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Concept of how the social contexts that our students live in and the the people in the different systems affect their development
- Microsystem: e.g. how we interact with our students
- Mesosystem: e.g. how families and schools work together
- Exosystem: e.g. expectations on how students in Singapore should behave/perform

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Erikson's Stages of Psychosocial Development

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Erikson's Stages of Psychosocial Development

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Concept that a person's personality develops through 8 different stages. At each stage, individuals are faced with a challenge and the stage reflects their motivation. Difficult to progress to next stage if 'Crisis' at previous stage is not resolved.

For Primary school age:
• Stage 3 (early childhood): Initiative vs Guilt
Children learn to take initiative and are eager to take responsibility. If unaffirmed, children may end up feeling a sense of guilt, coming to believe that whatever they do is always wrong.

• Stage 4, (school age): Industry vs Inferiority
Students start feeling the need to be successful, productive and work on their own. They are provided with such opportunities in school as they interact with their peers. on the flipside, difficulties faced in dealing with these opportunities may cause them to have a sense of inferiority instead.

• Stage 5, (adolescence): Identity vs Role Confusion
Adolescence starts establishing their identity through opportunities for expression, choice and acceptance. They go through an identity crisis and get their friends to reflect back to them. Not being able to have a stable identity may lead to them being confused of what their role is e.g. what is my role in this group/situation/world?

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Phenomenon where high expectations can in fact improve improve performance.

Examples:
- Teachers were told that some of their students were good at writing but in actual fact, the students were picked at random. These students actually showed improved performance over time
- Telling a coach that his students have parents who are national athletes result in them performing better even though it may not be true

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Plaicise (previously known as Active Arcade)

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Plaicise (previously known as Active Arcade)

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App for augmented reality fitness activities that can be used to supplement PHF lessons when teaching skill-related fitness. Useful for students who may be adverse to fitness by gamifying their experience.

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Plaicise App: Augmented Reality (AR) fitness games

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Play augmented reality (AR) fitness games as your daily workout or improve your fitness together with your friends online. Get the free smartphone app now.

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Video testing reaction speed created for a PHF lesson on skill-related components, and for Badminton CCA SLS lesson as well (used words indicating actions - left, right, jump, lunge - instead of colours).

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The PE Warm Up Games section provides you with Physical Education resources which will help you to plan PE Warm Up Games. Each PE Game outlines what equipment is required, how to set the game up, how to play the game and how to differentiate the game. The resources can be downloaded and can support your PE planning. Lots of the resources are free. Explore the PE Games below:

Slide in the mud is a PE Warm Up Game focused on tagging and teamwork. To find out how to play this PE Game and for activity differentiation download now.

Traffic Lights is a PE Warm Up Game focused on rule following and movement. To find out how to play this PE Game and for activity differentiation download now.

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Find PE warm up games that are fun, exciting and challenging for all ages. Perfect for PE and Classroom teachers looking for active ideas.

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The PE games you will find on this site are used by professional physical education teachers as part of successful programs in school gyms - here you'll find amazing ideas for P.E. - tried, tested, and proven by physed teachers and coaches!

Browse the categories at the top to enjoy quick and easy video descriptions to learn a new game for your class! Or visit our YouTube to find the most popular games and get the latest game ideas sent directly to your video feed by subscribing.
Looking for some classic physical education ideas? Looking for something new and unique? ** Grade level specific categories are searchable: Kindergarten, Grade 1, Grade 2, Grade 3, Grade 4, Grade 5, Grade 6, Grade 7, and Grade 8 - browse through games that are appropriate for your grade level. HIGHSCHOOLS please note that most of the Grade 8 category games can be used and/or adapted for use at the highschool level - take a look and see what works! ** If you have a favorite PE activity or game idea that you use in your own program and you'd like to share, please send a detailed email to us at physedgames@gmail.com and we will do our best to create a video to add to the list. There are all types of games & activities ranging from sport-specific (soccer, baseball, basketball, volleyball, lead-ups, etc) to LOG's, tag, warm-up, fitness, team-building, dodgeball, literacy, numeracy, etc. Children need at least 90 minutes of exercise a day for healthy development - these games will motivate to get students moving and enjoying learning skills in the gym! So hopefully you will find lots here to help supplement your own program.

PhysedGames is frequently updated with new ideas to try out. We also offer a couple book options (hardcopy and electronic) to add to your physical education library. These book options convert many of the best game videos into more portable text-based and electronic forms. PLEASE NOTE that all games are firstly and always available for FREE in the video viewing format. For those interested, take a look at the popular PHYSEDGAMES TOP 99 (affiliate link) hardcopy book from Amazon or get top-rated Digital File Downloads (PDFs) on Teachers Pay Teachers. A big THANK-YOU goes out to those who support PHYSEDGAMES!

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The PE games you will find on this site are used by professional physical education teachers as part of successful programs in school gyms - here you'll find amazing ideas for P.E. - tried, tested, and proven by physed teachers and coaches!

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Warm-Up PE Games that are made to play for the length of an entire class period.

