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Sample records for hybrid sport education-games

  1. Students' Game Performance Improvements during a Hybrid Sport Education-Step-Game-Approach Volleyball Unit

    Science.gov (United States)

    Araújo, Rui; Mesquita, Isabel; Hastie, Peter; Pereira, Cristiana

    2016-01-01

    The purpose of this study was to examine a hybrid combination of sport education and the step-game-approach (SGA) on students' gameplay performance in volleyball, taking into account their sex and skill-level. Seventeen seventh-grade students (seven girls, 10 boys, average age 11.8) participated in a 25-lesson volleyball season, in which the…

  2. The Impact of a Hybrid Sport Education-Invasion Games Competence Model Soccer Unit on Students' Decision Making, Skill Execution and Overall Game Performance

    Science.gov (United States)

    Mesquita, Isabel; Farias, Claudio; Hastie, Peter

    2012-01-01

    The purpose of this study was to examine the impact of a hybrid Sport Education-Invasion Games Competence Model (SE-IGCM) unit application on students' improvements in decision making, skill execution and overall game performance, during a soccer season. Twenty-six fifth-grade students from a Portuguese public elementary school participated in a…

  3. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement.

    Science.gov (United States)

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-03-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students' game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students' development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students' Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students' Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of the game

  4. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement

    Science.gov (United States)

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-01-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students’ game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students’ development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students’ Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students’ Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of

  5. Game Play Participation of Amotivated Students during Sport Education

    Science.gov (United States)

    Wallhead, Tristan L.; Garn, Alex C.; Vidoni, Carla; Youngberg, Charli

    2013-01-01

    Sport Education has embedded pedagogical strategies proposed to reduce the prevalence of amotivation in physical education. The purpose of this study was to provide an examination of the game play participation rates of amotivated students within a Sport Education season. A sample of 395 high school students participated in a season of team…

  6. The Use of Active Video Games in Physical Education and Sport

    Directory of Open Access Journals (Sweden)

    Natalia Chukhlantseva

    2017-02-01

    Full Text Available ICT cause and accelerate the processes of getting and developing knowledge, facilitate the process of modernization of education. Active video games, which involve physical movement of the player’s body, are used to increase the efficiency of perception of the educational material connected with motor activity and to raise the level of motor activity of young people Active video games which require the display of strength, coordination and flexibility are included into the curriculum of physical education, combining physical education with a game. These games use the player’s body movements as a controller, thus providing an alternative to static games and helping to preserve health. The study is the analysis of publications on the use of ICT, namely active video games (exergames in the field of physical culture and sports. The study has found that the use of active video games in educational and training process promotes physical qualities, improves cognitive functions, improves socialization and motivation to exercise. It has been proved that the use of exergames motivation increases motor activity of students and adults. Specially selected exergames help to familiarize students with various types of sports activities, such as those that are difficult to practice in the gym. Rational use of active video games in the classroom optimizes the educational process. Modern mobile exergames on one platform include several sports and can be used outside sports facilities, encouraging more people to exercise. Exergames personalize elements of the game, the level of difficulty, type of physical activity, have a system of evaluation of changes in the user’s preparedness, increase motivation to exercise.

  7. Integrated use of sports games in physical education of preschool children

    Directory of Open Access Journals (Sweden)

    O.E. Konoh

    2013-12-01

    Full Text Available Purpose : considered the use of an integrated program of sports in physical education of children in pre-school educational institution. Material and methods : the experiment was attended with parental permission children 5-6 years. In the control group sessions were conducted with additional recreational gymnastic oriented. In the four experimental groups – mini-basketball, mini-handball and futsal. Results : the substantiation of the integrated use of sports games during physical education classes with children. The main starting points for the development of the methodology are: analysis of questionnaires on physical education specialists in preschool educational institutions, educators and parents considering the opinion and the results of previous studies of the level of physical development and physical readiness of preschool children, and analysis of test results to the success of children's possession of the ball. The results of the pedagogical experiment and given their analysis in terms of the influence of physical education classes through the use of sports games on physical development, physical fitness and functional status of children. The data that characterize the rate of growth results in the pedagogical experiment. Conclusions : it was established that the systematic use of sports complex will help to eliminate the deficit movements, balance maturation, children form healthy lifestyle habits.

  8. Impact of a hybrid TGfU-Sport Education unit on student motivation in physical education.

    Science.gov (United States)

    Gil-Arias, Alexander; Harvey, Stephen; Cárceles, Adrián; Práxedes, Alba; Del Villar, Fernando

    2017-01-01

    The Teaching Games for Understanding (TGfU) and Sport Education (SE) pedagogical models share several objectives and pedagogical processes. Despite this seemingly uncanny relationship, few studies have examined the efficacy of a hybrid TGfU/SE pedagogical model, particularly how a teacher's utilization of such a model impacts on student motivation. The purpose of the current study was to investigate the effect a hybrid TGfU/SE unit, in comparison to direct instruction, on students' perceptions of various aspects of their motivation to engage in physical education (autonomous motivation, basic psychological needs, enjoyment and intention to be physically active). A crossover design was utilized, using the technique of counterbalancing. One group experienced a hybrid SE/TGfU unit first, followed by a unit of direct instruction. A second group experienced the units in the opposite order. Participants were 55 students. The intervention was conducted over a total of 16 lessons. The hybrid unit was designed according to the characteristics of SE by using seasons, roles, persistent teams, etc. Learning tasks set by the teacher during individual lessons, however, were designed according to the pedagogical principles of TGfU. Student motivation data was generated using validated questionnaires. Results showed that regardless of the order of intervention, the two groups showed significant improvements in autonomy, competence and enjoyment when they were taught using the hybrid model. Instead, in the variables autonomous motivation, relatedness and intention to be physically active there were no significant improvements in one group. These results demonstrate that it is possible to design varied learning situations in which affiliation, leadership and trust are fostered, while tasks are adapted to the characteristics of the students. All this can cause greater autonomous motivation, and consequently, perceived competence in the student, a positive image of the sport to

  9. Impact of a hybrid TGfU-Sport Education unit on student motivation in physical education.

    Directory of Open Access Journals (Sweden)

    Alexander Gil-Arias

    Full Text Available The Teaching Games for Understanding (TGfU and Sport Education (SE pedagogical models share several objectives and pedagogical processes. Despite this seemingly uncanny relationship, few studies have examined the efficacy of a hybrid TGfU/SE pedagogical model, particularly how a teacher's utilization of such a model impacts on student motivation. The purpose of the current study was to investigate the effect a hybrid TGfU/SE unit, in comparison to direct instruction, on students' perceptions of various aspects of their motivation to engage in physical education (autonomous motivation, basic psychological needs, enjoyment and intention to be physically active. A crossover design was utilized, using the technique of counterbalancing. One group experienced a hybrid SE/TGfU unit first, followed by a unit of direct instruction. A second group experienced the units in the opposite order. Participants were 55 students. The intervention was conducted over a total of 16 lessons. The hybrid unit was designed according to the characteristics of SE by using seasons, roles, persistent teams, etc. Learning tasks set by the teacher during individual lessons, however, were designed according to the pedagogical principles of TGfU. Student motivation data was generated using validated questionnaires. Results showed that regardless of the order of intervention, the two groups showed significant improvements in autonomy, competence and enjoyment when they were taught using the hybrid model. Instead, in the variables autonomous motivation, relatedness and intention to be physically active there were no significant improvements in one group. These results demonstrate that it is possible to design varied learning situations in which affiliation, leadership and trust are fostered, while tasks are adapted to the characteristics of the students. All this can cause greater autonomous motivation, and consequently, perceived competence in the student, a positive image of

  10. Impact of a hybrid TGfU-Sport Education unit on student motivation in physical education

    Science.gov (United States)

    Gil-Arias, Alexander; Harvey, Stephen; Cárceles, Adrián; Práxedes, Alba; Del Villar, Fernando

    2017-01-01

    The Teaching Games for Understanding (TGfU) and Sport Education (SE) pedagogical models share several objectives and pedagogical processes. Despite this seemingly uncanny relationship, few studies have examined the efficacy of a hybrid TGfU/SE pedagogical model, particularly how a teacher’s utilization of such a model impacts on student motivation. The purpose of the current study was to investigate the effect a hybrid TGfU/SE unit, in comparison to direct instruction, on students’ perceptions of various aspects of their motivation to engage in physical education (autonomous motivation, basic psychological needs, enjoyment and intention to be physically active). A crossover design was utilized, using the technique of counterbalancing. One group experienced a hybrid SE/TGfU unit first, followed by a unit of direct instruction. A second group experienced the units in the opposite order. Participants were 55 students. The intervention was conducted over a total of 16 lessons. The hybrid unit was designed according to the characteristics of SE by using seasons, roles, persistent teams, etc. Learning tasks set by the teacher during individual lessons, however, were designed according to the pedagogical principles of TGfU. Student motivation data was generated using validated questionnaires. Results showed that regardless of the order of intervention, the two groups showed significant improvements in autonomy, competence and enjoyment when they were taught using the hybrid model. Instead, in the variables autonomous motivation, relatedness and intention to be physically active there were no significant improvements in one group. These results demonstrate that it is possible to design varied learning situations in which affiliation, leadership and trust are fostered, while tasks are adapted to the characteristics of the students. All this can cause greater autonomous motivation, and consequently, perceived competence in the student, a positive image of the sport to

  11. Influence of sports games classes in specialized sections on formation of healthy lifestyle at students of the highest educational institutions

    OpenAIRE

    Kudryavtsev, M.; Galimova, A.; Alshuvayli, Kh.; Altuvayni, A.

    2018-01-01

    In modern society, the problem of formation of healthy lifestyle at youth, in particular, at students of the highest educational institutions is very relevant. Sport is a good mean for motivation, in this case – sports games. Purpose: to reveal consequences of participation in sports games and influence of these actions on healthy lifestyle of students of the highest educational institutions, to designate a role of classes in the sections, specializing in preparation for sports games in this ...

  12. Use of mobile and educational games in the sports training of young football players

    Directory of Open Access Journals (Sweden)

    Volodymyr Naumchuk

    2018-02-01

    Full Text Available Purpose: determine the content and sequence of the use of mobile and educational games in the process of sports training for young football players. Material & Methods: analysis, synthesis and generalization of scientific information on the problem of research, educational and methodological literature and Internet sources, pedagogical observations. Results: it is established that the effectiveness of the use of mobile and educational games should be ensured not only through their appropriate selection in accordance with the pedagogical conditions and due organizational and methodical decision, but also by determining the optimal sequence of their implementation in the training process, adapting their content and structure to the contingent students and a specific pedagogical situation. The generalized sequence of application of these games in the process of sports training of young football players is considered, on a specific example their approximate content is revealed. Conclusion: the content and sequence of the use of mobile and educational games are determined by methodological provisions that provide for the primary solution of the tasks of the individual side of the training of young football players with the subsequent resolution of interrelations in its limits. After that, those tasks of a certain side of sports training that can be solved by means of another are realized. In the future, the relationship and integration of two or more parties of long-term training is carried out in control games and official competitions.

  13. Play, game, sport – and democratic self-determination

    DEFF Research Database (Denmark)

    Eichberg, Henning

    2015-01-01

    degree contradictory? Several languages use “play” and “game” in a differentiated way: Animals play, but do not engage in games – and the Olympic Games are not Olympic Play. Beneath this dualism, the relation becomes more complex and less dualistic, as Danish, Basque, and Korean languages show. We have......Sport as a sort of game receives its almost religious, sacral undertones from its kinship with play. This is what we learn from educational idealism as well as from Olympic ideology. At a closer glimpse, the phenomena of play, game, and sport are, however, much more differentiated – and to some...... to listen to the deeper knowledge of languages. Maybe, etymology and the anonymous folk speaking through language can tell us something important. Something which is more substantial than the sacral and normative constructions of sport idealism. The differentiation between play, game, and sport has...

