DEVELOPING EFFECTIVE QUESTIONING IN TEACHING GAMES
FOR UNDERSTANDING (TGfU)
TGfU and questioning
Developing critical thinking and deep understanding are elements of quality teaching in any domain. The notion of questioning and teaching ‘thinking’, not knowledge is used throughout teaching (Harpaz & Lefstein, 2000; Golding, 2004). The teachers’ role is to facilitate students’ thinking, helping them to develop thinking skills and behaviours.
Types of questions
Teaching through questions is an instructional format in which tasks are communicated through questions that pose problems that guide student activity towards particular goals or questions that pose problems to be solved (Siedentop & Tannehill, 2000). Questions can be organised into four types depending on the
cognitive activity involved. They are
cognitive activity involved. They are
- · recall
- · convergent
- · divergent and
- · value questions
- (Siedentop & Tannehill, 2000).
Recall questions are those that require memory level
answer, for example: ‘Where should your eyes be when they are dribbling?’
Convergent questions aid analysis and integration of
previously learned material require reasoning and problem solving, for example:
‘Why should you stay between your opponent and the basket?’
Divergent questions require solutions
to new situations through problem solving, for example: ‘What ways would you
start a fast break off a steal?’
Value
questions require expressions of choice, attitude and opinion, for example: ‘How
do you react?’
Effective questioning
Effective
questioning is a move away from the traditional teacher centred model of teaching
to a more student centred approach as questioning provides opportunities for
the students to think for themselves. In doing so, situations are created
whereby the
students learn skills and tactics inferentially through being placed in
circumstances
for them to apply these skills.
The
use of a questioning protocol
·
what?
·
where?
·
when?
·
why?
·
with whom?
·
how?
is a key pedagogical tool in TGfU (Griffin
& Butler 2005). In virtually every game or practice
teachers need to look at the scenario and ask students the following questions:
·
What is going wrong?,
·
Where does the problem occur?,
·
When does the problem occur?,
·
Why does the problem occur?,
·
Who owns the problem?,
·
How can it be fixed?
Mitchell,
Oslin and Griffin (2006) reinforce that the quality of your questions is
critical and these questions should be an integral part of your planning. They propose
that questions fall into three categories:
· Time. ‘When is the best time to?’
· Space. ‘Where is or where can?’
· Risk. ‘Which choice is safest and which is most risky?’
TGfU
is player centered where the player has to take control and make decisions.
This in turn empowers them and makes them responsible for their learning
process. However, if questions are not challenging, then this learning process
breaks down. It is essential that practitioners and students have practice and
feedback given to them on their questioning technique.
Effective
questioning should promote reflective thinking, decisionmaking and
communication. The gradual progressions involved in TGfU pedagogy benefit all
learners, whether they are high or low achievers, as the games and questions
can be tailored to suit. Teaching games for understanding requires the learner
to make the connections that lead to successful outcomes.
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