суббота, 15 сентября 2012 г.

The ultimate flag games curriculum: an answer to a participation problem.(Report) - Strategies: A Journal for Physical and Sport Educators

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Trying to get every middle school student to fully participate in physical education is a challenge that nearly every physical educator faces. Is it even possible? How do you reach those students who just never dress out or feel like they don't have the ability to be a part of the game?

In an effort to gain more student participation, the Ultimate Flag Games curriculum was created by physical educator Kenny Angel. Participation and dressing out were two of the many problems that Angel faced in the late 80s, when his all-male classes went to a co-ed format. Just a few students seemed to be fully participating, as the students who were more skilled dominated the activities. As a result, more students began exhibiting traits of low self-esteem.

He took a long look at what he was teaching and how he was teaching it. He found that traditional sports weren't the answer, so he developed a game which proved not only to address the students' problems, but also create many positive benefits. 'Razzle Dazzle' became the first game of the Ultimate Flag Games curriculum, and was based on the theory that everyone needed a chance to score and achieve. Five other games were added and the final curriculum included: 'Modified Team Handball,' 'Hoops,' 'Ultimate Football,' 'Advanced Kickball,' 'Sharp Shooters,' and 'Razzle Dazzle.'

Students enjoyed the games and soon preferred them over traditional sports. They became enthusiastic about physical education, and participation was no longer a problem, as nearly 100% of the students dressed out and participated on a daily basis. The students who had not participated in the traditional curriculum were now getting involved and improving their athletic abilities and techniques, and as a result, displayed more self-confidence and positive attitudes.

Developmental Aspects and National Standards

All curricula should be designed with defined goals to help establish its direction (Melograno, 1996). The goal in designing the Ultimate Flag Games curriculum is to provide activities where everyone participates and every student can experience success. The curriculum also aims to promote development and growth, and meet NASPE's National Standards for Physical Education (NASPE, 2004).

The Ultimate Flag Games curriculum promotes developmental improvements in the psychomotor, affective, and cognitive domains. In the psychomotor domain, the flag games are all fast-paced and demand high aerobic output from each participant, which can positively affect the students' physical fitness and self-image. The games incorporate the skills of throwing, catching, kicking, running, shooting, dribbling, and all sorts of techniques for play which promote advanced development of coordination and motor skills. Self-realization, teamwork, and social skills are improved in the affective domain. Having the students compete in small groups with students of the same abilities helps build their self-confidence and self-esteem. In all the games, each player is able to score points, both on offense and defense. This creates more of a sense of ownership and teamwork, which leads to positive social development. Also, there are different point values scored by different positions and players, thus the students use ongoing strategies that affect and develop the cognitive domain.

The Ultimate Flag Games curriculum also addresses and meets all six of NASPE's National Standards for Physical Education. The emphasis of these standards are for students to have: competency in motor skills and movement; a higher level of strategies and tactics in the performance of activities; a higher participation rate in physical activity; an experience of achievement in health-enhancing physical fitness; social skills in physical activity settings; and a value for physical activity. The Ultimate Flag Games curriculum addresses all of these standards through motor skill development and refinement, think-on-your-feet strategies and game tactics, a fast-paced aerobic physical activity, and an emphasis on positive self-development and social interactions.

The Programs

There are several similarities in all six games within the Ultimate Flag Games curriculum. Two teams are formed for all the games, and then each team is divided into small groups based on students' abilities. The groups consist of three-seven players depending on space for play. Playing periods vary for the different games and once players have finished playing, they rotate to a plyometric station and then to a short rest period. Other features that all the games share are:

1. Flag belts

2. Fast pace

3. No blocking, tackling, or screening.

4. Offense cannot run over defensive players.

5. Both offensive and defensive players can score points.

6. After a score or specified period of time, new groups rotate in.

7. Offense tries to score and defense tries to pull the flag off the player with the ball.

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Razzle Dazzle

Razzle Dazzle is played on a surface the size of a basketball court and uses a size 3 soccer ball. The field markings include the two sidelines, two goal lines, a 50-foot (half-court) line, and two 20-feet (free-throw) lines. The goal is a modified soccer goal (5x11 feet) with football goal posts (10 feet high) attached (the goal for this game and the next two are constructed of PVC pipe and netting). The ball is moved by throwing, kicking, and running. Scores can occur if the ball is kicked into the goal, the ball is advanced across the goal line with a run or pass, the ball is drop-kicked between the goal posts, or the drop-kicked ball is caught in the end zone by the defense.