  14. An Immersive VR System for Sports Education

    Science.gov (United States)

    Song, Peng; Xu, Shuhong; Fong, Wee Teck; Chin, Ching Ling; Chua, Gim Guan; Huang, Zhiyong

    The development of new technologies has undoubtedly promoted the advances of modern education, among which Virtual Reality (VR) technologies have made the education more visually accessible for students. However, classroom education has been the focus of VR applications whereas not much research has been done in promoting sports education using VR technologies. In this paper, an immersive VR system is designed and implemented to create a more intuitive and visual way of teaching tennis. A scalable system architecture is proposed in addition to the hardware setup layout, which can be used for various immersive interactive applications such as architecture walkthroughs, military training simulations, other sports game simulations, interactive theaters, and telepresent exhibitions. Realistic interaction experience is achieved through accurate and robust hybrid tracking technology, while the virtual human opponent is animated in real time using shader-based skin deformation. Potential future extensions are also discussed to improve the teaching/learning experience.

  15. Effect of the Sport Education Tactical Model on Coeducational and Single Gender Game Performance

    Science.gov (United States)

    Pritchard, Tony; McCollum, Starla; Sundal, Jacqueline; Colquit, Gavin

    2014-01-01

    Physical education teachers are faced with a decision when teaching physical activities in schools. What type of instructional model should be used, and should classes be coeducational or single gender? The current study had two purposes. The first purpose investigated the effectiveness of the sport education tactical model (SETM) during game play…

  16. Analysis and modification of traditional games and sports towards their correct use in educational contexts

    Directory of Open Access Journals (Sweden)

    Antonio Méndez-Giménez

    2011-01-01

    Full Text Available This article supports the idea of modifying traditional games and sports in order to provide students with significant educational experiences. First, a structural-functional analysis of traditional games is presented. Second, a teaching strategy to enhance their potential in physical education classes is introduced. Third, an approach to make traditional games more vivid for students is offered. The structure of each of the traditional games’ categories is revised, and a few changes are introduced bearing in mind the children’s characteristics and the school context’s limitations. Finally, homemade materials are presented as a perfect tool for these changes, and to foster children’s participation and motivation on traditional games

  17. Pre-sport games of Badminton for the sport for all

    Directory of Open Access Journals (Sweden)

    Maidelín Díaz Miranda

    2016-12-01

    Full Text Available The games are the fundamental activity in the children by means of which you/they are developed physical and intellectually, of here the motivation of investigating on the application of several of them in the sport for all, specifically with the project badminton. Keeping in mind the few games that are used to contribute to the development of the abilities in this sport, is that we think about to structure pre-sport games with that purpose and to improve this way the assimilation of the dexterities of the children that practice this discipline in the Sport for All". For it, besides the theoretical methods, empiric methods were used as the observation and the interview. The work shows the assimilation of the abilities and technical basic of the badminton, through games, jointly with aspects on the sport for all, besides being presented 8 structured games, which contribute to the learning of the basic abilities of the badminton.

  18. Deliberate practice and performance in music, games, sports, education, and professions: a meta-analysis.

    Science.gov (United States)

    Macnamara, Brooke N; Hambrick, David Z; Oswald, Frederick L

    2014-08-01

    More than 20 years ago, researchers proposed that individual differences in performance in such domains as music, sports, and games largely reflect individual differences in amount of deliberate practice, which was defined as engagement in structured activities created specifically to improve performance in a domain. This view is a frequent topic of popular-science writing-but is it supported by empirical evidence? To answer this question, we conducted a meta-analysis covering all major domains in which deliberate practice has been investigated. We found that deliberate practice explained 26% of the variance in performance for games, 21% for music, 18% for sports, 4% for education, and less than 1% for professions. We conclude that deliberate practice is important, but not as important as has been argued. © The Author(s) 2014.

  19. Mediating Peer Teaching for Learning Games: An Action Research Intervention Across Three Consecutive Sport Education Seasons.

    Science.gov (United States)

    Farias, Cláudio; Mesquita, Isabel; Hastie, Peter A; O'Donovan, Toni

    2018-03-01

    The purpose of this study was to provide an integrated analysis of a teacher's peer-teaching mediation strategies, the student-coaches' instruction, and the students' gameplay development across 3 consecutive seasons of sport education. Twenty-six 7th-grade students participated in 3 consecutive sport education seasons of invasion games (basketball, handball, and soccer). The research involved 3 action research cycles, 1 per season, and each cycle included the processes of planning, acting and monitoring, reflecting, and fact finding. Data collection consisted of videotape and audiotape records of all 47 lessons, a reflective field diary kept by the first author in the role of teacher-researcher, and a total of 24 semistructured focus-group interviews. Trustworthiness criteria for assuring the quality of qualitative research included extensive data triangulation, stakeholders' crosschecking, and collaborative interpretational analysis. Through the application of systematic preparation strategies, student-coaches were able to successfully conduct team instruction that resulted in students' tactical development and improved performance. Aspects such as the study of predominant configurations of players' gameplay and similar tactical principles across games within the same category prevented a setback in the complexity of the learning content addressed at the beginning of each season. Players also showed an increasing ability to adapt gameplay to game conditions. While sport education has the capacity to develop competent players, different levels of teacher guidance and learners' instructional responsibility are necessary when teaching tactics.

  20. eSports Gaming and You

    Science.gov (United States)

    Engerman, Jason A.; Hein, Robert J.

    2017-01-01

    Digital gaming communities are nuanced and developing. The eSports community has advanced in noticeable ways and represents the highest form of online competitive play for digital gaming environments. Due to the high stakes nature of eSports, its participants sit on the very edge of strategic planning boundaries and push the ceiling of…

  1. Local Positioning Systems in (Game) Sports

    Science.gov (United States)

    Leser, Roland; Baca, Arnold; Ogris, Georg

    2011-01-01

    Position data of players and athletes are widely used in sports performance analysis for measuring the amounts of physical activities as well as for tactical assessments in game sports. However, positioning sensing systems are applied in sports as tools to gain objective information of sports behavior rather than as components of intelligent spaces (IS). The paper outlines the idea of IS for the sports context with special focus to game sports and how intelligent sports feedback systems can benefit from IS. Henceforth, the most common location sensing techniques used in sports and their practical application are reviewed, as location is among the most important enabling techniques for IS. Furthermore, the article exemplifies the idea of IS in sports on two applications. PMID:22163725

  2. Speedminton: Using the Tactical Games Model in Secondary Physical Education

    Science.gov (United States)

    Oh, Hyun-Ju; Bullard, Susan; Hovatter, Rhonda

    2011-01-01

    Teaching and learning of sport and sports-related games dominates the curriculum in most secondary physical education programs in America. For many secondary school students, playing games can be exciting and lead to a lifetime of participation in sport-related activities. Using the Tactical Games Model (TGM) (Mitchell et al., 2006) to teach the…

  3. ELECTRONIC SPORT: HOW PRO-GAMING NEGOTIATES TERRITORIAL BELONGING AND GENDER

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    Janina Maric

    2011-11-01

    Full Text Available The article explores the phenomenon of electronic sport (e-sport, which refers to organised and competitive video gaming. It is approached as a 'social world' and a specific culture of gaming, which produces organised groups, events and broadcasting. Located at the intersection of gaming and sports, e-sport adopts elements from both areas. From a grounded theory perspective, the article discusses the contexts, meanings and practices of pro-gaming within e-sport as researched in a study consisting of semi-structured interviews with e-sport fans, gamers, journalists and team managers and observation of e-sport events and clubhouses. The results point out that territorial belonging and gender remain relevant for pro-gaming. Both can inspire belonging and result in exclusions or inclusions. But while territorial belonging is adopted as a flexible practice, gender is structuring gaming within e-sport.

  4. ELECTRONIC SPORT: HOW PRO-GAMING NEGOTIATES TERRITORIAL BELONGING AND GENDER

    OpenAIRE

    Janina Maric

    2011-01-01

    The article explores the phenomenon of electronic sport (e-sport), which refers to organised and competitive video gaming. It is approached as a 'social world' and a specific culture of gaming, which produces organised groups, events and broadcasting. Located at the intersection of gaming and sports, e-sport adopts elements from both areas. From a grounded theory perspective, the article discusses the contexts, meanings and practices of pro-gaming within e-sport as researched in a study consi...

  5. Game story space of professional sports: Australian rules football

    Science.gov (United States)

    Kiley, Dilan Patrick; Reagan, Andrew J.; Mitchell, Lewis; Danforth, Christopher M.; Dodds, Peter Sheridan

    2016-05-01

    Sports are spontaneous generators of stories. Through skill and chance, the script of each game is dynamically written in real time by players acting out possible trajectories allowed by a sport's rules. By properly characterizing a given sport's ecology of "game stories," we are able to capture the sport's capacity for unfolding interesting narratives, in part by contrasting them with random walks. Here we explore the game story space afforded by a data set of 1310 Australian Football League (AFL) score lines. We find that AFL games exhibit a continuous spectrum of stories rather than distinct clusters. We show how coarse graining reveals identifiable motifs ranging from last-minute comeback wins to one-sided blowouts. Through an extensive comparison with biased random walks, we show that real AFL games deliver a broader array of motifs than null models, and we provide consequent insights into the narrative appeal of real games.

  6. Teachers and Students' Perceptions of a Hybrid Sport Education and Teaching for Personal and Social Responsibility Learning Unit

    Science.gov (United States)

    Fernandez-Rio, Javier; Menendez-Santurio, Jose Ignacio

    2017-01-01

    Purpose: The purpose of this study was to assess students and teachers' perceptions concerning their participation in an educational kickboxing learning unit based on a hybridization of two pedagogical models: Sport Education and Teaching for Personal and Social Responsibility. Method: Seventy-one students and three physical education teachers…

  7. Freud on play, games, and sports fanaticism.

    Science.gov (United States)

    Holowchak, M Andrew

    2011-01-01

    Much has been written in the secondary literature on Freud's aggression-release perspective vis-à-vis competitive sports. Very little has been written, however, on Freud's own explicit contribution to play, games, and sport. That is likely the result of Freud's reluctance to take up them--especially from the gamesman's and sportsman's points of view. One can, however, tease out the development of Freud's thoughts on games, play, and sport through a careful examination of his corpus over time. In doing so, one finds an early view of play and games, where the drives behind those activities are self- and other-preservative, and a later view, where Freud introduces his death drive. The article ends with some notions on what Freud might have said on the fanaticism that accompanies competitive sport, had he expressly taken up the issue.

  8. Laughter in popular games and in sport

    DEFF Research Database (Denmark)

    Eichberg, Henning

    2013-01-01

    , techniques and evaluation of the competitive action. This is told as a story of social improvement and progress--and about turning unhealthy wildness into civilized 'healthy' sport activity. What sociological analysis of game-playing tended to ignore was the laughter of the participants. With the seriousness...... of modern sport, as it was established in the nineteenth century, a culture of laughter disappeared. This study tries to counter this mainstream by a phenomenology of laughter in popular games. A contrasting attention is turned towards the seriousness of sporting competition, the smile in modern sport...... and fitness, and the 'underground' dimension of laughter in modern sports. By comparative analysis, laughter reveals as a bodily discourse about the imperfect human being. It tells an oppositional story about the perfectionism in the order of Western thinking--in sports as well as in health. The bodily...

  9. Game-specific characteristics of sport-related concussions.

    Science.gov (United States)

    Helmich, Ingo

    2018-01-01

    Concussions are common incidences in sports. However, game-specific characteristics such as tactics, field positions, etc. might positively/negatively contribute to the occurrence of mild traumatic brain injuries (mTBI) in various sports such as soccer, volleyball, handball, or basketball. Thus, the intention of this study was to analyze game-specific characteristics of concussive incidents in active players from the perspective of different sportive disciplines. Four sport-specific questionnaires for soccer, handball, volleyball and basketball were established using an online survey tool. A total of 3001 participants completed the questionnaires. 18% of the participants answered that they had experienced a concussion which significantly differed depending on the sport practiced (χ2(3)=56.868, Pconcussions on the amateur level, volleyball players experienced most on the professional level and basketball players during leisure play (χ2(9)=112.667, Pconcussions by a collision with another player, volleyball players instead experienced most concussions by hits from the ball (χ2(6)=211.260, Pconcussive incidences (χ2(7)=19.638, Pconcussions (χ2(6)=13.617, Pconcussions are sport-specific and particularly concern amateurs. This indicates that most concussions in ball games appear in situations, where medical care units are not necessarily present. Preventive measures should therefore especially address amateurs in ball sports.

