. SpirkosvkiFaculty of Physical Education, Sport and Health,Macedonia([email protected])

We explored the impact of some social features forpracticing sport and physical activity for people withintellectual disabilities in the country. The surveyrespondents were people with intellectual disabilitieswho provided answers to questions from a questionnaire.The 101 respondents to the survey were Macedoniancitizens who are categorized as persons with intellectualdisabilities, regardless of their gender, ethnic, religious,socioeconomic, and residential background and theirdiagnosis established on the basis of medical analysis.On the official figure of people with intellectual disabilityin Macedonia, this research surveyed 2% of the samepopulation, which represents a relevant number forsuccessful interpretation of the results. In the ques-tionnaire, participants were given opportunities to expresstheir social and socioeconomic data including: age,socioeconomic status, residential status (urban or rural),ethnic affiliation, and diagnosis of disability. One cangenerally conclude that the state and its institutions, be itstate or any local authority in turn, must pay very closeattention to this issue or give institutional opportunitiesfor persons with intellectual disabilities for practicingsport and physical activity in the country.

Mental Representation and Cognitive Intervention:A Systematic Comparison on the Effects of ActionObservation and Motor Imagery on the Development ofMental Representation Structure and Skill Performance

T. Kim, C. Frank, and T. SchackBielefeld University, Germany([email protected])

Despite increasing comparative studies on neurophysio-logic mechanisms and the motor-learning effects ofaction observation and motor imagery, the 2 cognitiveinterventions have not yet been compared in terms of

changes in cognitive representations and their relation-ship to skill acquisition. In this study, we compared theeffects of action observation and motor imagery on thedevelopment of mental representation structure andgolf-putting performance during the early learning stage.Forty novices were randomly assigned into 1 of 4groups: action observation, motor imagery, physicalpractice, and no practice. Tests were conducted beforeand after 3 days of practice and then after a 2-dayretention period. The tests measured the mentalrepresentation structure of the putting as well as theaccuracy and consistency of putting performance.Results showed that the 3 practice groups (i.e., actionobservation, motor imagery, and physical practice)significantly improved both the accuracy and consist-ency of their putting performance on the postpracticeand retention tests compared with their pretestperformance. The no-practice group did not show anyimprovement in putting performance over test sessions.Moreover, it was found that the mental representationstructures of all 3 practice groups changed duringpractice, resulting in more elaborate and structuredrepresentations of the putt. Interestingly, with regard tothe ease of use of action observation and motor imagery,the results of the postexperimental questionnaire showedthat the use of action observation was significantly moreefficient to reduce one’s mental workload compared withthe use of motor imagery. Taken together, these findingsconfirm the results of previous studies on the learningeffects of the 2 cognitive interventions. However,they also contribute further evidence that mentalrepresentation plays a crucial role in controlling motorskill performance and that ease-of-use action obser-vation may be superior to motor imagery as a cognitiveintervention.

‘Dyed in the Wool’ Competition and the Adaptation ofPerformance Routines in Self-Paced Tasks

K. VelentzasBielefeld University, Germany([email protected])

Introduction: Optimal performance in training andcompetition is significantly related to performanceroutines (Lidor, 2009; Velentzas, Heinen, & Schack,2011). However, no studies have scrutinized the

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adaptation of such strategies in critical competitivesituations. The present study aims to address this gapby analyzing the use of routine depending on priorperformance.

Method: Twenty-eight female gymnasts from 3different competitive levels participated in this study(near experts, N ¼ 9; intermediate, N ¼ 9; novices,N ¼ 10). The task of handspring on vault was chosen.Eight sets of 2 video sequences were presented in arandom order, and the 1st vault was classified assuccessful or unsuccessful. The participants were askedto report their routines (think-aloud protocols) simul-taneously on video.

Results: The analysis of the routines’ use frequencyreveals no significant differences between groups,x 2(2) ¼ 0.189, p . .05 (cognitive); x 2(2) ¼ 0.115,p . .05 (behavioral). A more specific analysis showssignificant differences between the 3 groups concerningthe use of process-regulatory strategies after anunsuccessful 1st handspring, x 2(2) ¼ 7.95, p ¼ .036.

Discussion and Conclusion: The results of the presentstudy are partly in line with previous research orassumptions showing that athletes tend to adapt theirroutines to regulate the movement execution afterunsatisfactory performance in the 1st trial. However,effort must be invested to clarify the effects of routineadaptation on the optimization of learning andperformance (e.g., tennis serves or basketball freethrows).

Mental Rotation of Tactical Instructions in BasketballIncreases Processing Demand and Execution Inaccuracy

T. Koopmann, D. Krause, Y. Steffemann-Weinrich, andJ. BaumeisterUniversity of Paderborn, Germany([email protected])

Coaches in sport games use tactic boards to presentinstructions in time-pressure situations like timeouts,often with a tendency toward high demands in visual-spatial transformation (e.g., mental rotation; Schul et al.,2014). We assume that the use of these tactics impedesinformation processing as well as execution accuracy.In a within-subjects design, 10 novice students(Mage ¼ 23.4 years, SD ¼ 1.43) were instructed withstatic visual tactical instructions on a laptop screenshowing basketball-playing patterns for a single playereither with low spatial disparity to the players’ on-court

perspective (basket at the top; 08 orientation) or upsidedown (basket at the bottom; 1808 orientation). Twentyplaying patterns were presented in each of theorientations in a randomized order. Dependent variableswere the observation time (information-processingdemand) and the radial error between the targetpositions and the actual executions (spatial accuracy)measured by video analysis for 3 positions (screen, catch,and shot position). Observation time was significantlylonger for the 1808 orientation (M ¼ 13.73 s, SD ¼ 5.87;p ¼ .001, d ¼ 1.71) and for the 08 orientation(M ¼ 8.68 s, SD ¼ 3.36). Furthermore, the analysis-of-variance Orientation (08, 1808) £ Action (screen, catch,shot) interaction for spatial accuracy showed a maineffect of orientation ( p ¼ .023, h2p ¼ .45), as the radialerror for the 1808 orientation (M ¼ 129.6 cm,SD ¼ 20.5) was significantly higher compared with the08 orientation (M ¼ 112.3 cm, SD ¼ 14). The effects areexplained by mental rotation processes that arenecessary to transform the instructional perspectiveinto the players’ perspective on the court. Accordingly,coaches should align tactic boards to players’ on-courtviewing perspective.

Technique Feedback in Basketball: IndividualDiagnostic System Based on Cognitive Representation

L. VogelBielefeld University, Germany([email protected])

Technique performance is a central topic in motorlearning in sport games, but it is also a crucial factor forsuccessful performance during sport competitions.Building on the assumption that mental representationsare the cognitive base for motor actions, we will present acognitive diagnostic system for the jump shot inbasketball. We will show how to measure and analyzeindividual cognitive structures of the jump shot. Based onthe results, we give insight into how the information canbe used in technique training.

Therefore, the cognitive representation can becompared on an individual level and on a group level.Thus, it is possible to contrast expert or biomechanicalreference structures with the individual structure ofan athlete. Furthermore, this study investigates thecognitive representation of the jump shot of 15 basketballnovices in reference to an expert. The results showsignificant differences between the expert and the

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novices. The expert shows a well-structured andfunctionally organized cognitive structure, whereasnovices’ cognitive representations were organized lessfunctionally. In summary, we present an approach to usecognitive representations to enrich technical training ingame sports.

Gaze Control in Basketball Jump Shots and Free Throws

T. Zwierko,1 M. Popowczak,2 M. Wozniak,1 andA. Rokita21University of Szczecin, Poland; 2University School ofPhysical Education, Poland([email protected])

Introduction: Visual control is 1 of the main factorsinfluencing the efficiency of basketball shooting. Propervisual fixation toward the hoop and backboard duringshooting is necessary for preprogramming variousmovement parameters (e.g., direction, force, velocity,timing, and eye–hand coordination). The main aim of thestudy was to examine the relationship between gazebehavior and shooting efficiency in static and dynamicconditions.

Materials and Methods: Thirteen elite and near-elitebasketball players performed the dynamic 60-s 2-pointjump shot test. In this study, the fatigue protocol byPojskić et al. (2011) was used. Before and after the jumpshot, test players performed 2 free throws. During the test,heart rate was recorded at 1-s intervals. A mobilebinocular eye-tracking system (SensoMotoric Instru-ments [SMI] ETG 2w, Germany) was used to record thenumbers of fixation points, gaze-stabilizing fixationpoints (quiet eye), and total fixation time during thestatic and dynamic shot tasks. SMI BeGaze software wasused for data analysis.

Results: The initial results showed that players’shooting efficiency depended on the fixation duration(r ¼ .791, p , .01) and frequency of fixation (r ¼ 2 .665,p , .05). Highly skilled players had a lower frequency offixation on the hoop during shooting than did near-eliteplayers ( p , .05). After the intensive dynamic 60-s 2-point jump shot test, the increase in free-throw frequencyof fixation ( p , .01) and the decrease in free-throwduration of fixation ( p , .05) were observed.

Conclusion: It was concluded that gaze behaviorduring the preparation and execution of the shot leadsto higher levels of accuracy. Moreover, physical effort

can affect the visual control of basketball players duringthe execution of shots.

The study was supported by Grant No. RSA2 018 52from the Polish Ministry of Science and HigherEducation, under Contract No. 0012/RS2/2013/52.

Analysis of the Teaching–Learning Process andProcedural Tactical Knowledge in Mini-Basketball

J. C. Pérez-Morales,1 G. M. Praca,2 and P. J. Greco11Federal University of Minas Gerais, Brazil; 2FederalUniversity of the Valleys of Jequitinhonha and Mucuri,Brazil([email protected])

The aim of this study was to analyze the teaching–learning (TL) process and the development ofprocedural tactical knowledge (PTK) in mini-basketballtraining sessions. Eleven children aged 10 to 12 yearsold participated in this study. The basketball TL processproposed by a physical education teacher with 10 yearsof experience was assessed. Eighteen training sessionswere recorded and analyzed to determine the time spenton and the frequency of use of the task conditionsproposed by the teacher. PTK was assessed before andafter the training sessions during game-test situations.The tactical parameters to measure PTK were (a)offering and orienting (OO) and (b) recognizing spaces(RS), both subdivided in convergent and divergent. Theexperts in the evaluation of PTK presented an internalconsistency of .88, measured using the Cronbach’salpha coefficient. Cohen’s Kappa coefficient forinterobserver reliability was, on average, .86 for thetask conditions observed during the training sessions.The total duration of the observed training sessionswas 1,267.46min, distributed into conversation withthe players (226.49min), isolated activities of skilltraining (249.82min), small-sided games and tacticalintelligence games (TIGs; 639.93min), and 5-v-5 games(151.22min). Regarding the task conditions, thefrequency of use of isolated activities of skill training(27.34%) and TIG (39.31%) was predominant. Thenonparametric Wilcoxon test showed an increase inPTK from pretest to posttest in the OO convergent(Z ¼ 22.822, p ¼ .005) and in the OO divergent(Z ¼ 22.259, p ¼ .024) parameters. The proposedactivities of TL observed in the training sessions favoredthe development of the parameter OO, which evaluates

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the tactical behavior of the player in attack withoutthe ball.

