Course
Physical Education and Sports Sciences
Subject
Motor-Skill Games
Type
Compulsory (CO)
Academic year
2
Credits
3.0
Semester
1st
Group | Language of instruction | Teachers |
---|---|---|
G11, classroom instruction, mornings | English | Bibiana Casso Carrasco |
Mariano Pasarello Clerice | ||
G12, classroom instruction, mornings | English | Bibiana Casso Carrasco |
Mariano Pasarello Clerice |
Objectives
Motor-skill games aim to help prospective Physical Education and Sports Sciences students acquire the skills, knowledge and understanding of the game and its educational implications. The subject goes into the basic understanding of the game, its theories and praxiology, the taxonomy and structure, as well as the possible methodologies that can be used and the importance of the role of the educator.
The subject provides students with resources to search for information, choose it, structure it and put it into practice, as well as analyse the viability of the chosen games.
This course will therefore equip students graduating in Physical Education and Sports Sciences with the skills, knowledge and understanding of how to prepare and implement a game.
Learning outcomes
- Use the base of the game and its application in the context of physical activity in a playful educational context. (LO1)
- Form and expound a solid discourse based on practical experience in relation to bibliographic material. (LO2)
- Create and plan suitably game activities. (LO3)
- Apply game in the educational and social environment. (LO5)
- Accept responsibilities in individual or collective work and assess the result obtained. (LO7)
Competencies
General skills
- Be able to discuss contents in different areas of knowledge.
- Be creative.
- Have good communication skills.
Specific skills
- Communicate and express oneself through the body as a resource to be exploited in professional practice.
- Plan, carry out and assess physical education and sport programmes throughout secondary and post-compulsory education.
- Select and implement appropriate strategies, methods, techniques and technology in order to enhance physical activity processes and programmes in the field of leisure.
Core skills
- Become the protagonist of one's own learning process in order to achieve personal and professional growth and acquire all-round training for living and learning in a context of respect for linguistic, social, cultural, gender and economic diversity.
Content
Theoretical syllabus
- Definition and characteristics of the game
- Methodology
- Theories of the game
- Motor praxeology
- Type of games and classification
Practical syllabus
- Knowledge games
- Outdoor games
- Olympic games
- Classical games
- Games with specific material
- Cooperative games
- Physical theatre: self-expression through movement and body language
- Functional diversity games
- Pre-sport games and modified games
Evaluation
It is compulsory to attend the 70% of practical classes. If the students fail to achieve this percentage, they will be awarded a failing grade. The students who attend practical sessions, but they cannot practice, must justify it properly and they will carry out a task indicated by the teacher.
All the assessment activity must be passed separately, with the exception of the non-recoverable activities.
Assessment of learning outcomes (percentages with respect to the overall mark)
- Individual tasks: 20%; compulsory to pass; recoverable activity
- Theoretical group tasks: 30%; compulsory to pass; recoverable activity
- Practical group tasks: 40%; compulsory to pass; non-recoverable activity
- Attendance: 10%; compulsory to pass; non-recoverable activity
You will have an individual and group part. In the individual part is a glossary with the vocabulary that you need if you want to teach in English. The group tasks are preparation and assessment of a motor game and put it into practice.
Passing the module will only be awarded to students who achieve at least 50% in each of the components. The overall student mark for the module, with reference to the module assessment criteria, will come out after adding all the percentages' components. Students who fail any of the components in the module at the first attempt will be provided with an opportunity to do a reassessment (only in the activities that are possible and only if the student has failed less than 50% of the overall mark).
Students that fail more than the 50% of the subject will not be able to retake the tests during the resit week.
Methodology
The course will be developed by combining different teaching and learning activities with practical, work-based and theoretical learning. A wide range of methods will be used to guide the students during the learning process, these include lectures, tutorials, workshops, presentation, and finally, directed and independent study.
Class sessions in groups will include activities to apply concepts and key ideas.
Class sessions of directed work will include assignments, their development and presentation. Individual appointments will be for monitoring the learning process of the students.
Peer learning is a form of cooperative learning that improves the value of learner-learner interaction and results in various learning outcomes for all participants.
Bibliography
Bibliography
- Navarro, V (2002). El afán de jugar: Teoria y practica de los juegos motores. Inde.
Reading
Teachers will provide complementary bibliography and compulsory reading throughout the course via the Virtual Campus.