TGfU studies generally report positive results for game performance and understanding, but reveal weaknesses in the social domain relative to other models¶
Claim · All claims
Evidence · 1 study · reviewr3·q3
Currency · newest study 2020 · not yet checked against its sources · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q3 i? Most reviewed studies focused on improving game development aspects such as tactical aspects, decision making, technical skills, performance or physical activity level, and generally provide positive results. → Barba-Martín Raúl A. 2020
q3 i? Comparison studies expose the weakness that TGfU has greater difficulty contributing to the social domain than models such as Cooperative Learning or Sport Education. → Barba-Martín Raúl A. 2020
Evidence¶
Barba-Martín Raúl A. 2020¶
Barba-Martín Raúl A., Bores-García Daniel, Hortigüela-Alcalá David, González-Calvo Gustavo. (2020). The Application of the Teaching Games for Understanding in Physical Education. Systematic Review of the Last Six Years. International Journal of Environmental Research and Public Health. https://doi.org/10.3390/ijerph17093330
q3 · i? · review · r3
The review's purpose-and-results synthesis of the 12 studies reports that most objectives targeted game-development aspects and that "these studies provide positive results about how the use of the TGfU model leads to an improvement". Comparison studies against the technical model, prescriptive feedback or CSAM are described as sources for understanding the model's weaknesses.
"Generally, these studies provide positive results about how the use of the TGfU model leads to an improvement in some specific aspect of student performance and understanding of the game."
Discussion¶
Related Claims¶
- In the under-18 primary network, Hybrid TGfU-SE, Nonlinear, and Functional games are the only nodes whose estimates versus Control exclude zero, led by Hybrid TGfU-SE (SMD 1.35)
- TGfU school-implementation research 2014–2019 comprises only 12 school-based studies despite many publications
- Motor and cognitive domains are the most frequent TGfU learning outcomes studied; the social domain is rare and often negative — related
- Teaching Games for Understanding improves tactical decision-making more than traditional physical education instruction. — a narrower finding that bears on this claim
- Traditional instruction is approximately null versus Control in the primary network, and the analysis does not support claims that every active or structured node outperforms Control — related
- TGfU implementations in schools are typically short-term, which the review judges too short to achieve significant outcomes — related
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