The Effect of Competitive Anxiety and Complexity ofTask on the Processing Efficiency and PerformanceEffectiveness of Table-Tennis Players

M. G. Moghadam and S. M. ZadkhoshUniversity of Tehran, Iran([email protected])

The aim of this study was to examine the processingefficiency theory in sport skills with different levels ofcomplexity. Sixteen table-tennis players were tested usingtable-tennis tasks with low and high complexity and 2levels of anxiety. The test included 2 decision-makingtests in which ball color signified the target to which theball should be hit. Cognitive anxiety was manipulatedthrough a competitive ranking structure and prize money.Participants’ accuracy in hitting targets was taken as ameasure of performance effectiveness, while probereaction time (PRT) and perceived mental effort(RSME) were recorded as measures of efficiency. Datawere analyzed using separate factorial repeated-measuresanalysis of variance for each variable in which anxiety(low and high) and complexity (low and high) werewithin-participant factors. The result showed that anxietyhad no significant effect on performance effectiveness inboth tasks ( p . .05). There was a significant increase inPRT in both tasks under high- versus low-anxietyconditions, but this increase in RSME values was onlyfound in tasks with low complexity ( p , .05). In total, theresults provide support for processing efficiency theory.

Soccer Small-Sided Games Manipulated by Represen-tation: The Additional Player Effect

G. Praça,1 J. Morales,2 M. V. Silva,2 and P. Greco21Federal University of the Valleys of Jequitinhonha andMucuri, Brazil; 2Federal University of Minas Gerais, Brazil([email protected])

Manipulating games by representation is a usefulstrategy in teaching games for understanding (TGfU)units because it allows players to develop specific tacticalcontents in line with practitioners’ levels of proficiency.In this sense, small-sided games (SSGs) with differentpitch sizes, numbers of players, and specific rules arecommonly used in TGfU units in many sports,including soccer. In these games, it is possible to

change the number of players unequally between theteams to create situations of numerical superiority. Thiscontext is particularly useful to represent tacticalsituations in which a zone defense must be adopted bythe players to reduce the opponent’s chance to scoregoals. However, the influence of offensive numericalsuperiority on the tactical behavior of soccer players isstill inconclusive. This study aimed to compare thetactical behavior of under-17 soccer players whenplaying SSGs with an additional player inside the pitch(4 v 3) or 2 support players at the sides (3 v 3 þ 2).Eighteen youth male soccer players participated in a 3-week data collection period in the respective configur-ations. Tactical behavior was analyzed through theSystem of Tactical Assessment in Soccer, a protocol thatallows for the tactical behavior assessment related tofundamental tactical principles. Chi-square tests withsignificance levels of .05 were used to analyze the data.Results showed that the 4-v-3 game allowed players toperform more offensive coverage and offensive unityprinciples when attacking, while the 3-v-3 þ 2 game ledthe athletes to perform more width and length andpenetration principles. Similarly, the 4-v-3 gamedemanded more actions of defensive coverage fromthe defenders. In summary, both configurations allowedplayers to perform a consistent number of actionswithout the ball, and the specific behaviors observed canbe used to better adjust the game representation toteacher intentions within the TGfU unit.

Covered Distance and Activity Profile of AfricanProfessional Soccer Players According to the PlayingPosition: Reports From Soccer World Cup 2014

I. HassanZagazig University, Egypt([email protected])

Some researchers have suggested that the distancecovered during high-intensity running in matches is avalid measure of physical performance in soccer becauseof its strong relationship with training status. In addition,the activity profile of African professional soccer playersduring match play could be helpful as a good indicator oftraining.

The purpose of the current study was to describe theactivity profile during soccer-match play, including thetotal covered distance, number of sprints, top speed, andtime spent in different activities during matches amongAfrican professional soccer players who participated in

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the 2014 Men’s Soccer World Cup, and the differencebetween the playing positions.

All data were obtained from the international soccerfederation website (FIFA). The participants wereprofessional soccer players from 5 African teams. Theanalyses included all matches that were played during the1st round (3 matches for every team). The results showeda significant difference in total covered distance(F ¼ 17.50, p ¼ .01), covered distance in ball possession(F ¼ 12.03, p ¼ .01), covered distance not in ballpossession (F ¼ 18.79, p ¼ .01), sprint number(F ¼ 3.12, p ¼ .05), and time spent in low, medium,and high activities (F ¼ 10.19, 12.62, and 6.71, respect-ively; p ¼ .01). The results showed significant differencesbetween playing positions for all parameters except thetotal sprint number during the game.

Algerian players had the highest total covered distanceand spent the most time in high activity during matchplay, while the players from Ghana had the highestnumber of sprints. The results based on playing positionsdemonstrated that midfielders had the best values in thecovered-distance parameters, while forward players hadthe best values in sprint number and top speed duringmatches.

Rule Changes in Competitive Ball Games to IncreaseGame Participation of Players With Low Playing Skills

M. KolbUniversity of Vienna, Austria([email protected])

A key issue in physical education (PE) is the high levelof heterogeneity regarding abilities and motor skills ofstudents. In individual sports, this issue can be addressedby methodical-didactic alternatives (e.g., internal differ-entiation) offering motor tasks of variable degrees ofdifficulty. In team sports, internal differentiation is aparticular challenge. Sports games do not only requireequal teams for a balanced competition, but they alsorequire a minimum of individual differences inperformance within the teams. Observations during PEdemonstrate that in teams with highly varying playingskills, strong players often dominate and play with eachother. Thus, the inclusion of weaker players is limitedand may result in loss of motivation. Experiences frompractice show that participation of students with lowerplaying skills can be improved through basic rulechanges in competitive sports games. For example: (a)Separate the playing field into zones in which only

specific players of both teams are allowed; (b) includeseveral goals or targets per team; (c) implement areasthat do not allow aiming for the target or goal; (d)restrict individual players’ movement with the ball; (e)assign different players with varied ball handling and/ormovement options; (f) replace intensive body-involvingforms of defense with symbolic defense actions; (g)introduce alternative forms of catching and stopping thegame’s object; (h) stipulate indirect target actions; (i) donot place targets at the end of the playing field, but on it;and (j) create low, small-area, or adjustable targets, playwithout a goalkeeper, and design high obstacles for wall/net games.

Behavioral Regulation in Coaches: A German Version ofthe Coach Motivation Questionnaire (CMQ-G)

C. Zepp,1 P. Schaffran,2 M. Kellmann,2,3 C. Mallett,3 andJ. Kleinert11German Sport University Cologne, Germany;2Ruhr-University Bochum, Germany; 3University ofQueensland, Australia([email protected])

The organismic integration theory (OIT) is used as thetheoretical model for understanding motivation inseveral contexts, such as sport and coaching (Hagger &Chatzisarantis, 2007). The OIT describes 6 different formsof behavior regulation (i.e., amotivation as well as external,introjected, identified, integrated, and intrinsic regu-lation). McLean, Mallett, and Newcombe (2012) devel-oped the Coach Motivation Questionnaire (CMQ) toassess these different behavioral regulations in coaches.The present study presents preliminary results on thevalidation of a German translation of the CMQ. Thesample includes 233 coaches (72.5% male; Mage ¼ 37.3years, SD ¼ 13.7 years) from 32 different individual andteam sports. Whereas 28.7% of the participants hadexperience in coaching for up to 5 years, 24.9% hadexperience of up to 10 years, and 46.4% had experienceof more than 10 years. The original version of themeasurement has been linguistically adapted after atranslation and back translation. Five subscales of theCMQ show good internal consistencies (Cronbach’salpha ¼ .76– .88), whereas the subscale of IntrojectedRegulation was not found to be internally consistent(Cronbach’s alpha ¼ .60). According to the criteria of Huand Bentler (1999), fit indexes of an initial confirmatoryfactor analysis (CFA) were not strong, x(194) ¼ 441.87,p , .001 (chi square/degree of freedom ratio [CMIN/DF]

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¼ 2.28, Comparative Fit Index [CFI] ¼ .91, Tucker-LewisIndex [TLI] ¼ .90, standardized rootmean square residual[SRMR] ¼ .09, root mean square error of approximation[RMSEA] ¼ .07). After an exploratory factor analysis, 4items were deleted, leading to 3 items in each subscale. Thesubsequently executed CFA showed satisfactory results, x(120) ¼ 235.43, p , .001 (CMIN/DF ¼ 1.96, CFI ¼ .95,TLI ¼ .94, SRMR ¼ .07, RMSEA ¼ .06), with convincingstandardized estimates. The theory-based development ofthe CMQ was supported in a revised German translationof themeasurement tool. Further studies are needed to testthe translated measure against convergent and discrimi-nant criteria.

Mentoring Grassroots Youth Participation CoachesToward a ‘Good Digital Game Design Features’Coaching Approach: An Ethnographic Account

A. PriceSt. Mary’s University, United Kingdom([email protected])

In recent years, game-centered approach (GCA) researchhas been well populated with studies that enhance thetheoretical underpinnings of coaching of games. Never-theless, there has been limited attention paid to howGCA models such as teaching games for understanding(TGfU) can be merged with alternative fields of gamestudies to make games accessible. This study acknowl-edges similarities between a coach and a digital gamedesigner using the notion that “good game designers arepractical theoreticians of learning” (Gee, 2013, p. 21) andthat the rationale for TGfU and rationale for digital videogames are similar—to attract and sustain participationand performance through challenging and enjoyablepractice.

This study aims to capture the author’s experiences ofimplementing “good digital design features” (Gee, 2013)into her practice as a coach mentor for the EnglishFootball Association, where she mentors grassroots(youth participation) football coaches from 1 localfootball club. The coaching climate for mentees at theirgrassroots club involved a focus on technical outcomes,with a high amount of coach instructional feedback. As aresult, players have become acclimatized to a coach-centered environment, where players do not develop theirdecision-making skills, which was the rationale forBunker and Thorpe’s (1982) TGfU.

To capture the coach mentor’s experiences, thoughts,and reasoning throughout the season (9 months), an

ethnographic approach was adopted using audio-recordedfield notes and a personal diary as the instruments fordata collection. The results illustrate how the coachmentor strategically uses her mentor–mentee relationshipto reshape the narrative used with mentees to “thinklike a digital game designer” in the coaching context.The intention of this study is not to offer a prescriptivemodel of practice, but to raise the awareness of thereal-life challenges of changing the way coaches thinkand act.

