Overview of Four Learning Systems: Histories and Successes
This document provides a comprehensive synthesis of the histories and successes of four instructional models used in education, training, and coaching: Explain, Demonstrate, Imitate, Practice (EDIP); Demonstrate, Explain, Practice (DEP); Teaching Games for Learning (TGfL); and Teaching Games for Understanding (TGfU). These models can be categorized into two groups—traditional direct-instruction approaches (EDIP and DEP, which are highly similar and often used interchangeably or as variants) and game-based approaches (TGfL and TGfU, which are essentially synonymous, with TGfL frequently serving as a shorthand or adaptation of TGfU). The traditional models emphasize structured, teacher-led skill acquisition, while the game-based models prioritize learner-centered tactical understanding through play. Below, each is detailed individually, followed by a comparative analysis. Information is drawn from historical contexts, applications in military, vocational, physical education (PE), and sports settings, and empirical evidence of effectiveness.
Traditional Direct-Instruction Models: EDIP and DEP
Explain, Demonstrate, Imitate, Practice (EDIP)
EDIP is a four-step framework for teaching practical skills, particularly effective in procedural or hands-on training. The steps include:
- Explain: Provide an overview of the skill, its purpose, and key elements.
- Demonstrate: Show the skill step-by-step.
- Imitate: Guide learners to replicate the skill.
- Practice: Allow repetition with feedback for mastery.
History: Developed in 1919 by Charles R. Allen, known as the “father of vocational education,” for training shipbuilders and industrial workers in the U.S. It gained traction during World War II (1939–1945) via the U.S. Training Within Industry (TWI) program, which adapted it to train millions of civilians for wartime manufacturing amid labor shortages. Post-war, militaries like the British Army and U.S. forces integrated it into doctrines by the mid-20th century for skills such as weapons handling and tactical drills, with formal use in British instructor programs by the 1970s–1980s. It has evolved for modern applications in IT, digital skills, and coaching.
Success: EDIP excels in rapid skill transfer, especially in high-stakes environments. During WWII, TWI (incorporating EDIP) trained over 1.6 million workers, increasing factory productivity by 25–100%. In military and vocational settings, it ensures consistency and retention; for instance, it’s used in SIG SAUER Academy for firearms training and has been adapted for digital study skills with high learner confidence reported. Over a century old, it remains effective for structured learning, though critics note it can feel rigid compared to learner-centered models.
Demonstrate, Explain, Practice (DEP)
DEP is a three-step model similar to EDIP, often viewed as a condensed variant focusing on core elements of skill instruction. The steps are:
- Demonstrate: Visually show the skill.
- Explain: Detail the process and rationale.
- Practice: Enable learners to apply and refine the skill. Variations like DEPE (Demonstrate, Explain, Participate, Evaluate) add assessment.
History: Like EDIP, DEP traces roots to early 20th-century vocational training, influenced by Allen’s 1919 framework and TWI during WWII. It emerged in industrial and military contexts for efficient worker mobilization, with adoption in armed forces post-1945. DEP has been used in systems training, procedural medical skills, and employee development since the mid-20th century.
Success: DEP’s simplicity makes it effective for quick mastery, with evidence from procedural training showing improved performance and retention. In business, companies using similar methods report better financial outcomes, while in education, it supports evidence-based skill building. Its overlap with EDIP means shared successes, such as WWII productivity gains, but it’s praised for being less prescriptive.
Game-Based Models: TGfL and TGfU
Teaching Games for Learning (TGfL)
TGfL is a learner-centered approach emphasizing games as the core of instruction to foster understanding, tactics, and skills in PE and sports. It typically follows a cycle: game introduction, appreciation, tactical awareness, decision-making, skill execution, and performance.
History: Emerging in the 1980s as an alternative to skill-drill methods, TGfL evolved from concerns about pupils’ limited game knowledge upon leaving school. Developed by researchers like David Bunker and Rod Thorpe at Loughborough University, it draws from earlier game-based ideas and has been applied in school curricula, coaching, and non-sports subjects like algorithmic thinking. It celebrated 40 years in 2022, highlighting its global adoption.
Success: TGfL boosts motivation, physical literacy, and enjoyment, with research showing positive learning outcomes and higher engagement than traditional methods. In PE, it enhances tactical skills and inclusivity, with studies indicating no skill loss but improved transferability across sports. Its paradigm shift has influenced thousands of educators worldwide.
Teaching Games for Understanding (TGfU)
TGfU, often identical to TGfL, is a tactical-first model using modified games to teach strategies before isolated skills. Key concepts include game categorization (e.g., invasion, net/wall) and iterative cycles of play, reflection, and refinement.
History: Formally introduced in 1982 by Bunker and Thorpe to address deficiencies in traditional PE, where students focused on techniques without context. It built on 1970s–1980s critiques of skill-drill approaches and has expanded globally, with a 40th anniversary in 2022 marking its influence in education and coaching. Variants like Tactical Games Model (TGM) have emerged since.
Success: TGfU improves motivation (effect size up to 0.92), game performance, and responsibility, with meta-analyses showing superior effects on enjoyment and tactical awareness compared to direct instruction. In PE, it reduces sedentary time and enhances motor skills, as seen in studies with elementary students. Its student involvement in planning yields more positive outcomes than teacher-led models.
Comparative Analysis
| Aspect | EDIP/DEP (Traditional) | TGfL/TGfU (Game-Based) | Similarities | Differences |
|---|---|---|---|---|
| Focus | Skill execution first; teacher demonstrates and explains before practice. | Tactics and understanding first; skills emerge through gameplay. | Both aim for mastery and retention through structured steps. | Direct vs. indirect; teacher-led vs. student-centered. |
| Applications | Military, vocational, procedural training (e.g., IT, medical skills). | PE, sports coaching, broader education (e.g., motor skills, motivation). | Used in high-stakes skill-building. | EDIP/DEP for quick drills; TGfL/TGfU for engagement and transfer. |
| Strengths & Evidence | Rapid, consistent results; WWII productivity boosts. | Higher motivation, enjoyment; better tactical outcomes in studies. | Proven longevity (over 100 years for traditional; 40+ for game-based). | Traditional can be rigid; game-based requires teacher facilitation but yields inclusivity. |
These models complement each other: EDIP/DEP suit precise skill needs, while TGfL/TGfU enhance holistic understanding, with hybrids showing promise in modern education.