  10. A Sports Franchise Simulation Game

    Science.gov (United States)

    Surdam, David G.

    2009-01-01

    Students in sports economics courses might better learn the basic concepts by running their own franchise. A simple game, based on the card game War, is easy and inexpensive to implement. Students quickly grasp the importance of weighing marginal benefits, both in terms of team record and marginal revenue, against the costs of improving their…

  11. Using Instruments for Tactical Assessment in Physical Education and Extra-Curricular Sports

    Science.gov (United States)

    Arias-Estero, José; Castejón, Francisco

    2014-01-01

    The aim was to analyse the features concerning the applicational purpose and strategy of the most common instruments used to assess game tactics both in Physical Education (PE) and in extra-curricular sport contexts. The review focused on two instruments: the Game Performance Assessment Instrument (GPAI) and the Team Sport Assessment Procedure…

  12. Movement games in sports training of children

    OpenAIRE

    Komoň, Tomáš

    2015-01-01

    Title: Movement Games in Sports Training of Children Objectives: Create a systemized inventory of movement games. Movement games categorized according to which football skills can developed. Verify popularity of the each movement game in simple questionnaire. Methods: The literature search and data analysis. Also, quantitative research in the form of a simple questionnaire. Results: Systematized inventory of 39 movement games with methodological descriptions. Each movement game has feedback i...

  13. How Sport and Physical Activity Education Could Contribute to Human Survival

    Directory of Open Access Journals (Sweden)

    Earle F. Zeigler

    2014-10-01

    Full Text Available Sport and related physical activity education are not being employed in the best possible ways in the developed world because the decision-makers in society don’t truly understand the situation. Illogically, people of all ages in the developed world are not getting sufficient physical activity, whereas those in the undeveloped world are getting too much! In addition, the author questions the vast overemphasis on highly competitive sport at the various levels including the Olympic Games. Further, the situation for the majority of “special-needs” people is poor including those who are exploited by sport competition overemphasis. Six different types of selected competencies are recommended for all children and youth within the educational-system experience. Finally, the author asks five specific questions that should be considered as we seek to improve the overall situation. Keywords: sport and physical activity education, memes, the Olympic Games

  14. Design sensitivities for interactive sport-training games

    DEFF Research Database (Denmark)

    Jensen, Mads Møller; Rasmussen, Majken Kirkegård; Grønbæk, Kaj

    2014-01-01

    and reflected upon. Based on the experiences gained from the design and development process, as well as examples from the existing field and skill acquisition theory, we present three areas of interest to consider for interactive sport-training game designers: Context Characteristics, Movement Patterns...... and Perceptual Reaction. From a discussion of these areas, we derive eight design sensitivities that emphasize issues, challenges and opportunities, important for the design, development and analysis of interactive sport-training games in general.......This paper presents the design and development process of an interactive football-training game that aims to improve players' ball-handling skills, and their ability to simultaneously survey the playing field. A small-scale experiment was conducted to test the game, and the results are presented...

  15. Perspectives on a Learning-Model for Innovating Game-Based Movement in Sports and Health

    DEFF Research Database (Denmark)

    Elbæk, Lars; Friis, Jørgen Jakob

    2017-01-01

    science and health education. We therefore ask: Which learning approach and educational factors does a learning model need to provide, in order to establish the best foundation for learning innovation and the design of game-based movement solutions within sport and health education? This paper suggests......As fitness trackers promote the quantifiable self and exergaming and interactive playful installations find their way into the public domain, the design for movement comes into focus. New trends like mobile platforms for gamed-based interaction, such as Pokémon GO, are also attempting to promote...... an active lifestyle. Such digitally supported movement promote health and underlines a need for students to understand that movement design incorporates many aspects: technology, gamification, motivation and understanding of health. To support this, a movement innovation program was needed at our sports...

  16. Game Mechanics and Bodily Interactions: Designing Interactive Technologies for Sports Training

    DEFF Research Database (Denmark)

    Jensen, Mads Møller

    and enjoyment. Thus, despite being two coexisting research areas, they do not extend or contribute to one another per se. However, bridging this gap by combining skill acquisition knowledge from sports training technologies with motivational game mechanics from bodily games holds great potential for designing...... and developing relevant and engaging training experiences. I term this combination interactive sports training games. This dissertation bridges this gap by exploring how to design and develop bodily interactions that leverage the quality and engagement of sports training by using game mechanics, but also how...... to identify and avoid the pitfalls and challenges that emerge in the process. It further explores how competition can be facilitated in bodily games and how it affects players. These explorations are done by designing, developing and evaluating innovative interactive sports training games. The results...

  17. Virtual(ly) Athletes: Where eSports Fit within the Definition of "Sport"

    Science.gov (United States)

    Jenny, Seth E.; Manning, R. Douglas; Keiper, Margaret C.; Olrich, Tracy W.

    2017-01-01

    Electronic sports, cybersports, gaming, competitive computer gaming, and virtual sports are all synonyms for the term eSports. Regardless of the term used, eSports is now becoming more accepted as a "sport" and gamers are being identified as "athletes" within society today. eSports has even infiltrated higher education in the…

  18. Review of the status of learning in research on sport education: future research and practice.

    Science.gov (United States)

    Araújo, Rui; Mesquita, Isabel; Hastie, Peter A

    2014-12-01

    attend to the complexity of this process. Key PointsDespite research regarding has showed students' improvements during the participation in Sport Education seasons, it remains somewhat equivocal.The studies included in this review show students' improvements on skill, knowledge and tactical development, as we as game play, during the participation in Sport Education units.Some studies report superior learning opportunities to boys and higher skill-level students while other studies exposed superior learning opportunities to girls and lower skill-level students.The effect of time on students' learning and the control of the teaching-learning process within Sport Education units can explain these equivocal results.Future research is encouraged to consider the implementation of protocols for student-coaches' preparation, hybrid models, a retention test, the interaction of gender and skill level, and use research designs that attend to the complexity of the teaching-learning process.

  19. Identifying core, exciting, and hybrid attributes in fans' assessments of major (World Cup) spectator sports events.

    Science.gov (United States)

    Gau, Li-Shiue

    2013-12-01

    This paper adopts a methodology of asymmetrical analyses to investigate the relevant importance of spectator sport attributes in terms of their non-linear associations with the benefits that fans experience while watching sports. Questionnaires tapping 16 attributes (e.g., teamwork, sportsmanship, level of competition) and 16 benefits (e.g., good mood, exciting experience, support for my favorite team) were distributed to a sample of fans at the outdoor broadcast of the 2010 World Cup final game at the National Stadium in Kaohsiung, Taiwan. 427 participants rated the importance and benefit of each attribute experienced from watching the game. Attributes were categorized as core, exciting, or hybrid attributes. The star player was the core attribute; rivalry, popularity, and coach were the exciting attributes; and the other 12 attributes were hybrid. Two-dimensional space analyses showed that attributes "sportsmanship, teamwork, and supporting a team" were both explicitly and implicitly important attributes. The methodology of asymmetrical analyses can help managers prioritize the focus of attributes and allocate resources effectively.

  20. Examining the Influence of Sport Education on the Precursors of Amotivation

    Science.gov (United States)

    Perlman, Dana; Caputi, Peter

    2017-01-01

    The purpose of this study was to examine the influence of Sport Education on the constructs that facilitate amotivation. A total of 78 amotivated secondary students were engaged in a 15-lesson unit of badminton taught using the Sport Education or skill-drill-game approach. Constructs that facilitate amotivation were assessed using the Amotivation…

  1. Investigation of Relationships in the Children's Team in the Process of Sports Gaming

    Directory of Open Access Journals (Sweden)

    Lyudmila N. Voloshina

    2017-09-01

    Full Text Available The article presents the results of studying the children's readiness (in the age of 5-7 years old to interact with peers and adults in the elementary sports and gaming activities. The study was carried out within the framework of the pilot program of the Russian Academy of Education, based on the pre-school educational institutions in the city of Belgorod. To study the relationship in the children's team we used observation, sociometric technique, and diagnostic game situation. The analysis of results obtained showed the presence of problems of readiness to interact with peers and the formation of a communicative component of social experience in children in the age of 5-7 years old. Namely: insufficient level of children's independence, limited ideas about the possibility of using the sports and gaming activities in their own experience, low level of social and normative behavior. The results of the study confirmed the data previously presented in the publications on the growth in the number of preschool children not capable to interpersonal interaction.

  2. Skill and tactical development during a sport education season.

    Science.gov (United States)

    Hastie, P A

    1998-12-01

    The purpose of this study was to examine the development of skill competence and tactical sophistication during a games unit conducted following the features of sport education provided by Siedentop (1994). One team of six players was followed through a 30-lesson season of "Ultimate." Using Gréhaigne, Godbout, and Bouthier's (1997) formula for an efficiency index, together with a number of other measures of skill and tactical competence, it was determined that these students made significant improvements in selection and execution dimensions of the game. Furthermore, lower skilled students did not feel marginalized within their teams and believed they had equal opportunities for improvement. The key reasons for developing competence in this setting were the sufficient length of the season to allow for significant practice opportunities and the consistent team membership throughout season, which allowed all players to develop a sense of usefulness. This curriculum model provides one way students can develop skills through a system of game playing, provided sport education units are structured to prevent the more skillful players from dominating the games.

  3. Effects of Student Skill Level on Knowledge, Decision Making, Skill Execution and Game Performance in a Mini-Volleyball Sport Education Season

    Science.gov (United States)

    Mahedero, Pilar; Calderón, Antonio; Arias-Estero, José Luis; Hastie, Peter A.; Guarino, Anthony J.

    2015-01-01

    The purpose of the paper was to examine the effects of student skill level on knowledge, decision making, skill execution and game performance in a mini-volleyball Sport Education season. Forty-eight secondary school students from two classes participated in a 12 lesson season. Knowledge, decision-making and skill execution (components of game…

  4. Video Gaming Disorder and Sport and Exercise in Emerging Adulthood: A Longitudinal Study.

    Science.gov (United States)

    Henchoz, Yves; Studer, Joseph; Deline, Stéphane; N'Goran, Alexandra A; Baggio, Stéphanie; Gmel, Gerhard

    2016-01-01

    Among the negative consequences of video gaming disorder, decreased participation in sport and exercise has received little attention. This study aimed to assess the longitudinal association between video gaming disorder and the level of sport and exercise in emerging adult men. A questionnaire was completed at baseline and 15-month follow-up by a representative national sample of 4,933 respondents. The seven items of the Game Addiction Scale were used to construct a latent variable representing video gaming disorder. Level of sport and exercise was also self-reported. Cross-lagged path modeling indicated a reciprocal causality between video gaming disorder and the level of sport and exercise, even after adjusting for a large set of confounders. These findings support the need for better promotion of sport and exercise among emerging adults in order to contribute to the prevention of video gaming disorder, and to raise the level of sport and exercise activity in addicted gamers.