Joint Action Imagery: The Influence of Mental Practiceon the Functional Structuring of Tactical SkillRepresentations in Skilled Futsal Players

G.-L. Linstromberg,1 L. Hennig,2 T. Heinen,2

T. Schack,1,3and C. Frank1,31Bielefeld University, Germany; 2Hildesheim University,Germany; 3Cluster of Excellence Cognitive InteractionTechnology, Germany([email protected])

While research on imagery and motor skill learning isvast, research on imagery and tactical skill learning isscarce and lacks systematic approaches and theirevaluation (Guillot et al., 2009; Memmert et al., 2009;Westlund et al., 2012). In the present study, wedeveloped an approach to practice joint action by wayof imagery and evaluated its impact on tactical skilldevelopment. Specifically, the impact of a joint actionimagery intervention on representations of team-specifictactics in skilled futsal players was investigated. Playerswere assigned to 1 of 2 groups: a mental practice groupand a (no mental practice) control group. The mentalpractice group practiced 4 team-specific tactics (i.e.,counterattack, play making, pressing, and transitioning)by repeatedly imagining joint actions during specificgame situations for 3 times a week during the course of4 weeks. Players were tested prior to and after theintervention for their representations of team-specificfutsal tactics and employed structural-dimensionalanalysis of mental representations (Schack, 2012). Resultsrevealed well-structured representations for both groupsbefore and after the intervention, reflecting 4 team-specific tactics. Importantly, the mental practice groups’representations were more similar to those of an expertafter the intervention as compared with the controlgroup. This study extends recent findings on expert–novice differences (Lex et al., 2015), indicating that jointaction imagery can have a significant impact on players’

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tactical skill representations in long-term memory.Consequently, practitioners may consider implementingmicro-sessions of imagery within their tactical trainingsessions to help foster representations of team-specifictactics in team sports. Future research should investigatejoint action imagery interventions and their impacton different levels of joint action organization to morethoroughly understand tactical skill development and todeliver most effective interventions on the way to tacticalexpertise and game intelligence (Memmert et al., 2015;Raab et al., 2007).

Enacting Change in a Secondary Physical EducationDepartment

S. McGinley and G. KanavosUniversity of British Columbia, Canada([email protected])

This poster explores enacting change in a physicaleducation (PE) department and the successfulimplementation of curriculum and pedagogical inno-vations (CPIs). The focus examines how to initiateeffective pedagogical change using CPIs such as:teaching games for understanding (TGfU), sporteducation, physical literacy (PL), personal and socialresponsibility, movement education, and inventinggames. The educational significance includes assistancewith the successful implementation of PE innovationsfor the 21st century. The cultural transformationcultivates an environment that will embrace inno-vations. This poster attempts to describe the experiencesof secondary PE teachers enacting curricular andpedagogical change in a secondary PE department.The following thematic sections are explored: knowing,learning, and teaching; TGfU, PL, and PE; pedagogicalchange in PE; PE culture and curriculum innovation;technology as a change agent; PE department culturalchange; phenomenology as methodology; and move-ment. Collaborative teacher inquiry was the method-ology used in this investigation of the experiences ofteachers. PL was the influence that brought the teacherparticipants on board and motivated the participants asthey strongly believed in the lifelong benefits. Thesetting for enacting change was in a secondary PEdepartment. “George” and “Steve” are coresearchers, alongwith 5 other teacher participants. Data were collectedthrough blogs, field notes, temperature checks, andquestionnaires. Our study has provided us with an

understanding of how teachers can successfullyimplement CPIs in a secondary PE department. Thefindings have been categorized into 5 major themes:curricular and pedagogical innovations; cultural change;leadership and support; relationships and collaboration;and barriers to implementing change. This study providesa starting point for future research, debate, and reflectionon encouraging cultural changes that make PE depart-ments relevant in the 21st century.

Sports Education in Brazil: Motriz Publications andReferences to TGfU

M. V. Euzebio, I. Scremin, and F. R. CostaUniversity of Brasilia, Brazil([email protected])

This study aims to analyze the Brazilian academic workproduced on physical education about teachingmethods, while emphasizing the teaching games forunderstanding (TGfU) method and the responsibleauthors. For now, we used as a research source thepublications available on Motriz, an important scientificjournal for educational purposes in the physicaleducation field. The describing keywords we used onthe journal’s searching tool were “teaching games forunderstanding”; “TGfU”; “métodos de ensino”; “ensinarpara a compreensão”; and “pedagogia do esporte.” Wehave found 19 articles, among which 12 refer topedagogical or methodological aspects. These articles,published from 2004 to 2012, reinforce the learning oftactical aspects and the orientation to team sportsinstruction based on the ecological perspective. Threepublications establish comparisons between the appli-cation of diverse teaching methods and the learningof the technique and game comprehension. Another 4articles introduce pedagogic proposals to team sportseducation and even suggest the use of a didactic book inphysical education classes. The game analysis based onits complexity is also a topic of research. The Universityof Campinas is represented in the authorship of 5articles and provides the biggest contribution to thisjournal about the theme. In the 2000 decade, a period ofexperimental studies, the first comparative studies wereproduced on the effectiveness of traditional method-ology and ecological proposals. The concept of TGfUappears in the introduction of the “family of games”idea, concerning the transfer of knowledge acquiredbetween various modalities. Among the works referring

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to TGfU consulted by researchers, we can highlightBunker and Thorpe (1982), Bunker and Thorpe (1989),Werner, Thorpe, and Bunker (1996), Griffin, Mitchell,and Oslin (1997), Griffin, Butler, Lombardo, andNastasi (2003), and Griffin and Patton (2005). Theresearch articles observed present affinity and under-standing about the TGfU method in theoretical andexperimental aspects.

Sports Education in Brazil: Movimento Publications andReferences to TGfU

I. Scremin, M. V. Euzebio, and F. R. CostaUniversity of Brasilia, Brazil([email protected])

This study aims to analyze the Brazilian academic workproduced on physical education about teaching methods,while emphasizing the teaching games for understanding(TGfU) method and the responsible authors. For now,we used as a research source the publications availableon Movimento, a scientific journal for educationalpurposes and holder of the best qualification in thephysical education field for the past 10 years. Thedescribing keywords we used on the journal’s searchingtool were “teaching games for understanding”; “TGfU”;“métodos de ensino”; “ensinar para a compreensão”;and “pedagogia do esporte.” We have found 48 articles,among which 11 refer to pedagogical or methodologicalaspects. The 1st article, originally from Portugal, waspublished in 1999. This theme only reappeared in 2008,with Brazilian authors analyzing the different dimen-sions of sports education. The article discusses severaltopics: historical perspective of sports education,pedagogic and didactic models, professional qualifica-tion, and analysis of the impact on the teaching practice.In general, these articles present the evolution of sportseducation apprehension, focused on technique, andnowadays enable the development of cognitive aspectsby the student, while importing the adoption ofecological teaching models. The studies show that themost acquainted model between teachers and coaches isthe technical model, a reflex of the teacher qualificationstill based on traditional education. Among theecological models, the most mentioned was the“situational” model, which presents features that aresimilar to TGfU. Among the works referring to TGfUconsulted by researchers to organize their studies, we can

highlight Bunker and Thorpe (1982), Thorpe, Bunker,and Almond (1984), Hopper (2002), Griffin and Butler(2005), Pearson, Webb, and McKeen (2005) andCurtner-Smith (2006). This study allows us to inferthat TGfU is not yet well systematized within Brazilianphysical education, however; it is employed in theintellectual production of this field.

(Re)framing Physical Education Instruction for StudentsWith Cognitive Disabilities Using the Teaching Games forUnderstanding (TGfU) Model in Canadian High Schools

J. I. AnokwuruUniversity of British Columbia, Canada([email protected])

Beyond the constraints of the classroom, physicaleducation (PE) affords the teacher the use of indoor andoutdoor space, specialist equipment, individual and grouplearning, and the instructional curriculum approach forphysical activities. These spaces and an accuratecurriculum model provide students with opportunitiesto thrive academically and develop physical fitness.

The purpose of my research is to introduce theteaching games for understanding (TGfU) model as apedagogical approach that can facilitate inclusive PE.Physical educators will take into consideration thecognitive, psychomotor, affective, and strategic instruc-tional approaches in the TGfU model to inform theirplanning. The students with cognitive disabilities willhave the opportunity to access the curriculum throughproblem- solving skills and aptitude in physical activitiesby constant individual training and experience. TGfUis proposed as an instructional approach for physicaleducators because the model provides excellent strategies(environment and tasks) for the inclusion of every levelof competence, including students with cognitivedisabilities. The following research questions will guidethis study: How does the use of TGfU pedagogyprinciples affect the learning of students with cognitivedisability in PE programs? In a TGfU PE class, whataffordances of learning and skills are offered to studentswith cognitive disabilities? What happens to learning inPE classes when students with cognitive disabilitiesare included in planning through assessment in TGfUlessons?

The proposed study will be conducted using criticalaction research (CAR), emerging from the need to

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involve teachers, students, and researcher in planning,thinking, and acting out the process. The data will begathered through classroom observation, interviews,students’ self-reflection, and videography. CAR isenvisioned to facilitate learning within the PE classroomfor students with cognitive disabilities using the TGfUapproach. Interviews and videos will be analyzed usingthe induction method to convey themes embedded inthe excerpts.

The Impact of the Educational Complex With MannerMini-Educational Groups in Attack-Serving Skill Learn-ing in Volleyball for Students

M. A. H. Ahmed1,2 and A. M. J. Ahmed1,21University of Babylon, Iraq; 2The Ministry of Education,Iraq([email protected])

The sciences and experts in the educational field dependon a rule that every individual alone has experience,educational background, and techniques of their own,which distinguish them from others, so these individualsneed educational materials that help them to perform thetasks according to their abilities and educational level andto achieve their ambition.

Self-learning is considered one of the most effectiveteaching means because this technique gives freedom tothe learner for positive and effective participation in aneducational activity.

The aim of the study was to identify the impact of usingan educational complex with manner mini-educationalgroups in learning attack serving in volleyball. Theresearcher has used an experimental method consisting of2 equal groups (experimental and control groups). Eachgroup includes 12 students. The experimental group usedthe educational complex, which includes several illustra-tive and educational methods of skill such as transpar-encies, skill illustration pictures, and video display (audioand visual).

