
M. ZGHIBI ET AL.
number of played balls: the more this number is important the
better the game is in a given unit of time.
We note that during all the cycle except the first and fourth
session, the number of shots is more important during the game
following the sequence of verbalization. As shown in the Fig-
ure 2, the evolution during the eight sessions is respectively
from 10 to 5, 9 to 13, 11 to 3, 4 to 11, 8 to 7, 7 to 12, 11 to 14
and 7 to 16. Shooting a ball here is an action that can score
goals and thus increase the team score. In football, shooting is
an indicator of major importance that informs about the offen-
sive capacities’ improvement. Moreover, victory in team sports,
especially football, depends on the number of scored goals.
This indicator provides information about the team offensive
efficiency and the degree of scoring among balls shot on target.
During the eight sessions, we passed respectively from 0 goals
before verbalization sequence to 0 goals to after this sequence,
0 to 2, 0 to 1 , 0 to 0, 2 to 2, 2 t o 2, 3 to 4 and f rom 0 to 3 in th e
last session.
Team B
During the eight sessions, the difference in the played balls
before/after verbalization is significant. There was a significant
improvement (p < 0.05) in the number of balls played after the
verbalization. Thus, we passed respectively from 16 played
balls before to 15 after the sequence of verbalization for the
first session, from 18 to 18 in the 2nd, 19 to 18 in the 3rd, 16 20
in the 4th, 21 to 27 in the 5th, 24 to 27 in the 6th, 29 to 33 7th
and finally from 32 to 39 during the last session. Figure 3
shows this evolution.
There is no continuous progression on the shots on target re-
alized during the games following the verbalization sequence
comparing to the first games. It passes respectively during the
eight sessions from 9 shots for the first game to 12 in the sec-
ond in the first session, from 5 to 4, 4 to 9, 16 to 3, 11 to 8, 3 to
3, 14 to 11 and from 15 to 14 during the eighth session. The
same observation is noted concerning the goals scored with
respectively 1 to 3 in the first session, 0 to 0 in the second ses-
sion, 1 to 1 (3rd, 4th and 5th sessions), 0 to 0 in the 6th session, 3
to 3 in the 7th session and from 1 to 2 goals in the last session.
Discussion of the Main Findings
The only significance is denoted about the played balls for
Team B which received an apprenticeship using oral and
graphic verbalization. This evolution in the played balls can be
explained by the tendency to manage more ball possession. The
efficiency of pupils’ oral/graphic verbalization appears via the
Figure 3.
Direct effects of oral/graphic verbalization on the game parameters.
implementation of decisions already taken in verbalization se-
quences. Players produce speech acts in order to subsequently
make sense to the game (Wallian & Gréhaigne, 2004). We can
say that the interaction between learning and oral and graphic
verbalization is dynamic. We also note that whenever pupils
verbalize orally and graphically, they are more motivated to
learn. In other words, the debate of ideas is a process that tends
to help on resolving problems.
Despite it’s a relation of power opposition continuously, we
note that the two teams made a progress and especially during
the last three sessions. This can be explained by the fact that
both teams are able to take into account how the other team
plays and to propose a combined technical-tactical solutions
adapted to the opposing team abilities. However, the problem
of the presence of the opponent appears in all the verbalization
sequences. This shows that the players of both te ams are a ble to
take into account the intentionality of opponents.
The semio-constructivism gives great importance to the pro-
cess by which learner can co-construct his knowledge and ac-
tions from his experiences. Indeed, the players try through these
verbalization sequences to think about their played experiences,
to negotiate about the available solutions, and to co-construct
action rules as action projects and achieve them collectively
during the second situation (Grehaigne, 2009).
The realization of action projects in the last three sessions
can be explained by the fact that pupils have begun to create
new relationships with their teammates. These relationships are
based on some agreement that results in a realizable action
project (Lave & Wenger, 1991).
The debate of ideas helps players to manage information
better, which leads to the conclusion that they do not learn ran-
domly, nor assimilate passively what others teach them. Learn-
ing is a product of experience: it is easier when the experience
is deliberately and systematically searched by the learner. The
debate of ideas is thus an interaction between what we have in
mind and what others think.
The game situation highlights the difficulty of individual
choice decisions, design the most appropriate response each
time that the problem situation is not familiar or predictable.
The use of the debate of ideas between pupils guides to a modi-
fication of cognitive structures.
Linguistic processes promote awareness and the emergence
of effective action projects. That is how learning becomes more
predictable and there will be a better match between the answer
ssand the game situation in the future.
Construction of new knowledge is the result of a long history
of interaction between the different responses to problem situa-
tions caused by the game and forecasts of actions planned dur-
ing verbalizations. The interaction between pupils produces the
development and the modification of individual representations
(Wallian & Chang, 2007; Zghibi et al., 2013a).
By better managing the organization of what we know, we
can enrich indefinitely our ability to solve a problem such as a
better space management via the calculation of pass’ distance,
opponents’ location and moves. If tactical skills are, in part,
built thanks to these cognitive tools, verbal interactions be-
tween peers help obviously for their development.
The analysis of the discourses made during the debate of
ideas could help the pupils to understand better if the proposals
are likely to be successful or to fail (Zghibi et al., 2013b). Thus,
they learn to limit their learning objectives and have reasonable
expectations about what they can accomplish. However, while
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