  5. Sports and games for post-traumatic stress disorder (PTSD).

    Science.gov (United States)

    Lawrence, Sue; De Silva, Mary; Henley, Robert

    2010-01-20

    Traumatic experiences evoke emotions such as fear, anxiety and distress and may encourage avoidance of similar situations in the future. For a proportion of those exposed to a traumatic event, this emotional reaction becomes uncontrollable and can develop into Post Traumatic Stress Disorder (PTSD) (Breslau 2001). Most of those diagnosed with PTSD fully recover while a small proportion develop a chronic PTSD a year after the event (First 2004). Sports and games may be able to alleviate symptoms of PTSD. 1. To assess the effectiveness of sports, and games in alleviating and/or diminishing the symptoms of PTSD when compared to usual care or other interventions. 2. To assess the effectiveness of different types of sports and games in alleviating and/or diminishing symptoms of PTSD. The Cochrane Collaboration Depression, Anxiety and Neurosis Controlled Trials Registers (CCDAN-CTR) were searched up to June 2008.The following databases were searched up to June 2008: the Cochrane Central registry of Controlled Trials; MEDLINE; EMBASE; CINAHL; PsycINFO. Reference lists of relevant papers were searched and experts in the field were contacted to determine if other studies were available. To be included, participants had to be diagnosed with PTSD using criteria outlined in the Diagnostic and Statistical Manual for Mental Disorders (DSM IV) and/or ICD criteria. Randomised controlled trials (RCTs) that considered one or more well-specified sports or games for alleviating and/or diminishing symptoms of PTSD were included.Sports, and games were defined as any organized physical activity done alone or with a group and non-physical activities such as computer games and card games done alone or with a group. Psychological interventions such as music therapy, art therapy and play therapy and behavioural therapy were excluded. Two reviewers (SL and MD) separately checked the titles and abstracts of the search results to determine which studies met the pre-determined inclusion criteria

  6. Game Play: What Does It Mean for Pedagogy to Think Like a Game Developer?

    Science.gov (United States)

    Pill, Shane

    2014-01-01

    What could a sport coach or sport teacher within physical education learn from digital game design and the way digital games capture, sustain, and maintain children's attention? Would the physical education learning experience be different if physical educators designed and enacted sport teaching by attempting to accommodate the learning needs and…

  7. Serious Games: improving the Learning Effect with Hybrid Games

    OpenAIRE

    Barhaug, Martin

    2017-01-01

    Previous work at NTNU has sparked an interest in hybrid board games. These kinds of games combine elements in digital and board games together. This has resulted in a platform called AnyBoard, which is a platform that makes it easier for developers to create and develop hybrid board games. The platform was created at NTNU and has been worked on by students and employees at the IDI institute. This thesis aims to investigate this platform, and look at the potential it has to influence learn...

  8. Review of the Status of Learning in Research on Sport Education: Future Research and Practice

    Science.gov (United States)

    Araújo, Rui; Mesquita, Isabel; Hastie, Peter A.

    2014-01-01

    use research designs that attend to the complexity of this process. Key Points Despite research regarding has showed students’ improvements during the participation in Sport Education seasons, it remains somewhat equivocal. The studies included in this review show students’ improvements on skill, knowledge and tactical development, as we as game play, during the participation in Sport Education units. Some studies report superior learning opportunities to boys and higher skill-level students while other studies exposed superior learning opportunities to girls and lower skill-level students. The effect of time on students’ learning and the control of the teaching-learning process within Sport Education units can explain these equivocal results. Future research is encouraged to consider the implementation of protocols for student-coaches’ preparation, hybrid models, a retention test, the interaction of gender and skill level, and use research designs that attend to the complexity of the teaching-learning process. PMID:25435778

  9. Public gaming: eSport and event marketing in the experience economy

    OpenAIRE

    Borowy, Michael

    2012-01-01

    This thesis situates organized competitive digital gaming (eSport) in the context of historical sport, the rise of the computer and video games industry, event marketing, and the experience economy. It argues that the oftentimes misattributed origins of eSport in truth first took place during the early 1980s in arcades, when the various criteria for sport, including public contest, a structured framework for victory and defeat, mediatization and promotion, professionalization, record-keeping,...

  10. Active Gaming: Is "Virtual" Reality Right for Your Physical Education Program?

    Science.gov (United States)

    Hansen, Lisa; Sanders, Stephen W.

    2012-01-01

    Active gaming is growing in popularity and the idea of increasing children's physical activity by using technology is largely accepted by physical educators. Teachers nationwide have been providing active gaming equipment such as virtual bikes, rhythmic dance machines, virtual sporting games, martial arts simulators, balance boards, and other…

  11. Does Playing Sports Video Games Predict Increased Involvement in Real-Life Sports Over Several Years Among Older Adolescents and Emerging Adults?

    Science.gov (United States)

    Adachi, Paul J C; Willoughby, Teena

    2016-02-01

    Given the extreme popularity of video games among older adolescents and emerging adults, the investigation of positive outcomes of video game play during these developmental periods is crucial. An important direction for research in this area is the investigation of a link between sports video game play and involvement in real-life sports among youth. Yet, this association has not been examined in the long-term among older adolescents and emerging adults, and thus represents an exciting new area for discovery. The primary goal of the current study, therefore, was to examine the long-term association between sports video game play and involvement in real-life sports clubs among older adolescents and emerging adults. In addition, we examined whether self-esteem was an underlying mechanism of this longitudinal association. We surveyed older adolescents and emerging adults (N = 1132; 70.6 % female; M age = 19.06 years, range of 17-25 years at the first assessment) annually over 3 years about their video game play, self-esteem, and involvement in real-life sports. We found a long-term predictive effect of sports video game play on increased involvement in real-life sports over the 3 years. Furthermore, we demonstrated that self-esteem was an underlying mechanism of this long-term association. Our findings make an important contribution to an emerging body of literature on the positive outcomes of video game play, as they suggest that sports video game play may be an effective tool to promote real-life sports participation and physical activity among older adolescents and emerging adults.

  12. Perceptions of a disability sport unit in general physical education.

    Science.gov (United States)

    Grenier, Michelle; Collins, Karen; Wright, Steven; Kearns, Catherine

    2014-01-01

    The purpose of this qualitative study was to assess the effectiveness of a disability sport unit in shaping perceptions of disability. Data from interviews, observations, and documents were collected on 87 elementary-aged students, one physical education teacher, and one teaching intern. Comparisons were drawn between fifth graders engaged in a five-week disability sport unit to fourth graders participating in their standard physical education curriculum. Findings revealed differences in the way fourth and fifth graders came to view individuals with disabilities. The results support an analysis of curriculum development that underscores the significance of the social model in positively impacting constructions of disability. Recommendations include the use of disability sports in physical education as an effective strategy for educating students in game play, knowledge of the Paralympics, and the inclusion of individuals with disabilities in a variety of sporting venues.

  13. Teaching Game Sense in Soccer

    Science.gov (United States)

    Pill, Shane

    2012-01-01

    "Game sense" is a sport-specific iteration of the teaching games for understanding model, designed to balance physical development of motor skill and fitness with the development of game understanding. Game sense can foster a shared vision for sport learning that bridges school physical education and community sport. This article explains how to…

  14. South African Journal for Research in Sport, Physical Education and ...

    African Journals Online (AJOL)

    South African Journal for Research in Sport, Physical Education and Recreation. ... with reference to game-specific-, anthropometric-, physical and motor variables · EMAIL FULL TEXT EMAIL FULL TEXT ... AJOL African Journals Online.

  15. Game Indicators Determining Sports Performance in the NBA.

    Science.gov (United States)

    Mikołajec, Kazimierz; Maszczyk, Adam; Zając, Tomasz

    2013-01-01

    The main goal of the present study was to identify basketball game performance indicators which best determine sports level in the National Basketball Association (NBA) league. The research material consisted of all NBA game statistics at the turn of eight seasons (2003-11) and included 52 performance variables. Through detailed analysis the variables with high influence on game effectiveness were selected for final procedures. It has been proven that a limited number of factors, mostly offensive, determines sports performance in the NBA. The most critical indicators are: Win%, Offensive EFF, 3rd Quarter PPG, Win% CG, Avg Fauls and Avg Steals. In practical applications these results connected with top teams and elite players may help coaches to design better training programs.

  16. South African Journal for Research in Sport, Physical Education and ...

    African Journals Online (AJOL)

    South African Journal for Research in Sport, Physical Education and ... Modifying scoring system at South African University rugby level changes game dynamics · EMAIL FULL TEXT EMAIL FULL TEXT ... AJOL African Journals Online.

  17. THE EVOLUTION OF THE WINTER PARALYMPIC GAMES AND SPORTS

    Directory of Open Access Journals (Sweden)

    Vasilios Giovanis

    2015-03-01

    Full Text Available Purpose: The aim of this research was to record and the evolution of the winter paralympic games and sports since 1976 until 2010. The history of the Winter Paralympic Games is relatively recent compared to that one of the Olympic Games. The first Games were held in 1976 in Ornskoldsvik, Sweden and the most recent, 38 years later in 2014, in Sochi, Russia. This article will examine the Winter Paralympic Games up until the ones in 2010 in Vancouver, Canada. During these years, there have been many changes in relation to the Games itself, the governing body of the Paralympic Movement, the sports’ facilities, the sports involved and sports’ categories. The motivation for writing this paper was the need to record and gather all of these items in one paper. Gathering information for the Winter Paralympic Games will be an important theoretical background. This information will create a database for the structure of the governing body of the Paralympic Games, for the organization of the Games [Local Organizing Committee (LOC, venues and equipment], for the evolution of the Winter Paralympic Sports and the categories of the athletes, as well as the evolution of the athletes’ and sports’ participation. Material : The research material that was used was mainly from the bibliography and records of the International Paralympic Committee (IPC, from the Official Post Games Reports and the Internet, while the research method that was used was descriptive. Moreover, the use of diagrams will depict the distribution of the participation of athletes and countries in each Games. Results : The participation of countries grew continuously and steadily from 16 to 44, during the years of 1976 to 2010 respectively. Regarding the athletes’ participation, starting in the first Games with 198 athletes, they reached the number of 502 in the 2010 Vancouver Winter Paralympic Games. The participation percentages of the athletes coming from Europe constituted the bulk

  18. Laughter in popular games and in sport. The other health of human play.

    Science.gov (United States)

    Eichberg, Henning

    2013-01-01

    Hurling in Cornwall, la soule in Britanny, Shrovetide football in England: Popular games have normally been treated as forerunners of modern sport, sport having regulated the space and the time of the game, the (non-) violence of behaviour, the control of results, the planning, strategy, tactics, techniques and evaluation of the competitive action. This is told as a story of social improvement and progress--and about turning unhealthy wildness into civilized 'healthy' sport activity. What sociological analysis of game-playing tended to ignore was the laughter of the participants. With the seriousness of modern sport, as it was established in the nineteenth century, a culture of laughter disappeared. This study tries to counter this mainstream by a phenomenology of laughter in popular games. A contrasting attention is turned towards the seriousness of sporting competition, the smile in modern sport and fitness, and the 'underground' dimension of laughter in modern sports. By comparative analysis, laughter reveals as a bodily discourse about the imperfect human being. It tells an oppositional story about the perfectionism in the order of Western thinking--in sports as well as in health. The bodily 'physiology' of laughter, the exploding psychical energy, and the inter-bodily social relations in laughter and play and game point towards the multi-dimensionality of health, as it was formulated by WHO: as "physical, mental, and social well-being".

  19. [Sports injuries and illnesses during the 2008 Olympic Games and 2013 China National Games in Shenyang Division].

    Science.gov (United States)

    Wang, Fengzhe; Chen, Zhian; Pan, Shinong; Liao, Wei; Zhan, Yuhua; Zheng, Liqiang; Wang, Yitong; Lu, Chunxue; Fu, Wei; Zhang, Xiaogang; Liang, Hongjun; Guo, Qiyong

    2015-05-05

    To retrospectively analyse the medical imaging examination results of the injuries and illnesses during the 2008 Olympic Games and 2013 China National Games in Shenyang Divison. Collected and analyzed the health information and medical imaging examination results from Shengjing Hospital of China Medical University during the two games. There was 9 cases of sports injuries in the 2008 Olympic Games, mainly for knee, ankle ligament injury and muscle sprain, 36 cases of sports injuries in the 2013 China National Games, mainly for head traumas (9 cases), knee injuries (7 cases), ankle injuries (7 cases), shoulder injures (4 cases). Competitions of high risk of being injured were wrestling (10 cases), track and field (8 cases), American football (6 cases). The most common cause of illness were respiratory system (60 cases) and the digestive system (27 cases) in the total 233 cases illnesses in the China National Games. Different sports have different characteristic, regularity and mechanism of injury. Medical imaging examination has important value in the diagnosis of injury during large games. The respiratory system and digestive system are the most common illnesses and affect the athletes training and competition as important as injuries. So illness is the focus on the medical care assurance of the large games.