Learning is in the form of small educational groups,and each group includes 4 students. The learningprogram continued for 8 weeks. Every week involved 2educational programs that lasted 90min each. Theresearcher concluded that the use of the mini educationalgroup method in the educational complex had asignificant impact in learning attack serving in volleyballand assisted the students in discovering their physical,skill, and cognitive abilities, while also saving the time

required for performance. We recommended focusingon the mini educational group method in the educationalcomplex in learning attack serving and blocking involleyball.

Individual Training Control and Intervention in YoungElite Volleyball Athletes

M.-T. Fleddermann, H. Heppe, E. Eils, and K. ZentgrafUniversity of Münster, Germany([email protected])

The increase in performance parameters is a centralissue in high-elite sports, especially for young athletes.To ensure optimal development of motor performance,the use of individual training programs seems beneficial(Vaeyens et al., 2008). One concept for goal setting is theSMART principle (Locke et al., 1990), which definesdesirable goals as Specific, Measurable, Attractive,Realistic, and Terminated. The aim of this study was todetermine if and how much young elite athletes benefitfrom SMART guidance of individual performance inathletic parameters.

Data were collected from 9 well-trained, competitivefemale volleyball athletes on a national level whowere aged 15 to 18 years old. They participated inassessments of motor performance using a pretest–posttest design (pre1, pre2, post1) including sprint (5m,10m, 20m), jumping (countermovement, drop, volley-ball attack, block jump), tapping, agility, and endurancetests. From pre2 to post1, each participant completedan individualized training intervention (2–3 times perweek) in addition to team training for 11 weeks.SMART-based training aimed to increase 3 perform-ance parameters with descending priority. From pre1 topre2, participants performed nonindividual teamtraining.

Results show that 8 of 9 participants improved their1st priority, mainly set on jump height (cm) andcontact time (ms) with increments greater than 6%.In Priority 2, 3 participants increased their sprint (s)and jumping performance greater than 6%. In the 3rdpriority, 3 participants reached rates greater than 6%.From pre1 to pre2, there was no 6% increase in anyparameter.

Results show that participants increase their athleticperformance via individualized programs, but only 1participant increased her performance in all priorities.Overall, the results indicate that elite youth athletes

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benefit from adequately guided individual interven-tions; however, setting 2 or more priorities seems toinduce interference or suboptimal trends in otherparameters.

Evaluation of Exercise ‘Field’ Tests (6-Min Walk, ShuttleTest, Step Test) in Assessing Exercise Capacity in COPDand Heart Failure Populations: A Systematic Review

M. H. Kazr and A. H. HadiBabylon University, Iraq([email protected])

Purpose: The purpose of this study was to evaluatethe reliability and validity of the 6-min walk field test(6MWT), the incremental shuttle field test, and fixed-height step field test with respect to their ability topredict exercise capacity in patients with chronicobstructive pulmonary disease (COPD) and heartfailure.

Methods: A systematic review was achieved via 6databases to assess pertinent Arabic-language full-textarticles published from January 1, 1990, to November30, 2013. Participant characteristics, validity, interven-tions, and predictive and reliability values for eacharticle with deference to exercise capacity as defined bypeak oxygen (VO2peak) levels were extracted andcompared. Quality Assessment of Diagnostic AccuracyStudies scores were determined for each study.

Results: Eleven studies met the selection criteria.Comparison of the studies investigating reliability showsthat the 6MWT has good reproducibility. The 6MWTpresented high correlation with VO2peak levels andthe ability to estimate VO2 (exercise capacity) reliant ondistance walked, in contrast to the shuttle test, whichdemonstrated moderate correlation with VO2peaklevels. Cutoff distances vary from 350m to 510mdepending on the study; if total distance walked remainsequal or less than these values, the 6MWT and shuttlefield test (SWT) retain their strong predictive value,whereas the fixed-height step test demonstratedmoderate correlation with VO2peak levels. The durationis variable (90 s–10min), but the step height (23.0–50.8 cm) and stepping rate (22.5–35.0 steps/min) remainconstant throughout the test.

Conclusion: The field tests (6MWT, SWT, and steptest) have good reliability, high validity, and a significantability to predict exercise capacity in patients withCOPD and chronic heart failure.

The Relationship Between Investing the Timeof theMainPart in Lessons of Team Sports (Basketball, Volleyball,and Handball) and Direct and Indirect Teaching

M. H. Kazr and M. Al-RubaeiBabylon University, Iraq([email protected])

Purpose: This study was conducted to identify therelationship between investing the time of the main partin lessons of team sports (basketball, volleyball, andhandball) and direct and indirect teaching.

Methodology: Three male students in the Departmentof Physical Education & Sport Sciences at the Universityof Babylon, aged 19 years old, were randomly selected toparticipate in this study. A descriptive method approachwas used to collect data. The Anderson Questionnaire forObservation was applied to assess the students’ activitiesby 3 referees from the academic staff. For data analyses,we calculated means and standard deviations, as well asratios of direct to indirect teaching and time teaching tolost time teaching.

Results: The results showed different behaviorsbetween team sports (i.e., handball, basketball, andvolleyball), while arithmetic means for some of thebehaviors of the same sports were convergent.

Conclusions: This study showed that the ratio of thetime distribution of students’ behaviors in the main partof the sports team lessons varied. Furthermore, handballgained the highest percentage in direct teaching incomparison with indirect teaching, followed by basketballand finally volleyball.

Position-Specific Psychological Profiles in Female TeamHandball

J. Weber,1 M. Wegner,1 and V. Popa21Christian-Albrechts-University Kiel, Germany;2Romanian Handball Federation, Romania([email protected])

Motivation, volition, and action control influence hand-ball performance and might as well play a role in talentselection, because biological factors as predicators areseen as controversial (Gonçalves et al., 2012). Positivefeedback in psychological coaching promotes perform-ance (Popa, 2006). Position-specific psychologicaldemands have to be specified as already accomplishedin other team sports (Hughes et al., 2012) to provide

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optimal conditions for coaching. Differences betweenpositions and the connection between expertise andposition specialization concerning psychological factorshave to be questioned.

Five hundred ninety-two female players from Germanleagues have been tested via motivation questionnaires(Elbe & Wenhold, 2005), volition questionnaires(Wenhold, Elbe, & Beckmann, 2009), and action-controlquestionnaires (Hakemp-Sport, Beckmann, & Wenhold,2009). Additionally, a player’s biography was used toassess expertise. Position-specific differences and corre-lations of expertise and psychological factors as well asspecialization were checked.

Differences were found regarding action control whenperforming and lack of activation, while factors andspecialization correlated characteristically with expertiseper position. The context of specialization and perform-ance has to be researched further to provide optimalcoaching conditions and positional selection.

Endurance Capacities are Correlated With the Techni-cal-Tactical Playing Performance in Elite Junior Team-Handball Players

J. Brochhagen,1 C. Baumgarten,1 J. Bauer,2 J. Freiwald,1

and M. W. Hoppe11University of Wuppertal, Germany; 2BergischerHandball Club, Germany([email protected])

To participate in elite team handball, it is acceptedthat certain anthropometric characteristics and physicalcapacities are required. However, their associations withtechnical-tactical playing performance, which may have adirect impact on match outcomes, are unknown. There-fore, this study investigated the relationships betweenvarious anthropometric characteristics, physicalcapacities, and technical-tactical playing performance inelite team-handball players.

Nine male junior team-handball players (aged 18 ^ 1years) competing in the German Bundesliga were testedfor several anthropometric characteristics (body height,mass, and fat) and physical capacities (30-m speed and22-m agility, counter movement jump and squat jumps,one-repetition maximum bench press and core strengthendurance, and interval shuttle run test distance). Theplayers were also video-recorded during a preseasontournament that involved 5 matches against opponentswho were all competing in the German Bundesliga. Thenumber of successful and unsuccessful technical-tactical

actions (e.g., goals, assists, or blocks) were analyzed withanalytic software. According to Brack (2002), the playingactions were transformed into a single technical-tacticalscore. Spearman rank correlations coefficients (r) andcommon variances (R 2) were computed for statisticalanalyses.

The level of core strength endurance (r ¼ .51, R 2 ¼ 26%) and shuttle run test distance (r ¼ .63, R 2 ¼ 40%) werelargely correlated with the technical-tactical playingperformance across the tournament. No further largecorrelations were found (r , .25, R 2 , 6%).

While body height, power, and agility in particular arebelieved to play key roles in elite team handball, ourfindings show that only capacities associated withendurance were highly correlated with the technical-tactical playing performance in elite junior players. Oneexplanation may be that players with better endurancecapacities were more frequently involved in technical-tactical actions across the tournament or that they hadexperienced less physiological stress during play, therebypotentially favoring the players to execute technical-tactical actions successfully more often. Whether ourfindings allow conclusions for competitive matchesremains unanswered and should be investigated in furtherstudies.

Decomposing Performance Factors in Jump ThrowsReveals Subgroups of Handball Players With SpecificTraining Recommendations

J. M. Jäger,1 D. Büsch,2 and H. Müller11Justus-Liebig-University Gießen, Germany; 2Institutefor Applied Training Science, Germany([email protected])

The jump throw is one of the most applied techniquesin team handball. Therefore, analyzing underlyingperformance factors is important because they mayprovide a basis to adjust training interventions. The aim ofthis study was to decompose the performance factors injump throws and to find subgroups of athletes. Each groupis expected to benefit most from specific training contents.

One hundred thirteen male handball players (Mage ¼15 ^ 0.38 years, Mheight ¼ 184 ^ 7.1 cm, Mmass 74.83 ^

9.31 kg) participated in this study. From each athlete,standing reach height (SRH), jumping reach height with acountermovement jump (JRH), ball height with ahandball-specific single-legged jump and straight arm(BHJ), and ball release height during a jump throw (BHT)were measured. Performance factors were derived as

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differences between these measures (JRH–SRH ¼ UJAfor unspecific jump ability; BHJ – JRH ¼ SJT for specificjump technique; BHT – BHJ ¼ STT for specific throwingtechnique). A hierarchical cluster analysis (Euclideandistance and Ward’s linkage method) was used to findgroups of athletes based on the derived and scaleddifference measures (UJA, SJT, STT).

The dendrogram shows a clear distinction of 4 groups ofathletes. Mean values within each cluster reveal (a) 1 groupwith high UJA values, (b) 1 with low UJA values, (c) onewith high SJT but low STT, and (d) 1 with low SJT but highSTT. These results may be interpreted with respect toconsequences for training, because (a) and (b) are groupsthat are primarily characterized by strength aspects whilethe properties of Groups (c) and (d) affect technicalaspects of performance. In the next step, interventionstudies with different foci will be performed to confirmthis approach.

