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Q1. What is a Teaching and Learning Resource?
Q3 What is the value of teaching and learning
resources?
Q2. What forms of resources can I use in
teaching physical education?
Teaching and Learning Resources
Q2b. What forms of technology can I use in teaching physical
education?
Q2a How should I use technology in physical education?
Q2b (i). How can wikis be
used to support
learners and their learning?
Q2b (ii). How can iPads be
used to support
learners and their learning?
Q2b (iii). How can video
technology be used to support
learners and their learning?
Q1. What is a Teaching and Learning Resource?
A1. A teaching and learning resource is something that is a material object used by the teacher, the
learner(s) or both teachers and the learner(s). The aim of using a resource is to facilitate, support
or enhance the teaching and learning process.
The decision to use a resource should be primarily focussed on the learner and how this can help
them to achieve the learning outcomes of the lesson(s) and/or develop in the physical, social,
cognitive and affective (emotional) domains. Importantly, a resource should not be an ‘add-on’ to
lessons. Instead it should be part of and connected to the curriculum, teaching, learning and
assessment.
Context/ References Capel, S., & Whitehead, M. (2009). Learning to teach physical education in the secondary
school: a companion to school experience, 3rd
Edn. Routledge: Oxon.
Dyson, B. P., Linehan, N. R., & Hastie, P. A. (2010). The Ecology of Cooperative Learning in
Elementary Physical Education Classes. Journal of Teaching in Physical Education, 29(2), 113-
130.
Dyson, B., & Rubin, A. (2003). Implementing cooperative learning in elementary physical
education. Journal of Physical Education, Recreation & Dance, 74(1), 48-55.
Q2. What forms of resources can I use in teaching physical education?
A2
There are numerous and varying types of resources that can be used in physical education. For
example, a resource may be the whiteboard in the sports hall that is used to show learners the
learning outcomes and teaching points for a lesson. A resource may also be learning cards (or
teaching cards) that learners can use to understand particular movement skills or tactical
components of the lesson. Moreover, a resource could also take the form of technology where, for
example, learners could use a camera to film their (or their peers) performance and then analyse
and reflect on if and how they were successful.
In much of the work around paired or group work activity, learning cards (or teaching cards) are a
frequently used resource. These cards have often been used to support learners’ knowledge and
understanding of movement skills. The cards often detail particular teaching points for learners to
use to engage in peer coaching and/or peer analysis. In addition to the focus on movement,
learning cards (or teaching cards) have also been used to provide learners with clear instructions
on how they can help each other to learn. For example, a resource card might detail each learner’s
roles and responsibilities for the lesson, or it might suggest that different learners should lead
different aspects of the task(s) during the lesson. These types of resources are often created using
word processing software such as Microsoft Windows, Microsoft Powerpoint, Pages or
applications such as wordfoto or comiclife. They key to creating resources is for them to be clear,
concise and accessible to all learners.
Context/ References
Capel, S., & Whitehead, M. (2009). Learning to teach physical education in the secondary
school: a companion to school experience, 3rd
Edn. Routledge: Oxon.
Dyson, B. P., Linehan, N. R., & Hastie, P. A. (2010). The Ecology of Cooperative Learning in
Elementary Physical Education Classes. Journal of Teaching in Physical Education, 29(2), 113-
130.
Dyson, B., & Rubin, A. (2003). Implementing cooperative learning in elementary physical
education. Journal of Physical Education, Recreation & Dance, 74(1), 48-55.
Goodyear, V. (2012). Physical education teachers’ top tips for using cooperative learning to teach
secondary school physical education. Physical Education Matters, 7(3) 34 – 37.
http://www.wordfoto.com/
http://plasq.com/products/comiclife3
Q3. What is the value of using a teaching and learning resource?
A3 The value of using a teaching and learning resource – if carefully planned for and connected to
the teaching and learning process – is the enhancement in student learning. Indeed, they can
maximise students understanding of and access to content. Resources can also strengthen
students’ engagement and learning in the physical, cognitive, social and affective domains.
Resources have enabled learners to become more independent in their learning and take more
ownership and responsibilities for constructing their own understandings of the subject content.
Indeed, learning cards and technology have enabled the teacher to become less directive and more
facilitative in the teaching and learning process. Since the information about the lesson is readily
available on the resources, students do not have to wait for teacher instructions. Subsequently,
students have more time to engage in learning activities and during paired or group work the
teacher can then strengthen learning (through probes, questions and/or prompts) without the need
to tell students what and how to do something. Thus, resources not only support teaching and
learning, but they can strengthen and deepen the learning outcomes students achieve.
Context/ References
Capel, S., & Whitehead, M. (2009). Learning to teach physical education in the secondary
school: a companion to school experience, 3rd
Edn. Routledge: Oxon.
Dyson, B. P., Linehan, N. R., & Hastie, P. A. (2010). The Ecology of Cooperative Learning in
Elementary Physical Education Classes. Journal of Teaching in Physical Education, 29(2), 113-
130.