  20. Recreational game and social sport as law policy. Its relationship with childhood in socially and economically deprived communities

    Directory of Open Access Journals (Sweden)

    Ianina Tuñón

    2014-06-01

    Full Text Available Currently, it is widely known that sports, exercise and recreational physical activities have benefits for human and social development as well as for their establishment as a human right within different legal activities. This right to sport and recreational game during childhood is made explicit in the Convention on the Rights of the Child (UN, 1989, and the National Education Act, and the Integral Protection Act (Law 26.061. The aim of this article is to analyze the implementation of public policies through a case study in La Matanza, in three socio-residential areas of slums or urban settlements, with children from 4 to 14 years old as the target population. Adopting qualitative perspectives, we carried out the analysis of the theoretical and methodological approach together with objective field practices. The results show that programs oriented towards sport as a social practice have limitations when it comes to translating the essence of human development from a rights approach into concrete practice, as well as covering, constructing and implementing educational offers in the field of game and recreational sport.

  1. Towards a Pattern Language for Hybrid Education

    DEFF Research Database (Denmark)

    Köppe, Christian; Nørgård, Rikke Toft; Pedersen, Alex Young

    2018-01-01

    In this paper we offer an initial framework for a pattern language of hybrid education. With the term hybrid education, we imply the use of educa- tional design patterns that actively strive to cut across, circumventing or upheave traditional dichotomies within education such as physical-digital......, academic-nonacademic, online-offline, formal-informal, learning-teaching and individual-collective. In doing so, hybrid education invites uncertainty, open-endedness, risk-taking, experimentation, critical creativity, disruption, dialogue and democracy (back) into the heart of education. Accordingly we see...... on teaching to the test, playing it safe, rankings or gaming the system approaches. Rather, hybrid education focuses on open-endedness, risk-taking, relational entanglements, experimentation, exploration and empathy. In this way, designing for hybrid education is in this paper achieved, partly by taking...

  2. A Mathematical Model of Game Refinement and Its Applications to Sports Games

    Directory of Open Access Journals (Sweden)

    Arie Pratama Sutiono

    2015-10-01

    Full Text Available This paper explores a mathematical model of game progress. We claim that a realistic model of the game progress during the in-game period is not linear but exponential. The second derivative value, i.e., acceleration in the sense of dynamics, is derived from the model and we propose to use the value as a measure of game refinement. T his i s b ecause a cceleration o f g ame p rogress s hould b e r elated t o t he e motional impact i n our minds, as thrill or engagement in games. We also evaluate well known games using our theory like sport games, that would further be classified by the rule to finish the game. It is expected that the game refinement theory will be widely used as a tool to assess the quality of various types of games as a new game theory.

  3. MANIFESTO FOR PHYSICAL EDUCATION AND SPORTS

    Directory of Open Access Journals (Sweden)

    Adrian Dragnea

    2009-10-01

    Full Text Available This manifesto elaboration was dictated by the necessity of rendering aware and consolidating, amongthe people and the decision bodies, the role of physical education and sports1 in the modern Romanian society, asa health, education and social integration factor.The formative-educative motor activities are confronted with newly-issued dangers and challenges thathave imposed this approach:- the statistics about the population’s health state, particularly among the young people, emphasizealarming increases of the morbidity ratio, sedentariness and obesity being the main factorsresponsible for the onset of different physical and psychical disorders;- the perspective of a population with a precarious health and the diminution of people’s motorcapacity jeopardize the durable economic development and the national security;- the diminution of people’s perception upon the formative role played by physical education andsports, which is reflected by the reduced number of physical education lessons in the corecurriculum,for certain categories of pupils, as well as by the reduced time allotted to sportspracticing;- the alarming reduced number of children and young people who practice sports, under differentforms;- the diminution of the Romanian sports performances at the international level, especially whencompeting in major contests - Olympic Games, World Championships and EuropeanChampionships;- the lack of consistency when applying the legislation in force, in relation with physical educationand sports, as well as the disharmonic points of view expressed by the decision factors (ministries,agencies etc.;- the alarming increased number of violence and corruption acts on the sports arenas and outsidethem, the young athletes’ exploitation, doping, racism, facts that are detrimental to the sportsphenomenon very essence.This document aims at stimulating the elaboration of some social policies and developmental strategiesat the national and local

  4. A Physical Education Dilemma: Team Sports or Physical Fitness.

    Science.gov (United States)

    Gilliam, G. McKenzie; And Others

    1988-01-01

    A study of 56 fifth graders found the traditional physical education approach (game techniques and fundamentals) was ineffective in improving scores on a health-related physical fitness test. Modification of the same sport (basketball) with conditioning exercises to improve cardiorespiratory and musculoskeletal function, produced improvement in…

  5. Game Indicators Determining Sports Performance in the NBA

    OpenAIRE

    Miko?ajec, Kazimierz; Maszczyk, Adam; Zaj?c, Tomasz

    2013-01-01

    The main goal of the present study was to identify basketball game performance indicators which best determine sports level in the National Basketball Association (NBA) league. The research material consisted of all NBA game statistics at the turn of eight seasons (2003?11) and included 52 performance variables. Through detailed analysis the variables with high influence on game effectiveness were selected for final procedures. It has been proven that a limited number of factors, mostly offen...

  6. Senior Games as Serious Sport Tourism

    Science.gov (United States)

    Heo, Jimmoo; King, Carina

    2009-01-01

    Stebbins (1992) defined serious leisure as the systematic pursuit of amateur, hobbyist, or volunteer activity that is substantial and interesting for the participants involved. This study investigated associations between serious leisure and sport tourism using Indiana Senior Games participants. This study used a self-report questionnaire to…

  7. Developing Students’ Technological Thinking by Means of Sports and Physical Education Activity

    Directory of Open Access Journals (Sweden)

    S. A. Novoselov

    2012-01-01

    Full Text Available The new context competence system of vocational training requires the system-creating interdisciplinary link. However, the lack of such interrelation between the humanities, social, economic disciplines and professional subjects badly affects the training results. The quality of training process can be improved by introducing the interdisciplinary principle. In this regard, the authors carried out the research aimed at solving the above problem by developing the method of interdisciplinary correlation and analyzing its system-creating basis.The paper substantiates the possibility of developing students’ technological thinking by means of sports and physical education activity corresponding to a particular professional one according to the universal morphology classification. It is demonstrated that technological thinking can be developed in the context of sports games under several organizational and methodical conditions. One of the proposed conditions concerns the project of a sport game improvement. The given method can find its application in designing the training process related to physical education of students of different profiles.  

  8. An Appreciative Inquiry Exploring Game Sense Teaching in Physical Education

    Science.gov (United States)

    Pill, Shane

    2016-01-01

    This paper reports on research framed as a strengths-based appreciative inquiry (AI) into the use of a game sense (GS) approach for sport and games teaching in physical education (PE). The aim of this research was to find the elements which sustain teachers in the use of a GS approach. This is particularly pertinent given strong advocacy for GS as…

  9. Games and gamification: an alternative for distance education models

    Directory of Open Access Journals (Sweden)

    Eliane Schlemmer

    2016-06-01

    Full Text Available This article presents research about how the games and gamification can contribute to the creation of new drawings in distance education. The goal was to understand the contribution of games and gamification, thought from "Games for Change" movement in view of Hybrids, Multimodal and Pervasive Coexistence Spaces configuration for learning, an approach between initial training and basic education. The research is exploratory and qualitative, inspired by the cartographic method of intervention research. It uses participant observation, the logbook and text records, audio, photo and digital video. The data are interpreted from the theoretical framework. In conclusion, the results show that the games and gamification enabled the development of teaching and learning situations that are configured as Hybrid, Multimodal and Pervasive Coexistence Space, a process of co-creation, from the critical reading of the everyday basic education, which sought to identify problems and how games and gamification could contribute to changes in the school. There was a greater engagement of the subjects of learning and reframing of lived experience in the initial training for primary education, from the critical reading of the school routine. The discussion arises about the need for reconfiguration of the teaching and curriculum practices, and how to organize them in time and space, starting from everyday problems, enabling the construction of learning pathways to contribute to an emancipatory education and citizen.

  10. Sports injuries and illnesses during the second Asian Beach Games.

    Science.gov (United States)

    Al-Shaqsi, Sultan; Al-Kashmiri, Ammar; Al-Risi, Ahmed; Al-Mawali, Suleiman

    2012-09-01

    Prevention of sport injuries and illnesses is a focus for epidemiological surveillance. To record and analyse all sports injuries and illnesses registered during the second Asian Beach Games. A descriptive epidemiological study using the International Olympic Committee Surveillance system to register injuries and illnesses during the second Asian Beach Games. The second Asian Beach Games hosted 1132 athletes from 43 countries competing in 14 beach sports. All National Olympic Committees' physicians of the participating teams were invited to report all injuries and illnesses. In addition, medical officers at the different Olympic venues and the main Olympic village reported injuries and illnesses treated at the clinics on a daily basis. A total of 177 injuries were reported equating to an incidence rate of 156.4 per 1000 registered athletes. Tent pegging recorded the highest incidence of injuries with 357 per 1000 registered athletes. The most prevalent injuries were in the foot/toe with 14.1% of all reported injuries. The majority of injuries were incurred during competition (75.4%). In addition, the most common mechanism of injury was contact with another athlete (n=42, 23.7%) and combined sudden and gradual overuse contributed to 30% of the total injury burden. Furthermore, 118 illnesses were reported resulting in an incidence rate of 104.2 illnesses per 1000 registered athletes. The most affected system was the respiratory tract (39.1%) with infection being the most common cause (n=33, 38.0%). The incidence of injury and illness differed significantly among the 14 sports. The data indicate that the risk of injury from beach games is sport dependant. This means that any preventive measures have to be tailored for each discipline. Furthermore, the study showed that respiratory infections are the commonest illness in beach sports and therefore, event organisers should focus improving public health measures and hygiene awareness.

  11. Collaborative Game-based Learning - Automatized Adaptation Mechanics for Game-based Collaborative Learning using Game Mastering Concepts

    OpenAIRE

    Wendel, Viktor Matthias

    2015-01-01

    Learning and playing represent two core aspects of the information and communication society nowadays. Both issues are subsumed in Digital Education Games, one major field of Serious Games. Serious Games combine concepts of gaming with a broad range of application fields: among others, educational sectors and training or health and sports, but also marketing, advertisement, political education, and other societally relevant areas such as climate, energy, and safety. This work focuses on colla...

  12. Sports video games: re-shaping football and re-defining fandom?

    OpenAIRE

    ervine bangor ac uk, j.

    2017-01-01

    This paper will examine ways in which football video games, such as Football Manager and FIFA, are re- shaping the sport of football and re-defining the relationship between fans and the sport. In so doing, it will explore ways in which football video games have been portrayed in both the UK and France through close study of the press, academic literature, the press and popular culture.To begin with, it will be argued that dismissive attitudes of some journalists and football managers towards...