Technical Performance Demands on the DifferentPlaying Positions in Team Handball

J. Weber,1 M. Wegner,1 and B. Chittibabu21Christian-Albrechts-University Kiel, Germany;2Annamalai University, India([email protected])

This study analyzes the technical demands in female teamhandball on different playing positions. Position-relateddifferences in the technical requirements for teamhandball are not sufficiently specified to date. Wingsand goalkeepers are sometimes put in their position tokeep young and inexperienced players away from themore important positions in the middle of the court likepivots, center backs, and half backs. Further, female teamhandball is underrepresented in research. To make use ofthe full potential of all players, position-specific trainingshould be applied. This study investigated handball-relevant technical basic factors and their position-specificdevelopment. Six hundred fifty-four female handballplayers from German leagues at all levels were testedcross-sectionally concerning technical ability (timeneeded for 20 passes against a wall, time needed forslalom-dribbling parcours). The handball-specific exper-tise of the players was used as an independent variable.Performance differences between the positions, measuredby a formula quantifying the deviations between positions(specialization), are seen as a dependent variable. Thechosen factors significantly differ between positions, andexpertise correlates with specialization in some positions.

For example, wing and back players should specialize inpassing/catching and dribbling. Specialization, therefore,is a relevant factor in female team handball when it comesto handball technique, while a basic level for passing andcatching is needed in all positions. Therefore, all positionsshould be well trained regarding technical ability with aspecial emphasis on wing and back players.

Core Demands on the Goalkeeper Position in FemaleTeam Handball

L. van Maanen-Coppens,1 J. Weber,2 and M. Wegner21Total Fysio, The Netherlands; 2Christian-Albrechts-University Kiel, Germany([email protected])

Team handball requires position-specific training regard-ing constitutional, physical, coordinative, technical,psychological, and tactical aspects. In female teamhandball, the demands structure is not sufficientlyspecified yet, particularly not for goalkeepers. Youthplayers who lack physical fitness, technical ability, ortactical ability might be positioned in the goal to keepthem out of the field (Matthys, 2012). This practice leadsto further deficits for which the team cannot compensatelater. In various handball-specific tests, goalkeepersperform worse than field players (Zapartidis et al.,2009). Nevertheless, several of the tested goalkeepers playin high leagues and therefore apparently do match thedemands of the game. On that account, position-specificdemands for goalkeepers have to be clarified. For thispurpose, 654 female players from German leagues (91goalkeepers) were tested using a complex test battery thatassesses common handball performance indicators. Twokinds of correlations were calculated: correlationsbetween expertise and factor values as well as betweenexpertise and specialization regarding each factor(quantified using a suitable formula). In summary, thetest battery only identified few performance demandsregarding goalkeepers (e.g., both handedness, good sprintperformance more than 30m, throwing speed, psycho-logical factors, and technical skill). This finding couldmean that the demands for goalkeepers have to be mademore concrete in future testing. For selected factors,goalkeepers should practice harder to adjust to theperformance results of the field players (e.g., sit-ups, HalfCooper test, throwing speed, wall passing, and others).Coaches should implement these findings in their trainingroutine while a test battery for goalkeeper core demandsremains to be established.

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Position-Specific Conditional Demands in Female TeamHandball

J. Weber,1,2 M. Wegner,1,2 and S. Fatulescu1,21Christian-Albrechts-University Kiel, Germany;2Sanconfind, Romania([email protected])

Conditional demands for female handball players are notyet sufficiently specified, particularly not in respect toposition-specific performance (Weber, 2015). For optimalmatch preparation, individualized training taking thespecific demands of every position into consideration isnecessary. Consequently, the aim of the study was to gaininsight into position-specific demand profiles of femaleteam handball players to establish training recommen-dations for each position.

Data from 652 female handball players from Germanywere analyzed using a test battery assessing handball-relevant factors. Conditional, constitutional, technical,tactical, biographical, and psychological parameters weretested using handball-specific tests.

For conditional factors, significant differences( p , .001) between positions were observed for severalparameters (effect sizes ranging from 0.126 to 0.693).An interesting finding that emerged was that position-specific specialization was correlated with playing level.Following from this finding, it is possible to derivepractical interventions such as, for example, half backplayers specializing regarding their throwing speed.

Specialization is therefore linked to success in femaleteam handball. However, a number of basic factors areimportant in all positions. For the goalkeeper position,the demands could not be specified in this study.

Tactical Demands in Female Team Handball on theDifferent Playing Positions

M. Wegner,1 J. Weber,1 and B. Chittibabu21Christian-Albrechts-University Kiel, Germany;2Annamalai University, India([email protected])

Team handball requires well-developed tactical abilities.The influence of position-specific issues on the tacticalskills of female players is still unclear, while players differin other performance factors according to position.Consequently, specialization regarding tactical skills hasto be researched. Position-specific training and selectionshould be applied to make use of all players’ full potential.

Six hundred fifty-four female handball players withvarying skill levels were tested concerning their tacticalskills, measured using video-based testing (Wegner et al.,2010). Players had to name the most promising actionfollowing the playing situations in the videos and weregiven points accordingly. Playing expertise was measuredvia the players’ biographies.

There are positional differences regarding tactical skillsand correlations between expertise and specialization forback players. Specialization regarding tactical skill there-fore is a limiting factor for match performance. Half backsdisplayed the best results followed by center backs, wings,pivots, and goalkeepers. Considering expertise gatheredduring youth training, several different expertise factorsper position correlated positively with tactical skills.Whentesting for correlations between physical fitness, consti-tutional factors, and tactical skills, the correlations in somepositions were negative. This finding could indicate thatless fit players are not able to gain sufficient tacticalexperience because they are positioned in the wing, pivot,or goalkeeper position where they do not have to organizethe game in the center of the court. To ensure optimaldevelopment of tactical skills in all players, specializationin team handball should not start too early, and selectionaccording to constitutional parameters at an early ageshould be discouraged (Visnapuu & Jürimäe, 2008).

Hybrid Teaching Model (TGA 1 BS) in Badminton:Tactical and Technical Performance Under DifferentPractice Distributions

L. M. C. Aburachid,1 S. R. Silva,1 L. M. S Morimoto,1

and P. J. Greco21Federal University Mato Grosso, Brazil; 2FederalUniversity Minas Gerais, Brazil([email protected])

Introduction: In sport pedagogy, area intervention studieswith different models of teaching revealed impacts onlearning (Hastie, Ojedab, & Luquinc, 2011; Metzler &Hathaway, 2006). The study aimed to analyze the tactical-technical performance of school children after applying ahybrid teachingmodelunderdifferentpracticedistributions.

Method: The sample consisted of 27 students(Mage ¼ 12.37 ^ 0.49 years) divided into 2 groups (G1,double session 1 time per week; G2, isolated session 2 timesper week) without experience in badminton.We evaluatedtactical and technical performance via the Game Perform-ance Assessment Instrument (Oslin, Mitchell, & Griffin,1998). The hybrid teaching model used contents of the

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tactical game approach (Griffin, Mitchell, & Oslin, 1997)and ball school (Roth, Kröger, &Memmert, 2002) investedin 16 training sessions.

Results: Both groups had greatly improved aftertreatment for the variables Skill Execution Index andgame performance (G1, p ¼ .02 and .02; and G2, p ¼ .009and .003, respectively). For the Decision-Making Index(DMI), G1 and G2 did not improve. The analysis betweengroups in the posttest did not reveal significant differencesfor any variables. The DMI results in this study stand incontrast to those of French et al. (1996) and Hastie,Sinelnikov, and Guarino (2009).

Conclusion: It is not possible to say what the mostefficient practice distributions are. Little pedagogicalintervention time may have contributed to the students’rallies, which was more motivating due to its cooperativenature. The practical implications of the results arediscussed.

Impacts of an Experimental Scoring System inBadminton on Selected Aspects in Men’s Singles

D. Hoffmann and C. OffermannGerman Sport University Cologne, Germany([email protected])

The present study deals with the results of the BadmintonWorld Federation’s (BWF) test session regarding anexperimental badminton scoring system with best-of-5games to 11 points without setting. The testing took placefrom August 1, 2014, to November 2, 2014, and includedLevel 3 and Level 4 tournaments (BWF, 2014).

In this study, 2 tournaments with the experimentalscoring system until 11 points (T11) are compared with 2tournaments until 21 points with setting possible (T21).The chosen tournaments are comparable concerningplace and time.

Five men’s singles were checked per tournament.The focus of the match analyses was concentrated on thefollowing categories and hypotheses: (a) number of ralliesper match, increasing in T11; (b) total playing time,decreasing in T11; (c) pure playing time, decreasing inT11; (d) time of rally, increasing in T11; and (e) numberof shuttle contacts per rally, increasing in T11.

The number of rallies per match decreased from 82.1 inT21 to 68.0 in T11. The total playing time decreased fromaverage of 42:56 min to 36:36 min, and the pure playingtime decreased from 11:50 min to 10:38 min. The time ofrally increased from 8.48 s to 9.38 s, and the number ofshuttle contacts per rally increased from 9.27 to 9.80.

Although the results do not show any significantchanges, it is obvious that all results showed a tendencyto support the former hypothesis. One reasonableexplanation for not reaching a significance level couldbe the size of the analyzed sample. To build up a securedbase for further decision, samples in future studies shouldbe enhanced in number of analyzed matches and thefocus has to be spread to all Olympic badmintondisciplines (men’s singles, women’s singles, men’sdoubles, women’s doubles, mixed doubles).

Physiological Demands of Elite Ultimate Frisbee

M. Zimlich, L. Rüger, S. Wörrlein, and O. HoosUniversity of Würzburg, Germany([email protected])

Introduction and Goal: Ultimate Frisbee (UF) is a fast-growing team sport worldwide, but to date, physiologicaland physical demands of UF have only been addressed onlow playing levels (Krustrup & Mohr, 2015; Scanlan et al.,2015). Therefore, our study assessed cardiovascularloading during an elite UF game and examined therelationship between cardiovascular loading and inter-mittent running performance (IRP).

Methods: Ten male elite German competitive UFplayers (Mage ¼ 25.7 ^ 4.5 years) performed a YoYo IR1Test (m and HRpeak) and a regular UF game in whichheart rate (HR) was recorded continuously. Distributionin HR zones (Z1, 50–60%; Z2, 60–70%; Z3, 70–80%;Z4, 80–90%; Z5, . 90%) and summated HR zone scores(SHRZS) were calculated, and differences between the 1sthalf (H1) and 2nd half (H2) as well as correlations withYoYo IR1 performance were analyzed.

