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Effects of Two TGfU Lessons Period on Game Performance Knowledge and Psychosocial Variables in Elementary Physical Education

机译:两次TGfU课时对基础体育比赛成绩知识和社会心理变量的影响

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摘要

The purpose of the present work was to explore whether fourth-grade physical education students improved their game performance, knowledge and psychosocial variables with Teaching Games for Understanding (TGfU) to a greater extent after an eight-lesson period in comparison to a 14-lesson period. The study followed a mixed-methods approach in which the design consisted of a first assessment, a second assessment after Lesson 9 (eight-lesson period) and a third assessment after Lesson 16 (14-lesson period). A TGfU floorball intervention was carried out between assessments. The participants ( = 40) were in their fourth year of elementary education. According to students’ background and setting, we decided to implement three broad and interrelated strategies to enact the intervention built on the TGfU pedagogical features. Data were collected through Game Performance Assessment Instrument, knowledge questionnaire, enjoyment, perceived competence and intention to be physically active scales and semi-structured interviews. Quantitatively, Friedman’s χ was used to explore differences in the variables and Wilcoxon’s post-hoc comparisons were performed to determine: (a) first–second and first–third assessment differences; and (b) second–third assessment differences. Qualitatively, data were open and axial coded line-by-line and incident-to-incident in sub-themes. The quantitative results show no significant differences between the two periods ( > 0.05). However, there were improvements after both periods compared with the first assessment ( < 0.05). The qualitative information supported that the pedagogical strategies implemented could be key to explain the similarities between the two practice volumes. In conclusion, the amount of practice should not be considered as the only variable in the design of interventions with TGfU.
机译:本工作的目的是探讨四年级的体育课与14节的教学相比,四年级体育课程的学生是否通过教学理解游戏(TGfU)在更大程度上提高了他们的游戏成绩,知识和社会心理变量。期。该研究遵循一种混合方法的方法,其中的设计包括第一次评估,第9课后的第二次评估(八节课)和第16课后的第三次评估(14节课)。两次评估之间进行了TGfU地板球干预。参与者(= 40)处于基础教育的第四年。根据学生的背景和背景,我们决定实施三种广泛且相互关联的策略,以根据TGfU教学法功能制定干预措施。通过游戏性能评估工具,知识问卷,娱乐,感知能力和成为体育活动量表和半结构式访谈的意图来收集数据。定量地,使用弗里德曼(Friedman)的χ来探索变量的差异,并且进行威尔科克森(Wilcoxon)的事后比较来确定:(a)第一,第二和第一,第三评估差异; (b)第二至第三次评估差异。从质上讲,数据是开放的,并且在子主题中逐行和从事件到事件进行轴向编码。定量结果显示两个时期之间无显着差异(> 0.05)。但是,与第一次评估相比,两个时期后都有改善(<0.05)。定性信息支持所采用的教学策略可能是解释两个练习卷之间相似之处的关键。总之,在设计TGfU干预措施时,实践的数量不应被视为唯一变量。

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