  13. Educational games for health professionals.

    Science.gov (United States)

    Akl, E A; Sackett, K; Pretorius, R; Erdley, S; Bhoopathi, P S; Mustafa, R; Schünemann, H J

    2008-01-23

    The use of games as an educational strategy has the potential to improve health professionals' performance (e.g. adherence to standards of care) through improving their knowledge, skills and attitudes. The objective was to assess the effect of educational games on health professionals' performance, knowledge, skills, attitude and satisfaction, and on patient outcomes. We used a comprehensive search strategy including an electronic search of the following databases: DARE, EPOC register, CENTRAL, MEDLINE, EMBASE, CINAHL, AMED, ERIC, and Dissertation Abstracts Online (search date: January 2007). We also screened the reference list of included studies and relevant reviews, contact authors of relevant papers and reviews, and searched ISI Web of Science for papers citing studies included in the review We included randomized controlled trials (RCT), controlled clinical trials (CCT), controlled before and after (CBA) and interrupted time-series analysis (ITS). Study participants were qualified health professionals or in postgraduate training. The intervention was an educational game with "a form of competitive activity or sport played according to rules". Using a standardized data form we extracted data on methodological quality, participants, interventions and outcomes of interest that included patient outcomes, professional behaviour (process of care outcomes), and professional's knowledge, skills, attitude and satisfaction. The search strategy identified 1156 citations. Out of 55 potentially eligible citations, we included one RCT. The methodological quality was fair. The game, used as a reinforcement technique, was based on the television game show "Family Feud" and focused on infection control. The study did not assess any patient or process of care outcomes. The group that was randomized to the game had statistically higher scores on the knowledge test (P = 0.02). The findings of this systematic review do not confirm nor refute the utility of games as a teaching

  14. Sport psychology consultants’ perceptions of their challenges at the London 2012 Olympic Games

    DEFF Research Database (Denmark)

    Elsborg, Peter; Diment, Greg; Elbe, Anne-Marie

    2015-01-01

    The objective of this study was to explore how sport psychology consultants perceive the challenges they face at the Olympic Games. Post-Olympics semistructured interviews with 11 experienced sport psychology consultants who worked at the London Games were conducted. The interviews were transcribed...... and inductively content analyzed. Trustworthiness was reached through credibility activities (i.e., member checking and peer debriefing). The participants perceived a number of challenges important to being successful at the Olympic Games. These challenges were divided into two general themes: Challenges Before...... the Olympics (e.g., negotiating one’s role) and Challenges During the Olympics (e.g., dealing with the media). The challenges the sport psychology consultants perceived as important validate and cohere with the challenge descriptions that exist in the literature. The findings extend the knowledge on sport...

  15. Investigating Provision and Impact of the Primary Physical Education and Sport Premium: A West Midlands Case Study

    Science.gov (United States)

    Griggs, Gerald

    2018-01-01

    In March 2013, the UK government announced that it was to award the Primary Physical Education and Sport Premium funding to all English state-funded primary schools to improve provision of Physical Education and sport following the London 2012 Olympic Games. This study reports on seven schools in close geographical proximity to each other within…

  16. Impact of Sport-related Games on High School Students’ Communication Skills

    Directory of Open Access Journals (Sweden)

    Ozturk Ozden Tepekoylu

    2015-09-01

    Full Text Available In Recent studies underline the fact that adolescents are, at many times, likely to experience serious communication problems with their families and close environments. So, the aim of this study is to determine positive impact of sport-related games, which are performed as extracurricular activities, on high school students’ communication skills. In the study, pre, & post-tests was utilized with the control group’s experimental patterns. Two participant groups were made up of totally 30 high school students, 15 of whom would be in the experimental group and the rest of whom were in the control group. The former group was given sport- related 20 applications for 10 weeks during which the latter group would not deal with any extracurricular activities. Meanwhile, before and after the applications, data was collected by means of “The Communication Skills Scale” which was developed by Korkut (1996 and then analysed through “two-way ANCOVA” test techniques. Results clarify that the considerable gap in scores of the students’ pre, & post-tests perception concerning their communication skills are clearly attributed to sport-related games and it was also established that scores of the students in the experimental group were meaningfully higher than ones in the control group. However, perception of communication skills in the both groups was not significantly different by sex of the students. Moreover, the common effect of sex and participation on sport- related games was not found statistically meaningful in terms of communication skills. Consequently, it could be said that sport-related games impact positively communication skills.

  17. The Kladruby Games, the Paralympics, and the pre-history of disability sport

    Directory of Open Access Journals (Sweden)

    Roman Reismüller

    2017-06-01

    This article presents an account of the development of the Kladruby Games in Czechoslovakia from 1948, which in 2017 celebrate their 100th edition, in order to bring to light some of the hidden history of disability sport. We might be led to speculate on how the Kladruby Games might have developed from these very promising beginnings, had Srdečný received earlier support from the authorities, and the impetus to consider Olympic connections. Such speculations we consider to be fruitless, given the very different conceptions of disability sport at work here. Srdečný’s continuing commitment was to seeing the Kladruby Games as an impetus to the rehabilitative and recreational benefits of sport, rather than the contradictions experienced by the Paralympics in balancing elite performance values with its other aims.

  18. The Commonwealth Games as an Example of Bringing States Closer Through Sport

    Directory of Open Access Journals (Sweden)

    Kobierecki Michał Marcin

    2017-03-01

    Full Text Available The aim of the article is to investigate the issue of positive sports diplomacy directed at bringing countries closer and deepening cooperation between them. Generally, sports diplomacy is a broader term and may include various ways of utilizing sport, both negative and positive, even for the sake of nation-branding. Positive sports diplomacy most commonly refers to bringing hostile states closer together, but it may also be used to deepen political alliances or foster friendship and cooperation between states that are not mutually hostile. The research focuses on the latter form of positive sports diplomacy. The investigation is a case study concerning the Commonwealth Games, a sports event that is held once every four years and gathers countries and territories that used to belong to the former British Empire. The research therefore aims to determine whether this event, the second largest multisport event in the world, is significant from political and diplomatic perspectives. A second research question concerns whether the Commonwealth Games should be seen as an attempt by Great Britain to maintain influence in its former colonies. The research attempts to test the hypothesis that the Commonwealth Games are an important contributor to sustaining ties between states of the former British Empire.

  19. “INFLUENCE OF BASIC MOTOR ABILITIES AND CONOTIVE CRITERION ON RESULTS OF SUCCESS IN SOME SPORTS GAMES FOR STUDENTS OF TEACHING SCHOOL”

    Directory of Open Access Journals (Sweden)

    Midhat Mekić

    2008-08-01

    Full Text Available Upon the results of research it is possible to conclude that high level of influence of basic motor abilities and conotive criterion for successive results of sports games. Dominative predictions of values had conatice characteristic (A1,L17 and one test for judgment of explosiveness of lower extremities. For above mentioned results of this research, first of all, main values of defining hypothesis for further research, as well as promotion of education-teaching process of sports games in high schools.

  20. Educational games for health professionals.

    Science.gov (United States)

    Akl, Elie A; Kairouz, Victor F; Sackett, Kay M; Erdley, William S; Mustafa, Reem A; Fiander, Michelle; Gabriel, Carolynne; Schünemann, Holger

    2013-03-28

    The use of games as an educational strategy has the potential to improve health professionals' performance (e.g. adherence to standards of care) through improving their knowledge, skills and attitudes. The objective was to assess the effect of educational games on health professionals' performance, knowledge, skills, attitude and satisfaction, and on patient outcomes. We searched the following databases in January 2012: MEDLINE, AMED, CINAHL, Cochrane Central Database of Controlled Trials, EMBASE, EPOC Register, ERIC, Proquest Dissertations & Theses Database, and PsycINFO. Related reviews were sought in DARE and the above named databases. Database searches identified 1546 citations. We also screened the reference lists of included studies in relevant reviews, contacted authors of relevant papers and reviews, and searched ISI Web of Science for papers citing studies included in the review. These search methods identified an additional 62 unique citations for a total of 1608 for this update. We included randomized controlled trials (RCT), controlled clinical trials (CCT), controlled before and after (CBA) and interrupted time-series analysis (ITS). Study participants were qualified health professionals or in postgraduate training. The intervention was an educational game with "a form of competitive activity or sport played according to rules". Using a standardized data form we extracted data on methodological quality, participants, interventions and outcomes of interest that included patient outcomes, professional behavior (process of care outcomes), and professional's knowledge, skills, attitude and satisfaction. The search strategy identified a total of 2079 unique citations. Out of 84 potentially eligible citations, we included two RCTs. The game evaluated in the first study used as a reinforcement technique, was based on the television game show "Family Feud" and focused on infection control. The study did not assess any patient or process of care outcomes. The

  1. SPORTS AND TEHNICAL EDUCATION FOR TZHE STUDENTS OF TEACHING FACULTY

    Directory of Open Access Journals (Sweden)

    Goran Šekeljić

    2012-09-01

    Full Text Available The aim of this study was to examine the effects of physical education after primary and secondary education. An assessment of sports-technical education in the basic elements of gymnastics, volleyball and basketball was conducted on the sample of 104 students of the Faculty of Education in Uzice. The results indicate that about 80% of evaluated motor skills were performed error-free or with only minor errors in technique and posture, 15% of those covered by the survey performed the required elements with significant errors in technique and posture, and only a few percent do not have these skills. This means that the quality of teaching in primary and secondary schools, as far as men are concerned ,was such as to meet one of the main goals of education - the acquisition of basic sports and technical education. The results are significant because in this case it is about the students who will teach physical education to children of junior school age, and survey results indicate that they will be able to demonstrate the basic elements of gymnastics and sports games correctly.

  2. Sport psychology consultants’ perceptions of their challenges at the London 2012 Olympic Games

    DEFF Research Database (Denmark)

    Elsborg, Peter; Diment, Gregory; Elbe, Anne-Marie

    2014-01-01

    The aim of the study was to explore the challenges sport psychology consultants perceived at the 2012 London Olympic Games. Semi-structured interviews were conducted with 11 sport psychology consultants up to six weeks after the London Games. The interviews were transcribed and inductively content...... analyzed. The results show that consultants perceived a number of challenges important to being successful at the Olympic Games. These challenges were divided into two general themes: Challenges before the Olympics (e.g. negotiating your role) and Challenges during the Olympics (e.g. dealing with the media......). Furthermore, four different Sport psychology consultant roles during the Olympics could be defined. On the one hand, the reported challenges validate and cohere with the challenge descriptions in the literature. On the other hand, the data identifies individual contextual differences between the consultants...

  3. Sport Progressions.

    Science.gov (United States)

    Clumpner, Roy A.

    This book, which is primarily for secondary physical education teachers, presents a sequential approach to teaching skills that are essential to eight sports. The activities and lead-up games included in the book put beginning students directly into game-like situations where they can practice skills. Each chapter begins with a background of the…

  4. Recreational game and social sport as law policy. Its relationship with childhood in socially and economically deprived communities

    OpenAIRE

    Ianina Tuñón; Fernando Laiño; Hernán Castro

    2014-01-01

    Currently, it is widely known that sports, exercise and recreational physical activities have benefits for human and social development as well as for their establishment as a human right within different legal activities. This right to sport and recreational game during childhood is made explicit in the Convention on the Rights of the Child (UN, 1989), and the National Education Act, and the Integral Protection Act (Law 26.061). The aim of this article is to analyze the implementation of pub...

  5. Injuries in team sport tournaments during the 2004 Olympic Games.

    Science.gov (United States)

    Junge, Astrid; Langevoort, Gijs; Pipe, Andrew; Peytavin, Annie; Wong, Fook; Mountjoy, Margo; Beltrami, Gianfranco; Terrell, Robert; Holzgraefe, Manfred; Charles, Richard; Dvorak, Jiri

    2006-04-01

    Several authors have analyzed the incidence of injuries in a given sport, but only a few have examined the exposure-related incidence of injuries in different types of sports using the same methodology. Analysis of the incidence, circumstances, and characteristics of injuries in different team sports during the 2004 Olympic Games. Cohort study; Level of evidence, 2. During the 2004 Olympic Games, injuries in 14 team sport tournaments (men's and women's soccer, men's and women's handball, men's and women's basketball, men's and women's field hockey, baseball, softball, men's and women's water polo, and men's and women's volleyball) were analyzed. After each match, the physician of the participating teams or the official medical representative of the sport completed a standardized injury report form. The mean response rate was 93%. A total of 377 injuries were reported from 456 matches, an incidence of 0.8 injuries per match (95% confidence interval, 0.75-0.91) or 54 injuries per 1000 player matches (95% confidence interval, 49-60). Half of all injuries affected the lower extremity; 24% involved the head or neck. The most prevalent diagnoses were head contusion and ankle sprain. On average, 78% of injuries were caused by contact with another player. However, a significantly higher percentage of noncontact (57%) versus contact injuries (37%) was expected to prevent the player from participating in his or her sport. Significantly more injuries in male players (46%) versus female players (35%) were expected to result in absence from match or training. The incidence, diagnosis, and causes of injuries differed substantially between the team sports. The risk of injury in different team sports can be compared using standardized methodology. Even if the incidence and characteristics of injuries are not identical in all sports, prevention of injury and promotion of fair play are relevant topics for almost all team sports.