Results: Elite UF players showed a moderate-to-high cardiovascular loading (HRpeak ¼ 100 ^ 1%;HRmean ¼ 80 ^ 4%; SHRZS ¼ 354.4 ^ 38.1 a.u.) withHR distributions of Z1 ¼ 2 ^ 4%, Z2 ¼ 11 ^ 7%,Z3 ¼ 29 ^ 9%, Z4 ¼ 44 ^ 9%, and Z5 ¼ 13 ^ 11%.SHRZS was significantly ( p , .05) higher in H1(358.0 ^ 43.7 a.u.) compared with H2 (339.5 ^ 41.3a.u.). Correspondingly, a significant interaction effect forHR (Zones £ Halves, F ¼ 3.1, p ¼ .04, eta2 ¼ .25) witha shift toward lower HR zones was detected. YoYo IR1performance (2,024 ^ 246m, HRpeak ¼ 193 ^ 10S/min) was not correlated with cardiovascular loading.

Discussion: IRP of elite German UF players is wellabove lower-class UF players (Krustrup & Mohr, 2015).Furthermore, regardless of IRP, cardiovascular loadingseems slightly lower in elite UF players compared with

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lower-class UF players (Krustrup & Mohr, 2015) andplayers of other field sports (Alexandre et al., 2012),but they show similar signs of fatigue.

Kinematic Trends Observed at the Hip During DynamicJump Movements: Proficient Versus NonproficientJumpers

A. Eagles, M. Sayers, and D. LovellUniversity of the Sunshine Coast, Australia([email protected])

Objectives: The object of this study was to determine ifdifferences exist in hip kinematics during counter-movement jumping.

Methods: Fifteen semiprofessional soccer players(Mage ¼ 22.2 ^ 4.1 years) volunteered to participate inthe study. Participants completed 6 countermovementjumps with landmark body markers for the motioncapture system analysis. Participants’ kinematic hip datawere then analyzed.

Results: Joint motion data analysis revealed that thoseparticipants who achieved greater jump heights main-tained a position of external rotation and abductionbilaterally at the hip during the descent and accent of thejump. Participants who achieved lower jump heightsincurred a level of hip adduction and/or internal rotationduring the jump.

Conclusions: Kinematic differences exist at the hipjoint between proficient and nonproficient jumpers. Theposition of some external rotation and abduction appearsfavorable for force production in countermovementjumping. Given that many sporting activities involvejumping movements, hip kinematics could offer furtherinsight into talent identification.

China TGfU Academic Development Process of Infor-mation Science Theory: In 1994–2014 in a Range ofJournals and Dissertations

H. Zeng,1 A.-Q. Liu,2 Y. Zhang,3 H. Tao,4 andQ.-Q. Dong5,61Hubei University of Arts and Science, China; 2NationalTaiwan Sport University, China; 3Central China NormalUniversity, China; 4Hubei University of Education,China; 5Guangzhou University of Education, China;6Wuhan Sports University, China([email protected])

In the past 2 decades, Chinese physical educationresearchers have done enormous work on the teaching

games for understanding (TGfU) model. This posterpresentation summarizes the related research workbased on the China National Knowledge Infrastructuredatabase, Airiti Library database, and Taiwan thesisdatabase. By using research methods includingliterature survey, statistics, expert consulting, andclustering analysis, we divide the history of the TGfUresearch in China during the past 20 years into severalstages. We also analyze the distribution feature anddeveloping trend of the geographic regions, researchinstitutes, authors, publications, funding, and academicfactors that have made significant contributions to theTGfU research field. From the analysis, 4 key researchthemes are identified: theoretical research of TGfU,experimental research on ball-game TGfU education,experimental research on TGfU Game Sense, andteacher education research on TGfU. We have thefollowing important findings: (a) The TGfU researchbecame more and more rational during the past 20years in terms of quantity; (b) the theoretical TGfUresearch in China has a small number of publicationsand tends to be localized; (c) the TGfU research inChina is more focused on the learning effect than inthe affection—there is only 1 study on Game Senseabout a case study of college students’ volleyball; and(d) there is a lack of teacher education research onTGfU in China.

The Role of Affordances in Developing Children’Manipulative Movement Skills: An Application of theChallenge-Point Framework

M. Balali1 and S. H. Parvinpour21Farhangian University, Iran; 2Kharazmi University, Iran([email protected])

The purpose of the present study was to investigatepredictions of the challenge-point framework (Guadag-noli & Lee, 2004) by comparing 2 groups ofchallenging and nonchallenging games in developingmanipulative fundamental movement skills. Thirty 4-to 6-year-old children were selected from a kindergar-ten in Tehran and were grouped according to pretestscores. The specific games were used and weredesigned for developing manipulative skills in bothgroups. The task difficulty of these games, however,was increased in the challenging group, while it waskept constant in the nonchallenging group. Theintervention lasted 8 weeks with 2 sessions each weeklasting 42 min each. Children’s manipulative skills were

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assessed using the Test of Gross Motor Development(2nd Version) before and after the intervention. Theresults of a multivariate analysis of variance showedthat improvement of groups in the total score ofmanipulative skills and all subscales was not significant.Only catching was significant. In total, the challenge-point theory’s predictions in a kindergarten settingand on development of manipulative skills in healthychildren failed to be proven. However, more improve-ment in the challenging group in catching shows thatthis method is more effective in developing complexskills.

‘Higher, Faster, Stronger?’ An Empirical Study on thePedagogical Content Knowledge of German PETeachers

S. MeierGerman Sport University Cologne, Germany([email protected])

Pedagogical content knowledge (PCK) is considered acentral cognitive component of the professionalcompetence of teachers (Shulman, 1986). Approachesto the conceptualization and measurement of PCK forprospective and professional teachers have beendeveloped increasingly in recent years with a consider-able emphasis on mathematics as a subject. In recenttimes, other subjects have also moved into focus.In comparison, corresponding work in the area ofteacher research for the subject of physical education(PE) is still at the beginning (Blömeke & Paine, 2008).Therefore, the aim of this study is to capturetheoretically and empirically PCK of prospective PEteachers, representing the basis for a PE lesson that, forexample, initiates a deeper understanding of team andracket sports. For this purpose, a theoretical educationand didactic area-dedicated test instrument will bedesigned, prepiloted in smaller samples, and thendidactically and empirically optimized and piloted in abroader sample (including a contrast population).Samples of different stages of training and expertisewill be selected. Through the piloting of the testinstrument to a wider sample, a contribution to thePE teaching theory in the field of teacher professionresearch will be presented. Actually, the pilot of thestudy can be discussed by dimensional analysis. Finally,the test instrument will be suitable for comparativestudies (e.g., to assess the effectiveness of PEeducational-learning opportunities in PE teacher

education with regard to team and racket sports) inthe long term.

A Pilot Application of TGfU in Sailing: Effects on GamePerformance, Knowledge, and Adherence

M. T. Morales-Belando and J. L. Arias-EsteroCatholic University of Murcia, Spain([email protected])

The purpose of the present work was to determinewhether an intervention with the teaching games forunderstanding (TGfU) approach led to improvement ingame performance, knowledge, and adherence. Theparticipants were 9 sailors (Mage ¼ 8.44, SD ¼ 1.24years) from randomly selected organized boat raceclubs. This study followed a quantitative approach.We designed 12 TGfU sessions of 60 min each thatwere validated for sailing by 3 experts. Also, the coachwas trained in the approach. The participants wereassessed on what and how they decided was executed inrelation to the wind, other boats, and racing rulesbefore and after the intervention sessions (pretest andposttest). Decision making, skill execution, gameperformance, and game involvement were collectedusing the Game Performance Assessment Instrumentwhile performing a race; the game knowledge wasassessed with an ad-hoc questionnaire; and theenjoyment, perceived competence, and intention to bephysically active were measured with 2 psychologicalscales. We verified the treatment according to the TGfUpremises. We found nonparametric statistically signifi-cant improvements in decision making ( p ¼ .03), skillexecution ( p ¼ .01), game performance ( p ¼ .001), andgame involvement ( p ¼ .02). The participants reportedhigh scores in game knowledge, enjoyment, perceivedcompetence, and intention to be physically active whenpracticing sailing. The outcomes seemed to support thepremise of TGfU, given that participants significantlyimproved after the intervention in the variables relatedto performance. This result was important because itserves as a teaching framework for coaches anddetermines the “what” and “how” of tasks, providesfeedback, and gives guidance for the behavior ofchildren and coaches. However, the results were notconclusive because we did not have a controlgroup. We showed it is necessary for participants tobe aware of the reasons for their decision making toimprove their performance and motivation in the real-game context.

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Effects of the Lifestyle Modification Program on BloodBDNF and Its Associated Factors in Korean CollegiateStudents

J. Lee,1 B. Kang,1 and C. Park21Sahmyook University, Korea; 2Potsdam University,Germany([email protected])

Background: Multiple epidemiological studies have docu-mented that both vegetarian diet and moderate exerciseindicate various mental and physical health benefits,respectively, but the combined effects of the both interven-tions onmental health have not been extensively studied yet.

Aim: To clarify the combined effects of a vegetariandiet and physical activities on mental and physical health,we tried to analyze the influence of the physical exerciseprogram and regular vegetarian diet for 10 days on bloodbrain-derived neurotrophic factor (BDNF) level, moodstatus, and physical fitness factors by the profile of moodstates (POMS) test in Korean collegiate students.

Methods: A total of 54 Korean collegiate students(Mage ¼ 18.0 ^ 1.0 years) including 36 men and 18women were included in this study. They performed theregular physical activity programwith vegetarian diets andwere staying at the residential building together for a totalof 10 days. Variables including body composition, physicalfitness factors, POMS score, and blood BDNF level weremeasured twice before and after the intervention.

Results: Our program showed the beneficial effects ofimprovement of physicalfitness andweight loss. Especially,the blood BDNF level was significantly increased in theboth females (t ¼ 22.761, p ¼ .013) and male studentsafter the intervention (t ¼ 23.392, p ¼ .002), respectively,suggesting the beneficial contribution of this interventionon the mental health of Korean collegiate students.

Conclusion: These data suggest that our programmaybea useful tool for the mental and physical healthimprovement of Korean collegiate students. Furtherstudies using larger sample sizes will be needed to replicatethe health-benefit effect of this intervention.

Relationship Between Sport Participation Motivationand Teaching Games for Understanding Among NoviceHandball Players

M. Naimikia and A. GholamiSport Sciences Research Institute of Iran, Iran([email protected])

The teaching games for understanding (TGfU) approachbreaks games skills down into step-by-step movements

that allow students to be more successful at complicatedskills. As students begin to develop their skills in a giventask, it can increase the amount of active participation and“promote enjoyment for participants.” Some researchsuggests that TGfU is an effective approach to increasingfun in sport. The purpose of this study was to evaluate therelationship between sport participation motivation andthe TGfU approach among novice handball players.We compared motivation to participate in sport in agroup of 19 student novice handball players (aged 10–12years old) in Tehran City, Iran, who have been trained inthe TGfU approach for 3 months, to 20 participants whohave being trained based on a traditional technique-basedapproach for the same time period. We used the SportParticipation Motivation Questionnaire for evaluation ofsport participation motivation status of the participants.An independent t test was used to compare sportparticipation motivation level between the 2 groups. Theresults revealed a significant difference between the 2groups in sport participation motivation level: The TGfUgroup had significantly higher sport participationmotivation compared with the other group ( p , .05).

