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What is the tactical games model
What is the tactical games model
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advantage of using model-based instruction.Why The Tactical Game Model?
The tactical game model uses student’s curiosity in a game structure to promote skill development and tactical knowledge needed for knowledgeable game application, when planning a tactical game model, the teacher plans a structure of learning task that have a game like assembly to develop students skills and tactics, leading the up to a modified or full version of the game. These game like assignments and modified games are called game forms. This model stresses the development of tactical awareness that facilitates skill application in smaller forms of games, so that students can apply what they have learned in the full version of a game when the time comes. Students
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When deciding on instructional model teachers have to take things like gender and the base objective of the PE unit into consideration. The article states that Teachers preferred the tactical game model because students were more motivated when participating in this model. The TMG participants improve significantly in skill development declarative knowledge and game performance compared to other models (turner, 1996). Students would have a significant improvement in game play performance of skills and technical knowledge of the skill methods. This is partly because the environment of TMG supports the specifics of interactive behaviors in a classroom, increasing positive interaction and canceling out negative interaction giving students with lower skill levels a greater opportunity to learn. When students have more opportunities to learn, they are more motivated minimizing off-task behaviors creating a physically active atmosphere. Students enjoy the TGM because it increases their tactical ability and tactical awareness, allowing them to play at a higher game
The book “Wargaming for Leaders” teaches, we as current or future leaders the art of simulation which can play a vital role in developing a strategy for success. Without a thorough plan and a means to test this plan, the individual leader has only presumptions and theory to guide his decision. With the use of simulation, the organization can test differing strategies and they can reduce the chance of a bad outcome.
In the text reading “Tactical Innovation and The Pace of Insurgency” the insurgency of the Civil Rights Movement between 1955 and 1970 is analyzed by author Doug McAdam’s a functions of an ongoing process of “Tactical Innovations” between Southern Civil Rights Insurgents, Segregationists and Political and Economic Elites in the “movements” quest for reforms and full Black citizenship. McAdam’s states due to an unstable Political climate coupled with strong Internal and External organization and readiness, the “Civil Rights Insurgents” were still left with the challenge of having no bargaining leverage, as insurgents, lacked Political and sufficient Economic clout. (p)
In A Tactical Ethic, Moral Conduct in the Insurgent Battlespace, author Dick Couch addresses what he believes to be an underlying problem, most typical of small units, of wanton ethical and moral behavior partly stemming from the negative “ethical climate and moral culture” of today’s America (Couch, D., 2010, p. 15). In chapter one, he reveals what A Tactical Ethic will hope to accomplish; that is identify the current ethics of today’s military warriors, highlight what is lacking, and make suggestions about what can be done to make better the ethical behavior of those on the battlefield and in garrison. He touches on some historic anecdotes to highlight the need for high ethics amongst today’s military warriors as well as briefly mentions
Can a man be driven from humble humanity to gross inhumanity by circumstance or situation? What effect do one's choices and training have on his morals? At some point in our lives we will all be forced to answer questions similar to these, and two characters in Connell's story "The Most Dangerous Game" are not exempt from these life decisions. Sanger Rainsford and General Zaroff are both wealthy, both are hunters, and eventually both men are put into situations where critical choices must be made. The choices the men make are derived from different situations, but both have similar results.
The idea of war and how it can be justified, is a rather trick topic to touch on, as there are diverse ethical and sociological implications that have to be weighed on every step. Mainly we could look at the “Just War Theory” and see how that could possibly apply to the real world. To be able to enter a “Just War” nations must meet six criteria in Jus ad Bellum (Going to War). The criteria is as follows: “Just Cause”, “Right Intention”, “Proper Authority and Public Declaration”, “Last Resort”, “Probability of Success”, and lastly “Proportionality”. However the tricky bit of the Just War theory, is that all six of those elements must be met, to go to war in a morally justifiable way. This could make an easy blockade for nations to veto another nation's effort to enter a war, even if morally justifiable. The problem with an internationally mandated “war-committee”, means that the fate of another nation's well-being could very well be in the hands of a nation with an ulterior motive. It could also fall into the grounds of new found illegal activity. Lets give a hypothetical situation, say nation 'X' wants to go to war with nation 'Y' in an act of self-defence, but it doesn't meet some of the requirements for “Just War theory” and is thus blocked by the war-committee. Then as a consequence, nation 'X' is invaded and annexed due to lack of defence. Nation 'X' could have made an effort to prepare for war, but at the cost of possibly being condemned and sanctioned by the war-committee. In an overall view, it's easy to see why the UN or other major international coalitions will not adopt a system based around Just War Theory.