Dyson, B., & Rubin, A. (2003). Implementing cooperative learning in elementary physical
education. Journal of Physical Education, Recreation & Dance, 74(1), 48-55.
Goodyear, V. (2012). Physical education teachers’ top tips for using cooperative learning to teach
secondary school physical education. Physical Education Matters, 7(3) 34 – 37.
Context/ References
http://www.slideshare.net/DrAshCasey/should-we-have-a-pedagogy-of-technology
Casey, A. (2014, April). Should we have a pedagogy of technology for physical education? Paper
presented at the American Educational Research Association conference, Philadelphia, PA.
Fullan, M. (2013). Stratosphere. Integrating technology, pedagogy and change knowledge.
Ontario: Pearson.
Fullan, M. (2011). Choosing the wrong drivers for whole system reform. Centre for Strategic
Education Seminar Series Paper, 204, 1-21.
Parton, G. & Light, M. (2010). Using ICT to enhance learning in physical education. In R. Bailey
(Ed.), Physical education for learning (pp. 129-144). Continuum: London.
Stidder, G., & Capel, S. (2009). Using Information and communications technology to support
learning and teaching in PE. In S. Capel & M. Whitehead (Eds.), Learning to Teaching Secondary
School Physical Education, 3rd
Edn, (pp. 183-196). Routledge: Oxon.
A2a
Like many other teaching and learning resources, the primary objective of using technology in
lessons and/or units of work should be focussed on how it can enhance and strengthen the
teaching and learning process. The decision to use technology should not be based on the need to
use the latest form of technology, such as the latest mobile application. Technology should
become part of and connected to teaching, learning, assessment and the curriculum in order for it
to be an effective inclusion into the classroom.
Casey (2014) has recently positioned the notion of a ‘pedagogy of technology’. In other words,
Casey (2014) has argued that the use of technology needs to be used within the pedagogical
process. Indeed, he argues that we have paid too much attention on the technology itself in
physical education and we have failed to consider technology within the teaching and learning
process.
Casey (2014) made three main points around how technology should be used in physical
education:
1. Alternatives (i.e. technology) should be used to do things better
2. Using technology needs a clear purpose and should be used appropriately
3. Technology needs to be for the betterment of everyone (for example, teachers and
learners).
Q2a How should I use technology in physical education?
Q2b What different forms of technology can I use?
Context/ References
Casey, A. (2014, April). Should we have a pedagogy of technology for physical education? Paper
presented at the American Educational Research Association conference, Philadelphia, PA Castelli, D. (2008). Physical education technology playbook. Human Kinetics: Champaign
Illinois, IL.
Parton, G. & Light, M. (2010). Using ICT to enhance learning in physical education. In R. Bailey
(Ed.), Physical education for learning (pp. 129-144). Continuum: London.
Stidder, G., & Capel, S. (2009). Using Information and communications technology to support
learning and teaching in PE. In S. Capel & M. Whitehead (Eds.), Learning to Teaching Secondary
School Physical Education, 3rd
Edn, (pp. 183-196). Routledge: Oxon.
A2b
There are numerous forms of technology that can be used in physical education. For example:
Virtual Learning Environments
iPads, iPods, & Tablets and their inclusive and varying applications and the internet
Interactive whiteboards
Cameras
Projectors
Mobile Phones
Computers/Laptops
Dance Mats
Computer Games
Wiki’s
Social media (for example, Facebook and Twitter)
And many more….
With technology changing at a rapid pace new technologies will undoubtedly emerge over time
and could be used in physical education to support learners and their learning.
Q2b(i) How have Wikis been used to support learners and their learning?
Context/ References
Casey, A., Hastie, P., & Rovengo, I. (2011). Student learning during a unit of student-designed
games. Physical Education and Sport Pedagogy, 16(4), 331-350.
Hastie, P., Casey, A., & Tarter, A. (2010). A case study of wikis and student-designed games in
physical education. Technology, Pedagogy and Education, 19(1), 79-91.
A2b(i) Wikis are a collaborative database that can be used and edited by multiple users.
Casey, Hastie & Rovengo (2011) and Hastie, Casey & Tarter (2010) research has highlighted the
valuable role that wikis can play in supporting students learning. Indeed, wikis were used in
these studies to support students constructing and designing games within a unit of games
making. The wikis were used for students to present their design of the game, identify the key
principles of the game and communicate their tactics that they would use for the game. The wikis
were used both during and following lessons and could be accessed by all team members (i.e. a
group of approximately 5 students)
However, in order to support the teaching and learning the unit began with a period of instruction
by the school’s librarian and media specialist about how to use the wiki. In addition, and to
support the effective use of the wiki, while all team members had access to the wiki and could
view posts, only the wiki manager (a team member) could edit the wiki on behalf of the team.
This role prevented multiple posts being added and confusion amongst team members.
Important messages about the use of wikis:
- Wikis can be used to support learners in constructing new understandings
- The use of wikis needs to be connected to lesson and unit goals (the use of a wiki needs a
clear purpose)
- Wikis facilitate communication between team members
- A time period is required teaching learners how to use a wiki
- Restrictions can be made about which students edit the wiki and how it is used
Q2b (ii) How have iPads been used to support learners and their learning?