Scoring:

3 points (goal)--kick ball into goal

5 points (touchdown)--ball crosses the goal line either by run or a caught pass

7 points (field goal)--drop-kick ball between goal posts

10 points (daily double)--a drop-kicked ball is caught in the end zone by a teammate

20 points (self daily double)--a drop-kicked ball is caught in the end zone by the same player who kicked it

Modified Team Handball

Modified Team Handball is a version of regulation Team Handball. The game uses a softball-size foam ball and is played on a half basketball court marked by pyramids at the three-point line and a 9x12 foot goalie box within the three-point goal area, which is only occupied by the goalie. The game uses a modified goal that is 7x6 feet (similar to a soccer goal). The object of the game is to shoot the ball into the goal from behind the pyramid line while avoiding the defense who is attempting to remove the offensive player's flag. The play begins with a jump ball. Players are allowed to run, shoot, and pass at anytime. After a goal is scored the next group rotates into the game. The team that scores the most points wins the game.

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Scoring:

3 points (goal)--ball thrown from behind the pyramid line

5 points (advanced goal)--shot between the legs or around the back

Double points (goalie goal)--any scored by the goalie (6 for regular goal, 10 for advanced goal)

Advanced Kickball

Advanced Kickball is a game that combines the skills of soccer, Modified Team Handball, and Razzle-Dazzle. The game is played on a half court using the same markings as Modified Team Handball and a modified soccer goal (7x9 feet). A 7-inch coated foam ball is used for game play. The play begins with either a jump ball or a drop ball. During game play, the ball can be advanced either on the ground or in the air. If the ball is on the ground, it has to be advanced with the feet, like it would in soccer (no hands). If the ball becomes airborne, it can be advanced down the field as it would in Modified Team Handball (run, pass, kick, or attempt a shot). The object of the game is to throw or kick the ball into the goal. The team that scores the most points wins.

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Scoring:

3 points--balls shot into the goal from outside the pyramid

5 points--balls shot between the legs or around the back from outside the pyramid, or balls kicked from inside the pyramid

10 points--balls kicked from outside pyramid

Double points--when the goalie scores

Hoops

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Hoops is a modified version of regulation basketball using an uncoated softball size foam ball. The baskets are lowered to 8 1/2 feet; however, regulation baskets can also be used. There are three different point-scoring areas marked around each goal: an 8x8 foot area beneath the goal, an area between that and the three-point line, and an area behind the three-point line. The object of the game is to shoot the ball into the goal from one of the three designated areas. Play begins with a jump ball. Players can run, pass, or shoot to avoid the defense. Each group plays a two-minute quarter before a new group rotates in. The team that scores the most points wins the game.

Scoring:

1 point--basket made from area 9 feet under basket

3 points--basket made from 1 point area to three-point line

5 points--basket made from area behind three-point line

Sharpshooters

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The game of Sharpshooters incorporates a three-sided goal, with an 18-inch hole on each side. It uses the same ball as used in Hoops, but only has two marked scoring areas: one from the goal to the three-point line and the other beyond the three-point line. A 'bulls-eye' is scored when the ball is thrown through one of the three targets. Each group begins play with a jump ball. The ball is thrown to move it down court, and points are scored by successfully shooting it through the goal. A unique difference to this game is that a penalty is given for flag belt violations and the violator goes to a penalty box. Groups rotate either after a bull's eye is scored or two players from the same team are sent to the penalty box. The team that scores the most points wins the game.

Scoring:

3 points (bull's eye)--basket made from inside the three-point line

5 points (bull's eye)--area behind three-point line

Ultimate Football

Ultimate Football is a modified version of regulation football. If played inside, it utilizes the full court, but the area can be bigger if played outside. It uses the same markings as Razzle Dazzle including the two sidelines, two goal lines, 50-foot (half-court) line, and two 20-feet (free-throw) lines. A foam football is used as players advance the 1 ball across the field by running and passing from teammate to teammate. r The object of the game is to advance the ball by running or passing the ball intotheendzone. Playstartsonthe20 yard-line with one team in possession. There are no particular positions on a team except the quarterback. Every student gets a turn at quarterback. The offensive team has three downs to score. If the offensive team scores, a second group rotates in the game. If the offense does not score in three downs, the defensive team takes possession and has three downs to score. If neither team scores, the next two groups rotate into the game. The team that scores the most points wins the game.

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Scoring:

1. Offensive:

5 points--run for a touchdown

7 points--pass to a teammate for a touchdown

2. Defensive:

1 point--pulling the flag belt off the player with ball

2 points--safety

2 points--3rd-down rule (also possession of ball)

3 points--interception

10 points--interception returned for a touchdown

Summary

In response to a lack of active participation by students in physical education, the Ultimate Flag Games curriculum was created and has thrived in the decades since its inception. The curriculum has been successful at the middle school, high school, and higher education levels. This article introduced the curriculum, different games, and rules and scoring systems to help physical educators address the issue of student participation. Though each game has its own terminology, they each share basic principals and fundamental ideas. When implemented in the physical education setting, Ultimate Flag Games can lead to ultimate student participation.

References

Melograno, V. (1996). Designing the Physical Education Curriculum. Champaign, IL: Human Kinetics.

National Association for Sport and Physical Education (2004). Moving into the Future.' National Standards for Physical Education. (2nd Ed). Reston, VA: Author.

Martie Bell is an associate professor at High Point University in High Point, NC.