During practice optimal motivation and excitement need to be given to players to not only insure they progress in their skill aptitude, but also to make the environment fun, creative, and innovative for all athletes involved. Martens specifically describes the “flow experience” as an “optimal” time where players aren’t too anxious or under motivated to perform (Martens, 108). Coaches can heed this advice by planning light, medium, and intense exercise drills, changing the modes of exercise, changing the environment, or through utilizing the teaching principle called the “games approach” (Martens, 154). If the “games approach” is used then the monotony of training will decrease because fun tactical activities based around in game situations will be used instead of repetitive technique drills that often bore players and inspire them to quit a sport early in season. Shaping of play with different teammates or rules, focusing of play through freeze play drills, and enhancing play through different techniques are all effective ways to utilize the games approach to improve tactical sport awareness (Martens, 156). For instance, instead of practicing soccer free kicks repeatedly, the players could do 3 on 3 games utilizing half of the field, they could limit the game to midfield and freeze at times to see whoever gets the most
The tactical games model is an instructional method for a physical education class, the outline for a tactical game unit is set up as follows. The first step in any Tactical games model is to choose a sport for the class to play, team sports such as basketball or soccer typically work best for this model because they present the players with more tactical situations. Rather than full sized games your class will benefit more from smaller groups and faster paced games, any tactical issues a student is having during the sport will become more apparent this way and therefore easier to address (Pill). Additional adaptations can be made to manipulate the sport to your classes needs such as dimensions of the field, player’s movements, and the games rules (Pill).The Focus of game one is to put your students into challenging situations, by being challenged in the first game the students see areas they are lacking tactical experience. As the teacher your objective during game one is to iden...
the game will be even more fun to play. This paper will discuss the importance
Teaching Games For Understanding Model is the topic that I researched. This teaching model was created by Rod Thorpe and David Bunker from Loughborough University. The abbreviation for Teaching Games For Understanding Model is TGFU. This model was made for students to help educate them about the games they play in Physical Education. This learning model does not reflect on the performance from the student. It focuses on teaching student’s skills and key concepts in the classroom. There are six stages in TGFU that specifically target an important skill or concept that the student needs. The following six stages are Game Form, Game Appreciation, Tactical Awareness, Decision Making, Skill Execution, and Performance. All of these stages combine to make one goal of educating students with the skills and concepts they need in Physical Education, sports, and life.
Realistic Conflict Theory As one of the oldest social psychology theories, the Realistic Conflict Theory deals with the conflict and hostility that is projected to arise between individuals or groups competing over the same limited resources. Therefore, as a resource, opportunity, or even goal, becomes harder to obtain, the amount of aggression is projected to increase as well. This theory is not only visible in many everyday situations, but it also establishes a basis for which discrimination and prejudice can be partly explained. The initial study of this theory was conducted in a three-step experiment.
The types of games that children play change dramatically compared to early childhood. In addition to the activities that they already play, they start to strive for a challenge. Middle childhood is the time when children acquire skills such as reading and arithmetic. During this time children start to play games that are complicated and rule oriented. Because of these changes, children begin to play games based on strategy such as playing cards and other games that test their mind. They play games such as Pokémon or Yu-Gi-Oh. These card games require children to count, remember, and plan strategies. By playing these games, children begin to plan consciously, coordinate actions, evaluate their progress, and modify their plans and strategies based on reflection and evaluation.
People always say that video games of a genera are all the same, that once you play one you've played them all. They say this especially with fps games, because some are similar in how they work. There are a lot of fps games out there like, Overwatch, titanfall, etc. But the two most similar ones call of duty and battlefield are actual one of the most different. They have a lot of things in common but even more things not.
There are several negative stereotypes associated with video games and those who play them; some of these may often hold true. However, there are plenty of learning opportunities in video games. While the direct purpose of some games is to educate or train, other games that do not directly have this purpose can still become a learning experience for the player. As Ntiedo Etuk, president of the educational video game company Tabula Digital said, “The traditional view of video games has been that they are distractions from the task of learning” (Electronic Education Report 1). Video games are an effective tool for learning and retaining skills both inside and outside the classroom environment. The basic cycle of game play--the introduction to the game, game play, collaboration, improvement of these between each round, and evaluation at the end of the game (Klievink and Janssen 159)--are nearly parallel to the traditional classroom learning cycle of reading a textbook or listening to a lecture, taking a quiz, studying, focusing on items missed on the quiz, and taking a test or exam. Within this cycle, there are many opportunities to develop and perfect both educational, life, and occupational skills.
To determine their emotional responses, the participants were asked to fill out short-answer questions. The participants emphasized that personal respect and fatigue were factors as to why the game was stressful to play. Finally, to determine how the simulation game changed their perspective of the class, the participants were asked to fill out questionnaires. Ninety percent of the participants enjoyed simulations game, while sixty-nine percent had positive responses. This article is relevant toward my argument because of the counter-arguments.
In a classroom, a teaching strategy is a generalized plan for a lesson which includes structure, instructional objectives and an outline of planned tactics, necessary to implement the strategies. Reece and Walker (2002) describe a teaching strategy as a combination of student activities supported by the use of appropriate resources to provide particular learning resources. It is that procedure by which new knowledge is fixed in the minds of students permanently. For this purpose, a teacher does extra activities in the class. These activities help the teacher to take shift from one strategy to another. A method of teaching on the other hand is directly related to the presentation of the lesson. The choice of the teaching method depe...