Effect of the TGfU Approach on Motor Developmentand Social Maturity of Elementary School Students

A. Gholami and M. NaimikiaSport Sciences Research Institute of Iran, Iran([email protected])

The teaching games for understanding (TGfU) approachwas developed to tap into children’s inherent desire toplay. If TGfU, as a new pedagogical model in physicaleducation (PE), is to become amovement thatwill broadenthe scope of PE, it must be anchored in sound research thatexplores its influences on different domains. Of significantimportance in the delivery of learning opportunitieswithin a TGfU structure is the notion that it has thepotential to enhance development of psychomotor,cognitive, affective, and social skills. The purpose of thisstudy was to examine the effect of the TGfU approach insoccer on the motor and social development of Grade 4elementary school students (10 years old) compared to thetechnique-based approach. Two Grade 4 classes (each 15students) from an elementary school in Tehran City, Iran,were selected as the experimental and control groups.The experimental group was followed for 10 soccer units,which were taught using the TGfU approach in 5 weeks(2 sessions per week). At the same time, the control groupwas trained based on a traditional technique-based

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approach. The Movement Assessment Battery forChildren (2nd Edition) and the Vineland Social MaturityScale were used to evaluate motor development and socialmaturity of participants, respectively. An analysis ofcovariance (ANCOVA) statistical method was used toconfirm the results when there were significant differencesat the baseline level (pretest score was used as a covariate).The ANCOVA results revealed a significant differencebetween the experimental and control groups in bothmotor development and social maturity variables ( p ,

.05). The findings of this study showed that theexperimental group that was taught with the TGfUapproach had significant main effects in motor and socialdevelopment compared with the group taught thetraditional technique-based approach.

Effects of Dyad Training on Children’s Learning ofFront-Crawl Swimming

S. H. Parvinpour1 and M. Balali21Kharazmi University, Iran; 2Farhangian University, Iran([email protected])

Swimming lessons were based on games that includedpedagogical principles of teaching games for under-standing (TGfU) like representation and exaggeration forboth groups. The aim of the present investigation was toexamine the effects of dyad training on learning front-crawl swimming. Twenty 7- to 10-year-old boys with the

same experience in swimming were assigned to 2 groupsof dyad or individual training. After receiving instructionsand observing some perfect performances of the skill, 1 ofeach dyad entered the water and the other 1 stayedoutside. The 1 outside (just like a coach) gave feedback tothe partner after each trial. After some trials, theyexchanged their roles. Children in the individual-traininggroup all entered the water and simultaneously performedthe skill after having gotten instructions and makingperfect model observation. Thus, 50% of practice trials inthe dyad group were physical and 50% were observa-tional, while all of the practice trials in the individualgroup were physical. Practice trials were marked in achecklist by the instructor. Swimming lessons werefacilitated in some way according to pedagogicalprinciples of TGfU for both groups. All participantscame back to the pool for a retention test 1 week after theend of the 8-session intervention. In the retention test,each child swam 10 m individually, and their performancewas filmed for later analyses. Results showed that thedyad-training group was significantly better than theindividual-training group ( p , .05). Thus, we canconclude that dyad training not only increases theefficiency of a practice condition, but also enhances itseffectiveness and therefore is a good method foroptimizing the practice condition with the use ofobservational learning. Also, dyad training is a coopera-tive learning method that is compatible with TGfUprinciples.

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SELECTED PRACTICAL WORKSHOPS

Note: Only English abstracts considered.

Playing With Purpose: Engaging Learners in Game PlayThrough a Check, Connect, Reflect Approach

J. Sheppard1 and E. McGinley21University of the Fraser Valley, Canada; 2MoscropSecondary School, Canada([email protected])

The teaching games for understanding (TGfU) modelenables students to explore their understanding ofgamelike situations and the tactical decisions they willhave to make within game play. But one must rememberthat the learner is at the heart of the TGfU model.Educators who design situated-learning experiences tomeet cognitive and physical learning as well as students’personal and social connectedness to the game experiencea more active learning environment.

This active workshop will explore British Columbia(BC), Canada’s newly redesigned education curriculumand the positive correlation and applications of the TGfUgames model that can be practically implemented at all3 levels of physical education learning (elementary,secondary, and postsecondary). By developing a “know,do, understand” model of teaching, students learn 3 mainconceptual competencies to guide their learning in thephysical education environment: communication, think-ing, and personal and social learning. The 3 levels of corecompetencies as stated by the BC Curriculum (2015) areas follows:

† Physical and cognitive learning: Through students’competency as thinkers, concepts and content cantransform a new understanding.

† Social learning: the set of abilities that studentsuse to impart and exchange information,experiences, and ideas to explore the worldaround them.

† Personal learning: the abilities students need tothrive as individuals to understand and care aboutthemselves and others and to find and achieve theirpurposes in the world.

Through active participation in invasion-game playas well as discussion of student-centered research andeducational experiences, this practical workshop will

highlight TGfU as a vehicle to support games learningat the different levels of education as they relate to:elementary education, secondary education, and teachereducation.

Lacrosse: Learning to Play the Game Quickly andEnjoyably

W. PiltzUniversity of South Australia, Australia([email protected])

This workshop will demonstrate an engaging, success-orientated progression for learning to play lacrossefeaturing collaborative challenges and enjoyable gameplay. Participants will experience and critique the variouslearning tasks in an integrated manner to clarify andprobe the what, how, and why of the progression. Thisprocess will enable participants to identify strategies forengaging in and maintaining positive learning states.The session will address ways to adjust the context todifferentiate learning opportunities for the diversity ofparticipants, and it will demonstrate how to harness thepower of collaborative learning. The framework outlinedin this session has been successfully implemented withnovice participants of all ages from primary schoolchildren to adults in South Australia, emerging fromprofessional expertise and grounded in decades of real-world practice.

The noncontact game of lacrosse provides the idealcontext for learning all aspects of skilled play.Participants will play the game and explore how thespecific “shape” of the game creates positive opportu-nities for learning. Consideration will be given tohow the game can be focused and adjusted toaccommodate players with minimal experience andthen how it can be extended with variations to thegame and specific rule conditions to challenge moreadvanced players.

Participants will also experience a range of individualand partner challenges with novel variations andcombinations to assist in the development of technicalability, communication, and agility. Attention will bedrawn to the process of creating the opportunity andengaging individuals and teams in a self-managed,reflective system.

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Hockey: Sport-Specific Warm-Up in Field Hockey

A. KrauseUniversity of Freiburg, Germany([email protected])

Background: With the increasing popularity of fieldhockey, the importance of injury prevention in amateurand professional hockey players constantly rises.With the focus on no-contact events, most commoninjuries in hockey involve the lower extremities as wellas the lower back (Dick et al., 2007). In contrast,correctly implemented warm-up programs have beenconsidered to enhance performance (Bishop, 2003;Zech et al., 2014). Whereas field hockey involvesseveral dynamic and highly specific movement patterncomponents during practice and games, goal-orientedwarm-up should be considered regarding the respectivesport.

Aim: Therefore, the overall aim is to point out therelevance of sport-specific warm-up programs to providean approach for long-term no-contact sport injuryprevention in field hockey.

Lecture Content: In the current lecture, the state of theart of hockey-specific warm-up exercises and insight intothe possible practical implementation will be provided.The emphasis will be on a variety of neuromusculartraining components, focusing on the functionality ofexercises and targeting lower-limb stability as well assensorimotor control. Components such as strength,agility, and balance will be included, with a special focuson hockey-specific movement control. With the approachof a successive increase in level of intensity as well asexercises with and without additional equipment, anoverview on possible examples of application will beprovided.

eFUNiño: Innovative Training Control via LEDEquipment in Soccer

J. Denis,1,2 D. Poimann,1 and M. Lochmann21Friedrich-Alexander-University, Germany; 2SportsInnovation Technologies GmbH & Co. KG, Germany([email protected])

Training’s effectiveness depends in big part on theoptimal fit of the training’s demands and the players’performance level. For effective training in perception andquickness of action, constant, controlled adaptation of thetraining environment’s complexity is needed. In football,

the main path of perception is the visual. That is whycoaches should be able to vary selectively the visual cuesof the training environment during perception trainingdepending on the performance level.

Innovative and intelligent light-emitting diode (LED)equipment offers possibilities for adaptations of theenvironment’s complexity in real time. Goals and vestswith attached LED lights can be used to change teammembership or goal constellation during training in realtime, which demands players’ constant vigilance andcognitive flexibility. The adaptation can be appliedmanually or be controlled via smartphone app. Usingsuch applications, the coach is equipped with morecapacity for observation and coaching.

During the workshop, the following content will beshown: (a) training control in mini-football (eFUNiño)with the help of LED equipment; (b) driving of differentgame scenarios without external verbal advice; and (c)presentation of complex training goals with different lightscenarios throughout the vests and goals (e.g., diagonalplay, training with spatial restrictions).

Tennis Australia Hot Shots Program Adhering to theGuiding Principles of the Game Sense Approach

M. Hewitt1 and S. Pill21Tennis Australia, Australia; 2Flinders University,Australia([email protected])

The instructional practices of tennis teaching/coachinginternationally have traditionally been characterized byhigh levels of explicit verbal instruction with aparticular emphasis on developing technique inisolation prior to the tactical aspects of the game.However, in recognizing that players should be exposedto planned activities that foster development in 4central domains—the physical (technique), social(interaction), cognitive (decision making), and affective(fun and enjoyment) domains—Tennis Australia hasdeveloped the Hot Shots Program, which acknowledgesthe benefits of incorporating a more game-basedteaching approach for tennis. Learning is positioned,at least initially, within modified games to emphasizeunderstanding of the way rules shape game behavior,tactical awareness, decision making, and the develop-ment of contextualized stroke mechanics (technicalskill). This workshop will present a variety of tennisgames and play practices from the Tennis Australia HotShots Program adhering to the guiding principles of

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the Game Sense approach, where players develop theirtechnical skills with understanding by being activelyinvolved in game play in an inquiry environmentdistinguished by the pedagogical use of questions toshape the complementarity of technical and tacticalgame development.