  6. The psychosocial impact of professional gambling, professional video gaming & eSports

    OpenAIRE

    Griffiths, MD

    2017-01-01

    The convergence of digital technologies, sport, and gambling industry has multiplied the possible combinations of products that, having originated in one field, have evolved into something different. This article briefly examines eSports and gambling, as well as a brief examination of the convergence between professional gambling and professional video game playing.

  7. TAFISA AND UNESCO JOINT EFFORT FOR BUILDING CULTURAL CAPITAL THROUGH TRADITIONAL SPORTS. AN ANALYSIS OF THE 5TH WORLD SPORT FOR ALL GAMES

    Directory of Open Access Journals (Sweden)

    Małgorzata Bronikowska

    2015-02-01

    Full Text Available The aim of this article is to emphasize and acknowledge traditional sports as an important historical and socio-cultural phenomenon. By describing ‘the traditional sports and games movement’ from its organization to some key ideas, the authors show how local and national heritage of physical culture is important to every society. Within the current process of globalization, which touches on not only economic and political domains but also cultural and ethnic ones, people need to be aware of their heritage and identity. Various forms of our own, indigenous physical activity are part of this identity. In this article, the authors show the general background to the current situation of traditional sports in a globalized world, which is the socio-cultural context in which they exist, by describing some examples of these kinds of sports and initiatives all over the world. Afterwards, the focus will turn to a particular event – The 5thWorld Sport for All Games – during which traditional sports and games are played and promoted, showing the existence of this kind of sport as a potentially efficient tool in promoting cultural exchange and preserving heritage in the contemporary world.

  8. The concept of sport initiation nowadays

    Directory of Open Access Journals (Sweden)

    Sixto González Víllora

    2009-01-01

    Full Text Available TIn this paper a wide analysis of bibliography related to the definition of sport initiation in the last decades is presented for this reason we have carried out a new view of the concept of games teaching in the early years from three points of view. First, teaching methods that have focused now on product, rather than on results. Second, teaching games concept has evolved from vertical to thematic approaches. Third, the context where sport is carried out, outlining leisure-health, education and competition-high performance. Finally we state that coexist as a result of linking this three points of view. One is more traditional, focusing games teaching on product, one sport and, in a certain way, on performance. On the other hand, second perspective is more focused on process, on thematic approaches and educational or leisure goals.

  9. Special aspects of para-olympic athletes’ sport activity in the process of self-education

    Directory of Open Access Journals (Sweden)

    V.V. Shuba

    2017-04-01

    Full Text Available Purpose: to determine and substantiate influence of self-education components of para-Olympic athletes’ sport activity. Material: in the research 46 para-Olympic athletes form three teams of game kinds of sports participated: combined football, basketball and volleyball teams of Ukraine. The program of self-education process’s organization was designed for 9 months and consisted of three stages. Pedagogic program consisted of 9 classes. Optimal time of one training session was 45 minutes a day (in total - 9 days. Results: we determined the need in consideration of athletes’ individual-personality features in organization the self-education process. We also substantiated and experimentally tested correlations, which facilitate: adequate organization of athletes’ self-education process; mastering of sport knowledge and skills of behavior in different extreme situations; realization of own potentials in sport and social life. Conclusions: the structure of athletes’ self -education is presented by combination of interconnected components: motivation-personal (motives, demands, settings, moral-will qualities and individual personal features; cognitive (system of knowledge about oneself and sport functioning; activity (formation of skills in self cognition, self-organization and self-control.

  10. Football Manager: Mutual Shaping between Game, Sport, and Community

    OpenAIRE

    Hocquet , Alexandre

    2016-01-01

    International audience; Football Manager is one of the most popular sports management video games. For twenty years now, it has been a best seller in all the countries of the world where football is culturally important. Its purpose is to simulate a manager's career with an emphasis on data analysis and number crunching, especially the football match scenario and the football players' quantified characteristics. The claimed realism of the game is therefore based, among other things, on the re...

  11. Researching Sport Education Appreciatively

    Science.gov (United States)

    Pill, Shane; Hastie, Peter

    2016-01-01

    In order to plan and enact appropriate learning environments in physical education (PE) teachers are increasingly directed to models based practice. The Sport Education model is one of these models for PE curriculum and teaching design that informs the content and pedagogical direction of sport teaching in PE. Despite Sport Education being well…

  12. Learning to teach motor games with others: Of being able to play at intervening as a teacher of Physical Education

    Directory of Open Access Journals (Sweden)

    Ivana Verónica Rivero

    2010-11-01

    Full Text Available During their training, students of Physical Education construct theoretical and practical knowledge about already known corporal practices. They learn about already known concepts. They re-define practical knowledge in a higher level of complexity and abstraction, assigning them educational value that will be the basis of their professional intervention. When they are taught to propose 'games which are not games proper' [activities or sports that the teacher presents as games, though not everybody can play them, the student of Physical Education has theoretical elements that support the use of the game as a pedagogic resource [both as content of other axes or as methodological strategy for the teaching of sports or motor skills]. Nevertheless, when teachers teach them to suggest popular games to amuse themselves, they find it difficult to plan and to justify their future intervention. The final results of a qualitative research, presented as a thesis for a master's degree, show that in Physical Education various forms of motor games are taught but only one way to play them: the not ludic one. One teaches to subordinate the way of playing to the form of the games proposed by the teacher. One teaches to move within the frame of the rules of the game, and to put the body at the service of the game

  13. Sport Tourism and its History and Contribution of Olympic Games to Touristic Promotion

    Directory of Open Access Journals (Sweden)

    Zafer Y I L D I Z

    2015-08-01

    Full Text Available Tourism sector is one of the sectors that gain momentum and importance with the globalization. One of the important sub branches of the tourism that attracts attention with 1 - 1 - 5 billion people and approximately 2 trillion world incomes is sport tourism. The first tourism movement is the start of Olympics in Ancient Greek and movement of people who want to watch these games. Due to the fact that this tourism type that emerges thanks to the sports activities, contributes the economic and social structure of that region, states carry out significant lobbying activities to host Olympics. The mass of the number of the sportsmen to attend to the sport activity and audience that come to watch these games and more importantly live s treams from the place of the games contribute significantly to the promotion of that region. While eating and drinking, traveling, souvenirs expenses are direct incomes; it significantly contributes to the transportation and carriage sector. The appearance of before and after of the Olympic regions show great difference. One of the most important examples is the province of Mersin that hosts the latest Mediterranean games. While infrastructure and supra structure investments made for the preparation of city to the games in a brief time change the appearance of the city, national and international promotions significantly change the province. Olympic causes important development beyond measure. The objective of this study is to specify social and economic con tributions of tourism type emerged by the sport activities on the region and raise awareness for its contribution to country promotion. The study bases significantly on the literature review. The study will have a solid structure by making use of the dome stic and international statistical data. The scope of the study is Olympics in general and Mediterranean games in Mersin Province in particular.

  14. Annika Sörenstam – a hybrid personal sports brand

    DEFF Research Database (Denmark)

    Cortsen, Kenneth

    2013-01-01

    method inspired by “symbolic interactionist” aspects and focusing on Annika Sörenstam's commercial success with personal sports branding and its interdependence with sports branding at the product and corporate levels. Data collection was conducted in accordance with interpretative research traditions...... and sports brands at the product and corporate levels – often underlining good ROIs for all involved parties if the sports branding process is executed well strategically. This article presents personal sports branding as a hybrid phenomenon, which is dynamic by heart and part of a well‐coordinated process...

  15. Gamers on Games and Gaming : Implications for Educational Game Design

    NARCIS (Netherlands)

    Van Staalduinen, J.P.

    2012-01-01

    In the past two decades, there has been a steadily increasing interest in the use of games for educational purposes. This has led to an increased design, use and study of educational games; games where the players learn through playing. However, experiments with the educational use of games have not

  16. Provisioning of game meat to rural communities as a benefit of sport hunting in Zambia.

    Directory of Open Access Journals (Sweden)

    Paula A White

    Full Text Available Sport hunting has reportedly multiple benefits to economies and local communities; however, few of these benefits have been quantified. As part of their lease agreements with the Zambia Wildlife Authority, sport hunting operators in Zambia are required to provide annually to local communities free of charge i.e., provision a percentage of the meat obtained through sport hunting. We characterized provisioning of game meat to rural communities by the sport hunting industry in Zambia for three game management areas (GMAs during 2004-2011. Rural communities located within GMAs where sport hunting occurred received on average > 6,000 kgs per GMA of fresh game meat annually from hunting operators. To assess hunting industry compliance, we also compared the amount of meat expected as per the lease agreements versus observed amounts of meat provisioned from three GMAs during 2007-2009. In seven of eight annual comparisons of these GMAs, provisioning of meat exceeded what was required in the lease agreements. Provisioning occurred throughout the hunting season and peaked during the end of the dry season (September-October coincident with when rural Zambians are most likely to encounter food shortages. We extrapolated our results across all GMAs and estimated 129,771 kgs of fresh game meat provisioned annually by the sport hunting industry to rural communities in Zambia at an approximate value for the meat alone of >US$600,000 exclusive of distribution costs. During the hunting moratorium (2013-2014, this supply of meat has halted, likely adversely affecting rural communities previously reliant on this food source. Proposed alternatives to sport hunting should consider protein provisioning in addition to other benefits (e.g., employment, community pledges, anti-poaching funds that rural Zambian communities receive from the sport hunting industry.

  17. Provisioning of game meat to rural communities as a benefit of sport hunting in Zambia.

    Science.gov (United States)

    White, Paula A; Belant, Jerrold L

    2015-01-01

    Sport hunting has reportedly multiple benefits to economies and local communities; however, few of these benefits have been quantified. As part of their lease agreements with the Zambia Wildlife Authority, sport hunting operators in Zambia are required to provide annually to local communities free of charge i.e., provision a percentage of the meat obtained through sport hunting. We characterized provisioning of game meat to rural communities by the sport hunting industry in Zambia for three game management areas (GMAs) during 2004-2011. Rural communities located within GMAs where sport hunting occurred received on average > 6,000 kgs per GMA of fresh game meat annually from hunting operators. To assess hunting industry compliance, we also compared the amount of meat expected as per the lease agreements versus observed amounts of meat provisioned from three GMAs during 2007-2009. In seven of eight annual comparisons of these GMAs, provisioning of meat exceeded what was required in the lease agreements. Provisioning occurred throughout the hunting season and peaked during the end of the dry season (September-October) coincident with when rural Zambians are most likely to encounter food shortages. We extrapolated our results across all GMAs and estimated 129,771 kgs of fresh game meat provisioned annually by the sport hunting industry to rural communities in Zambia at an approximate value for the meat alone of >US$600,000 exclusive of distribution costs. During the hunting moratorium (2013-2014), this supply of meat has halted, likely adversely affecting rural communities previously reliant on this food source. Proposed alternatives to sport hunting should consider protein provisioning in addition to other benefits (e.g., employment, community pledges, anti-poaching funds) that rural Zambian communities receive from the sport hunting industry.