Context/ References
Sinelnikov, O.A. (2013). Using the iPad in a sport education season. Journal of Physical
Education, Recreation and Dance, 83(1), 39-45.
A2b(ii)
An iPad is a very popular tablet computer from Apple. It has an interactive interface that allows
users to access the Internet and use applications. Since the development of the iPad numerous
tablets have emerged from Android, Windows and Samsung that hold similar functions and
applications. An application is a program that is designed to run on computers, tablets or mobile
phones. Each application has a different purpose and allows users to access content and/or engage
with interactive activities.
The research exploring the use of iPads, tablets and mobile phones in physical education is
somewhat limited. However, Sinelnikov (2013) provides a good way of understanding how these
digital tools might be used. Sinelnikov (2013) presents the use of an iPad within a Sport
Education Season (see teaching and learning approaches). On the iPad various applications were
used to support learners and their learning. For example,
- iMovie: was used for editing instructional videos that were then provided to learners
during the unit to enable them to complete learning tasks
- iTunes: was used to support the transfer of files from the computer to the iPad
- Safari: was used for access to the Internet
- YouTube: allowed for the teacher and the students to search for and view instructional
videos
- Keynote: was used to design presentations for the culminating event of the unit
- iReferee HD: provided photos of officiating signals
- AirPrint: supported wirelessly printing of schedules and statistics
Sinelnikov (2009) highlights a number of key points about the use of an iPad in physical
education:
- The use of the iPad should not be used as a central point of instruction but as a learning
aid
- A central and visible location should be established for where the iPad was kept during
class time
- The action in the gym or sports hall should not stop when a student is using the iPad
Q2b(iii) How has video technology been used to support learners and their learning?
A2b(iii) Video technology in physical education often involves students using videos or recording videos
to support their learning. Videos can be viewed or captured on cameras, computers, iPads, tablets
and phones. Videos can also be viewed on large screen projectors and various digital editing
software or applications, such as dartfish, coacheseye, iMovie and Ubersense allow users
(teachers or students) to edit videos.
Videos allow students to view a learning task or a particular movement. For example, students
could view a particular game, skill or tactic that they might be required to then develop their use
of during a lesson. Students can also use videos to analyse their performance. For example,
learners may video each other and then play the video back to assess their performance and
identify areas for improvement.
Digital editing software and applications can be used to strengthen students understanding of the
video and their analysis of performance. For example, Dartfish (and similar to Ubersense and
Coacheseye) enables key teaching points to be highlighted on the video and enables students to
interactively engage with the video by pausing the video clips, highlighting movements and
identifying how the performance could be improved.
While videos have been predominantly used for viewing performances of skills or games, videos
can also be used in a way that allows learners to present their learning and for teachers to
understand their students’ engagement in physical education. For example, Goodyear, Casey &
Kirk’s (2012) work with (dis)engaged girls highlights how students can video small clips of their
learning during a unit and then edit these videos on computer software into a short video to
present their learning and engagement. Such action acts as a powerful tool for assessment and for
teachers to better understand how their practice is supporting learners and their learning.
Recommendations for the use of video technology:
- Appropriately technology should be used to capture good quality videos
- Students and teachers need to understand how to use the technology
- In the use of videos a high level of preparation is required by the teacher
- Videos should not be used as the sole form of instruction but rather as a learning aid
- Students need clear rules and guidelines about appropriate technology use (what to video,
what to view and how to use the technology to support their learning)
- The effective use of videos requires the technology to work and be accessible to all
learners
Context/ References
Banville, D. & Polifko, M.F. (2009). Using digital video recorders in physical education. The
Journal of Physical Education, Recreation & Dance, 80(1), 17-21
Casey, A., & Jones, B. (2011). Using digital technology to enhance student engagement in
physical education. Asia-Pacific Journal of Health, Sport and Physical Education, 2(2), 51-66.
Goodyear, V.A. (2013) The use of video demonstrations of gymnastics vaulting skills to enhance
students’ confidence, motivation and skill progression. Physical Education Matters, 8 (1), 67-70.
Goodyear, V.A., Casey, A., & Kirk, D. (2014) Hiding behind the camera: social learning within
the Cooperative Learning model to engage girls in physical education. Sport, Education & Society,
19(6), 712-734.
Goodyear, V.A., Casey, A. and Kirk, D. (2013) Slights, cameras, inaction: using flip cameras in
Cooperative Learning to explore girls’ (dis)engagement in physical education. In Azzarito, L. and
Kirk, D., (Eds.), Pedagogies, Physical Culture and Visual Methods (Routledge Studies in Physical
Education and Youth Sport), London: Routledge. pp.47-61.
Harris, F. (2009). Visual technology in physical education using Dartfish video analysis to
enhance learning: An overview of the Dartfish project in New Brunswick. Physical & Health
Education Journal, 74(4), 24-25