Inventing Games Through Democracy in Action andAdaptation

J. ButlerUniversity of British Columbia, Canada([email protected])

During the inventing games (IG) process, students createtheir own games based on the 4 teaching-games-for-understanding games categories (target, striking, net/wall,and invasion games). Because students invent their owngames, they are able to design them in a way that makesthem accessible to their particular level of cognitive,psychomotor, and affective ability. After playing theirgames, students discuss ways in which rules, dimensionsof play, objects, equipment, and number of players can bedeveloped to make playing more inclusive and enjoyablefor all. The games evolve as students explore themthrough play and reflection. Through encouraginglearners to invent their own games, teachers can helplearners to develop respect for equal justice and for freeand open inquiry. In this way, students come tounderstand their responsibility to protect individual andcollective rights and freedoms. When it comes to teachingdemocracy, it is important to pay close attention to theentire context in which learning takes place, because bydefinition, the notion of democracy applies to individualsas they operate within the community.

In this practical session, we will explore learningprogressions, group roles, and environmental constraintsthat can be used in IG by applying a democratic processto student learning. IG fosters participation by workingin small groups, with an emphasis on cooperation tocreate optimum challenging conditions for all playersthrough trial, review, negotiation, and redesign. In IG,players focus on creating play as a shared experience,where winning results in a game change (adaptationto challenge the winner) to create a closer game inthe next game encounter. We all start with more or lessan advantage in game situations, but rarely do weexamine how we can create equal opportunity forsuccess within the learning situation, within a demo-cratic structure.

Playing Football TOGETHER: A Pupil-CenteredApproach to Teaching Football in Physical Education

C. Heim and U. FrickGoethe University Frankfurt, Germany([email protected])

Even though football is enormously popular amongchildren, few things in physical education in schools are asdifficult as initiating and especially maintaining a matchin which all children are included. The reasons for thisdifficulty aremanifold. First, there is hardly any other sportin which the pupils’ pre-experience differs so much,resulting in a level of play that is more heterogeneous thanin any other ball game. Second, in comparison to games inwhich the ball can be controlled with the hand, ball controlwith the foot is an added difficulty, especially for childrenand youth with little or no experience. Third, the ball fliesthrough the air with a higher frequency and at a higherspeed than in other ball games, which not only adds to thedifficulty of controlling (stopping) the ball, but can alsoinduce fear of the ball especially in inexperienced players.

As a result, children with football experience oftendominate the game even more than experienced players inother ball games such as handball or basketball, whileinexperienced children hardly have a chance to activelyparticipate in the game.

In this workshop, we will present a child-centeredapproach to teaching football in physical education aimedat reducing the aforementioned problems. The teachingunit centers on dividing classes into small teams, eachled (and coached) by an “expert” player. The teams staytogether throughout the whole unit, while identifying andpracticing skills needed to improve individually and as ateam. We present worksheets and group tasks designed todevelop an understanding for common elements of thegame and basic tactics needed for success. Our aim is toput the responsibility for the game into the hands of thechildren and allow them to make their own adaptations tomaximize the level of challenge and fun.

Questioning in Game-Centered Approaches toTeaching and Coaching

S. HarveyWest Virginia University, United States([email protected])

The purpose of this workshop presentation is to share 3questioning methods that can be employed during the

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teacher’s/coach’s employment of a game-centeredapproach (GCA). These methods are (a) the debate ofideas, (b) the GROW model (Goal, Reality, Obstacles/Opportunities, and Way forward), and (c) the reflectivetoss. It is hoped that presenting these 3 methods will aidteachers and coaches at the upper elementary school,middle school, and high school levels in transitioning to aquestioning approach and, in the process, help them todevelop their pedagogical content knowledge, which isa key requirement of using a GCA. The workshoppresentation will also demonstrate how the teacher/coachbecomes a coparticipant (Davis & Sumara, 2003) inlearning within a GCA that empowers learners to takeresponsibility for their learning.

Development of Cognitive Skills Through PsychokineticGames

E. Arias, W. Valencia, and O. LarreraUniversity of Antioquia, Colombia([email protected])

Sports games are characterized by variability. During thegame, an ongoing and rapid change of ball possession,tasks, opponents, and game situations exists. This rapidchange requires from the players a high degree ofdevelopment of cognitive skills. They should perceive thegame, act properly, detect the required tasks, and weighthe possible solutions appropriate for the situation.“Psychokinetic games” have been designed to traincognitive skills and collective coordination as required insports games. Based on a modular (Hossner, 1995) andincidental learning (Kröger & Roth, 1999) approach,characteristic game situations in sports games wereidentified. The typical tasks include coordinative actionsperformed under various information requirements andtime-pressure conditions. By implementing psychokineticgames during training, special attention is paid to theindividual and their impact on the collective actions.The game begins with a simple passing task, and aftereach pass, players change the field’s formation, relocatethemselves, and pay attention to the next pass. The passesare carried out with orientation changes; anticipating theposition of the partners and the correct dosage of thestrength and speed of the ball are required. With theinsertion of 2 or more balls, the degree of complexity isfurther elevated, because all the balls and all playersshould be in motion simultaneously and continuously.This simultaneous and continuous motion places highdemands on the attention, concentration, and antici-

pation of the players. The use of psychokinetic games is adidactic strategy that stimulates the development ofcognitive skills such as perception, anticipation ofmovement, attention, and concentration as well as thecoordination of individual and collective actions.Psychosocial processes are also taken into account. Thesingle player is not only the object of training, but thesubject of the training process (Glassauer & Nieber, 2003).

Innovative Strategies for Challenging andTransforming Coaching and Teaching Practice

W. PiltzUniversity of South Australia, Australia([email protected])

This practical-based session will demonstrate how theplay-practice processes of “shaping” and “focusing” theplay are applied to engage players in games-basedcontexts to facilitate learning. While basketball is theactivity, the emphasis is on the key principles for reflectivecoaching applicable in many sports.

This session will highlight the importance of teachingthrough the game by exploring the design of authenticchallenges engaging players to play and adapt. Attentionwill be directed to strategies for differentiating the contextto cater to a diverse participation. The sport educatorneeds to scan a dynamic environment, analyze what ishappening, and adjust aspects of the context accordinglyor alternatively to empower groups to personalize theplay through variations in the task, individual, orenvironment.

The concept of “focusing” the play or “teaching in thegame” will be demonstrated as a strategy for acceleratinglearning and drawing attention to specific aspects ofskilled play. Weighted, numbered go-for-goal games willprovide the context in which to focus the play to develop“game sense” defined by Launder and Piltz (2013, p. 16) as“the ability to use an understanding of the rules, tactics,strategy and of oneself (and of one’s teammates) toovercome the problems posed by the sport or by one’sopponents.” These games are ideal for focusing on thetactical aspects of game sense as players adopt attack roles,with and without the ball, as well as defending.

The session will also demonstrate strategies for“enhancing” the play to promote player engagement.This enhancement includes embedding a variety offeedback loops within the learning context to maintainengaged states through adjustment, adaptation, andlearning.

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This workshop will integrate theory with practice toprovide sport educators with the best opportunity to reflecton, challenge, and transform their practice.

Coaching for Understanding at an Elite Level:Theory to Practice

J. LambertUniversity of Brighton, United Kingdom([email protected])

The teaching games for understanding (TGfU) approachhas not been widely adopted in coaching, especially atan elite level. There are various reasons for this resistanceincluding occupational socialization in professional sportand the reactionary nature of the governing bodies thatcontrol traditional games. Based on many years of actionresearch and reflective practice, this presentation arguesthat situated learning based on modified games, whichespouse constructivist learning theories, provides a highlysuitable coaching model for use in elite sport. The benefitsto high-level performers in terms of improved decisionmaking, contextual skill application, and developingplayers who are not coach-dependent will be identified,explained, and demonstrated.

This practical presentation will exemplify how TGfUcan, through the use of a facilitative and democraticcoaching style, empower soccer players to apply high-order skills effectively, solve their own complex problems,and make correct decisions on the field. The coachingsession will challenge players to address specific tacticalsituations and will be followed by a critical discussion onthe efficacy of such an approach.

Teaching Games in the Early Years: WeavingComplexivist and Play Discourses

H. HussainNational Institute of Education, Singapore([email protected])

This practical workshop invites you to consider a teachingapproach that draws on and supports complexivist andplay discourses in fostering young children’s learning in,through, and about games in the early years (3–8 yearsold). The approach focuses on supporting children tolearn the nature of games as socially constructed activitieswith some explicit rules on which players have agreed.It is underpinned by complexivist discourse in 2 ways.Firstly, it emphasizes creating an enabling constraint in

the form of a structured and flexible framework to guideteachers and children to play games in many differentand shared ways. Secondly, it encourages fosteringinteractions among children and teachers to enableideas and activities to be shared and tinkered with togenerate new possibilities in games teaching and learning.This emphasis on generating new possibilities isconsistent with Esposito’s (1995) definition of play as anencounter with possibilities. Generating new possibilitiesemerges from children and teachers coexploring andcocreating game experiences that are meaningful to bothwhile enabling children to experience and learn game-related concepts such as game structure and game design.I draw on the play concepts of inside-out and outside-inperspectives to argue that this teaching approachsimultaneously values both perspectives. The inside-outperspectives of players relate to the focus on meaningfulgame experiences, while the outside-in perspectives ofgames education relate to the focus on learning gamestructure and design. I share examples from my researchthat have contributed to the development of this approachand invite you to consider new possibilities for gameseducation in the early years.

Opportunities for Integrating Attention Training inDaily Practice

D. J. Poimann1 and M. Lochmann1,21Friedrich-Alexander-University, Germany; 2FraunhoferInstitute, Germany([email protected])

Attention plays a crucial role in sports games. It is one ofthe mental foundations for a successful player because ithas an impact on many parts of the game like performingunder pressure, creativity, perception, decision making,and the development and execution of techno-motoricskills. One reason attention has become more and moreimportant is the increasing pace of sports games duringthe last decade. Consequently, attention is an importantfactor for a player’s development and performance.Outside of the field of sports, there is evidence thatattention training at a young age can boost attention.First, results of my own scientific work and my experienceas a sports psychologist indicate that attention can betrained very effectively at a young age in football. Hence,training at a young age should have a positive impacton the development and therefore later performance ofplayers. Therefore, it seems reasonable to train the abilityof attention regularly from an early age onward. However,

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there seems to be too little time in daily practice to carveout additional time for extra attention training. The aimof this practical workshop is to illustrate how to integratebasic and situation-specific attention training into dailypractice at all age levels.

First, a short theoretical framework of the mainconcepts in attention research will be given—includingfocus of attention, selective attention, divided attention,

and vigilance—and its meaning for team sports will bediscussed. Then some practical football drills—forexample, warm-up, passing, and shooting—and thepossibilities of integrating attention training will bedemonstrated. Furthermore, different styles of coachingand its effects on attention will be exemplified. At the end,there will be room for discussion about further ideas andtransfer to other sport games.

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