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The PE Specialist - Awesome Resources for Physical Education Teachers

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A web site for Physical Education Teachers with tons of Physical Education Resources. If you're looking for games, assessments, technology tools, lesson plans and tons of PE resources you've come to the right place.

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AR app with games that help students keep active at home

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Active Arcade has a wide variety of motion-based games that anyone can play. Games have different game play, style and depth, so there's something for players of any age or level of activity. There are quick and fun reaction games, family-style party games, intense action games, adventure games, and even music rhythm games.

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Nex is a motion-based entertainment company that is transforming activity into play.

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Interactive app that is useful for OE. Used in contract school for OE (pitching a tent) and PHF

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Plickers - for getting students' responses quickly (via MCQ)
EdPuzzle - for embedding questions into YouTube videos; can be synced to SLS and Google Classroom
Flip - Video sharing platform (similar to TikTok) where students can record, upload and comment on videos
Nearpod - useful platform for creating interactive lessons as it include many different apps

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- Psychomotor, Cognitive, Affective
- Differences between test, measurement, evaluation and assessment
-  Formative vs Diagnostic vs Summative
- Validity and Reliability
- Tools for assessment e.g. MCQ, T/F, open ended, matching

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1. Lesson Preparation
Consider students' profile and lesson objectives to determine what strategies, resources and questions to used to ensure students learn at an appropriate pace
2. Lesson Enactment
Starting and concluding lessons well by linking to prior knowledge and future lessons; exercise flexibility, ensure high engagement and facilitate collaborative learning during lessons
3. Assessment and Feedback
Check for understanding and provide feedback to help students make meaning of the lesson and support self-directed learning
4. Positive Classroom Culture
Create a safe and positive learning environment where there is good TSR, and students are empowered to learn with the aid of positive discipline and setting of routines

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Needs achievement theory (Atkinson, McClelland)

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Needs achievement theory (Atkinson, McClelland)

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- People are mainly motivated by the need to either (1) achieve success or (2) avoid failure
- Five components involved:
1. personality factors
2. situational factors
3. resultant tendencies
4. emotional reactions
5. achievement-related behaviours
- example: high achievers (personality) would be more motivated to try out a smaller target (behavioural tendency) if it is within their competence (probability of success) and there is a reward system (incentive value of success)

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- Focuses on how individuals explain their successes and failures which in turn affect their future expectations, emotional reactions and achievement motivation
- Three causal dimensions:
1. Stability: stable vs unstable
2. Locus of causality: internal vs external
3. Controllability: controllable vs uncontrollable

Examples:
- Ability: student attributes good performance to his/her competent (internal) and good work ethics (stable)
- Effort: student attributes good performance to effort as he/she was unwell (unstable)
- Task difficulty: student attributes bad performance to task difficulty (external) as it is something outside of his/her control
- Luck: student attributes good/bad performance to luck when they are allocated size of target based on random selection (unstable, external)

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Achievement Goal Theory (Ames, Dweck, Nicholls)

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Achievement Goal Theory (Ames, Dweck, Nicholls)

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- Focused on an individual's interpretation of what it takes to
achieve success
- Two components:
1. Goal orientation: Self referenced (task oriented) vs other referenced (ego oriented)
2. Perceived ability/competence: high or low

Predicted behaviours:
> task oriented + high or low ability = mastery
> ego oriented + high ability = mastery
> ego oriented + low ability = helplessness

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Students need to fulfil these three needs in order to be motivated

Examples:
- Autonomy: getting to choose equipment, partners, target/goals
- Competence: being equipped with the skills or perceived as being able/given the opportunities to equip themselves with the required skills
- Relatedness: enjoying the companionship of their classmates/team mates

Results in behaviours across a continuum from amotivation>extrinsic motivation>intrinsic motivation

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Maslow's hierarchy of needs vis a vis Bloom's taxonomy

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- Mosston's spectrum of teaching styles
- newell's theory of constraint
- kolb's experiential learning cycle

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Assessment of Learning (AoL)
- Formal assessment of what a student has learnt.
- Example in PE: assessing the number of times a student is able to throw a ball towards a target accurately.

Assessment for Learning (AfL)
- Focus is more on the process of a student's learning, and helping students to understand their strengths/weaknesses and how to succeed. Not necessarily formal, can be just in the form of feedback, or a quiz where students are given comments on why their answer is correct or wrong.
- Example in PE: hit/heat map helping students to identify where they are doing well in terms of covering and attacking space

Assessment as Learning (AaL)
- Also focused on the process of a student's learning but main difference from AfL is student ownership. For AaL, students not only assess themselves in terms of what their learning gaps are but also HOW they learn. Instructions by teachers and tools provided may need to be more specific to individual students to help them identify their ideal way to learn. Teachers guide students in setting goals, and monitoring their own progress toward these goals
- Example in PE: questioning e.g. "what can hit/heat maps be used for and are they useful to me?" "what is the best way I can improve my performance - observing my peers, asking the teacher or more practice?"