  18. Mediating Peer Teaching for Learning Games: An Action Research Intervention across Three Consecutive Sport Education Seasons

    Science.gov (United States)

    Farias, Cláudio; Mesquita, Isabel; Hastie, Peter A.; O'Donovan, Toni

    2018-01-01

    Purpose: The purpose of this study was to provide an integrated analysis of a teacher's peer-teaching mediation strategies, the student-coaches' instruction, and the students' gameplay development across 3 consecutive seasons of sport education. Method: Twenty-six 7th-grade students participated in 3 consecutive sport education seasons of invasion…

  19. Some Sports Managers' Views about Values Education through Sports

    Science.gov (United States)

    Balci, Velittin; Erdeveciler, Övünç

    2017-01-01

    The indirect aim of this study is to ensure that sports and participation in sports are seen as new tools for values education. From this indirect goal, it was aimed to analyse the views of some Amateur Sports Club managers and supporters who were supposed to directly contribute to sports and the athletes about values education. The study was…

  20. design and production of trophies for selected sports and games

    African Journals Online (AJOL)

    DEPT OF AGRICULTURAL ENGINEERING

    ABSTRACT. Design and production of trophies for games and sports particularly in a form of metal art has .... ment used included buffing machine, electro- plating machine ..... ing and learning processes which involves criti- cal observation ...

  1. Sport Education as a Pedagogical Application for Ethical Development in Physical Education and Youth Sport

    Science.gov (United States)

    Harvey, Stephen; Kirk, David; O'Donovan, Toni M.

    2014-01-01

    The purpose of this paper is to consider four pedagogical applications within the Sport Education model to examine the ways in which a young person can become a literate sports person and develop ethical behaviour through engagement in physical education and youth sport. Through a systematic review of the Sport Education research literature we…

  2. MODELLING THE INTERACTION IN GAME SPORTS - RELATIVE PHASE AND MOVING CORRELATIONS

    Directory of Open Access Journals (Sweden)

    Martin Lames

    2006-12-01

    Full Text Available Model building in game sports should maintain the constitutive feature of this group of sports, the dynamic interaction process between the two parties. For single net/wall games relative phase is suggested to describe the positional interaction between the two players. 30 baseline rallies in tennis were examined and relative phase was calculated by Hilbert transform from the two time-series of lateral displacement and trajectory in the court respectively. Results showed that relative phase indicates some aspects of the tactical interaction in tennis. At a more abstract level the interaction between two teams in handball was studied by examining the relationship of the two scoring processes. Each process can be conceived as a random walk. Moving averages of the scoring probabilities indicate something like a momentary strength. A moving correlation (length = 20 ball possessions describes the momentary relationship between the teams' strength. Evidence was found that this correlation is heavily time-dependent, in almost every single game among the 40 examined ones we found phases with a significant positive as well as significant negative relationship. This underlines the importance of a dynamic view on the interaction in these games.

  3. Sport, Physical Education and Educational Worth

    Science.gov (United States)

    Bailey, Richard

    2018-01-01

    "Evaluating the relationship between physical education, sport and social inclusion", published in "Educational Review" in 2005 was concerned formally with an analysis of the potential role of sport and physical education (PE) within the social policy agenda of Blair's New Labour Government. It was also a contribution to a…

  4. Sports injuries during the Summer Olympic Games 2008.

    Science.gov (United States)

    Junge, Astrid; Engebretsen, Lars; Mountjoy, Margo L; Alonso, Juan Manuel; Renström, Per A F H; Aubry, Mark John; Dvorak, Jiri

    2009-11-01

    Standardized assessment of sports injuries provides important epidemiological information and also directions for injury prevention. To analyze the frequency, characteristics, and causes of injuries incurred during the Summer Olympic Games 2008. Descriptive epidemiology study. The chief physicians and/or chief medical officers of the national teams were asked to report daily all injuries newly incurred during the Olympic Games on a standardized injury report form. In addition, injuries were reported daily by the physicians at the medical stations at the different Olympic venues and at the polyclinic in the Olympic Village. Physicians and/or therapists of 92 national teams covering 88% of the 10,977 registered athletes took part in the study. In total, 1055 injuries were reported, resulting in an incidence of 96.1 injuries per 1000 registered athletes. Half of the injuries (49.6%) were expected to prevent the athlete from participating in competition or training. The most prevalent diagnoses were ankle sprains and thigh strains. The majority (72.5%) of injuries were incurred in competition. One third of the injuries were caused by contact with another athlete, followed by overuse (22%) and noncontact incidences (20%). Injuries were reported from all sports, but their incidence and characteristics varied substantially. In relation to the number of registered athletes, the risk of incurring an injury was highest in soccer, taekwondo, hockey, handball, weightlifting, and boxing (all >or=15% of the athletes) and lowest for sailing, canoeing/kayaking, rowing, synchronized swimming, diving, fencing, and swimming. The data indicate that the injury surveillance system covered almost all of the participating athletes, and the results highlight areas of high risk for sport injury such as the in-competition period, the ankle and thigh, and specific sports. The identification of these factors should stimulate future research and subsequent policy change to prevent injury in

  5. COMPUTER GAMES AND EDUCATION

    OpenAIRE

    Sukhov, Anton

    2018-01-01

    This paper devoted to the research of educational resources and possibilities of modern computer games. The “internal” educational aspects of computer games include educational mechanism (a separate or integrated “tutorial”) and representation of a real or even fantastic educational process within virtual worlds. The “external” dimension represents educational opportunities of computer games for personal and professional development in different genres of computer games (various transport, so...

  6. Sustainable legacies for the 2012 Olympic Games.

    Science.gov (United States)

    Shipway, Richard

    2007-05-01

    The London 2012 Olympic and Paralympic Games have the unique potential to deliver sustainable sporting, social, cultural, economic and environmental legacies, not just for London as the host city, but for the whole of Britain. This article focuses primarily on the first three of these potential Olympics legacies. The first area explored is the social legacy as it impacts on host communities; second, the potential educational and cultural legacy of the 2012 Games are examined; and finally, there follows an overview of the health benefits that could result from a sustained increase in mass participation in sport, physical activity and exercise. This appraisal is undertaken through a review of existing Olympic literature and examples are drawn from previous summer and winter Games. This preliminary exploration is followed by the identification of some key challenges to be overcome if the opportunities available to a wide and diverse range of stakeholders are to be fully optimized. The article suggests that the 2012 Games can act as a catalyst for sports development throughout Britain, while also assisting with government cross-cutting agendas such as tackling crime, antisocial behaviour, developing healthy and active communities, improving educational attainment, and combating barriers to participation. In doing so, this article argues that priority should be placed at supporting grassroots sport through greater access to sport in the community, and not solely elite level sports development. The article concludes by suggesting that the 2012 Games provide opportunities to deliver real and tangible changes and most importantly, to afford a higher priority to sport, along with the obvious associated health benefits for Britain as a whole. The underlying challenge as we move towards 2012 is to achieve a positive step change in the attitudes towards sport and physical activity in British society. Achieving this would possibly be the greatest legacy of the 2012 Olympic and

  7. Sport psychology education for sport injury rehabilitation professionals: a systematic review.

    Science.gov (United States)

    Heaney, Caroline A; Walker, Natalie C; Green, Alison J K; Rostron, Claire L

    2015-02-01

    Sport psychology education has been shown to have a positive impact on the practice of sport injury rehabilitation professionals (SIRPs). The purpose of this paper is to review recommendations relating to such education. The paper presents a review of existing literature relating to the content and mode of delivery for a sport psychology education programme for SIRPs. The review seeks to address four questions: (1) What topic areas do researchers suggest should be integrated into the sport psychology education of SIRPs? (2) What topic areas are currently being recommended by professional bodies? (3) What are the findings of research examining the impact of sport psychology education on SIRPs? and (4) What do researchers recommend to be the most appropriate mode of delivery for sport psychology education for SIRPs? The findings of the review suggest that in order to maximise adherence amongst already qualified SIRPs sport psychology education should be delivered in a flexible short duration package. Additionally three broad areas that sport psychology education should cover emerged: (1) understanding of the psychological impact of injury, (2) interventions and psychological skills/techniques, and (3) referral and professional boundaries. This has important implications for the future training of SIRPs. Copyright © 2014 Elsevier Ltd. All rights reserved.

  8. A contribution to the history of Jewish physical education and sport in the Czech Lands

    Directory of Open Access Journals (Sweden)

    Jan Štumbauer

    2015-11-01

    Full Text Available The history of physical education of the Jewish minority in Czechoslovakia is an integral and significant part of the history of physical education in the Czech Lands. This paper deals with its formation, gradual development, and closure at the beginning of World War Two; and it is divided into several sections. The first focuses on the ideological basis of Jewish physical education and sport, and the specifics of the Czech Lands environment; and subsequent sections on the very formation and development of Jewish physical education in the Czech Lands up to 1918. The focal point of this paper is the section on the origin and development of the Union Maccabi in the Czechoslovak Republic, its organizational structure, and international relations, including participation in international Maccabiah games and its violent termination. The paper also includes mention of the failed attempt to establish a Jewish umbrella organization of physical education and sport and the effort to restore Jewish physical education and sport in Czechoslovakia after World War Two.

  9. Application of Game Theory in Describing Efficacy of Decision Making in Sportsman’s Tactical Performance in Team Sports

    Directory of Open Access Journals (Sweden)

    Joško Sindik

    2008-06-01

    Full Text Available A mathematical method of decision-making in which a competitive or cooperative situation is analyzed to determine the optimal course of action for an interested “player” is often called game theory. Game theory has very broad application in different sciences. Team sports tactical performance is considered from the aspects of data processing theory and the phenomenon of selective attention, as well as from the game theory. Team sports tactical performance is an asymmetric, sequential (of imperfect information, non-zero-sum game. In decision making, predictability in team sports is in fact bargaining, and the player has to use a mixed strategy for choosing option with highest expected utility. Player could choose a trembling hand equilibrium, to eliminate imperfect equilibrium. Strategic dominance conceipt can explain that a player could choose strategy which dominates between other possible strategies, and/or could be led by “team reasoning”, too. In this article, the level of predictability of the most frequent tactical performance of one player in a team sport game is considered, reflecting outcomes both for the same team’s tactical performance (co-players in one player’s team, as well as for the opponent team’s tactical performance. Four different possible situations during team sport competition could lead to considering utilities of one player’s specific decisions.

  10. Designing an Educational Game

    DEFF Research Database (Denmark)

    Bjørner, Thomas; Hansen, Charina Benedikte Søgaard

    2010-01-01

    When designing games with learning purposes used in a classroom, there often occur problems about the lack of learning content or the lack of game contents. Other disadvantages of existing educational games are the difficulty to provide a continual balance between the challenge and the pupils......’ skill to control and solve the given task. In this paper we suggest three different perspectives that need to be communicated across in order to design a useful educational game: teachers, pupils and game designers. It is our intention with this paper to suggest some design principles for educational...... games, and to integrate teachers, pupils and game designers needs and requirements. To set up these design principles for educational games we have used a holistic perspective. This means that the design principles must be seen in coherence within the social and physical environment. The design...

  11. Games in Science Education

    DEFF Research Database (Denmark)

    Magnussen, Rikke

    2014-01-01

    , 2007). Some of these newer formats are developed in partnerships between research and education institutions and game developers and are based on learning theory as well as game design methods. Games well suited for creating narrative framework or simulations where students gain first-hand experience......This paper presents a categorisation of science game formats in relation to the educational possibilities or limitations they offer in science education. This includes discussion of new types of science game formats and gamification of science. Teaching with the use of games and simulations...... in science education dates back to the 1970s and early 80s were the potentials of games and simulations was discussed extensively as the new teaching tool ( Ellington et al. , 1981). In the early 90s the first ITC -based games for exploration of science and technical subjects was developed (Egenfeldt...

  12. Comparison of eSports and Traditional Sports Consumption Motives

    Science.gov (United States)

    Lee, Donghun; Schoenstedt, Linda J.

    2011-01-01

    With recognition of the need for studying eSports in this interactive digital communication era, this study explored 14 motivational factors affecting the time spent on eSports gaming. Using a sample of 515 college students and athletic event attendees, we further compared eSports game patterns to their non-eSport or traditional sport involvements…

  13. Sports injuries and illnesses during the London Summer Olympic Games 2012.

    Science.gov (United States)

    Engebretsen, Lars; Soligard, Torbjørn; Steffen, Kathrin; Alonso, Juan Manuel; Aubry, Mark; Budgett, Richard; Dvorak, Jiri; Jegathesan, Manikavasagam; Meeuwisse, Willem H; Mountjoy, Margo; Palmer-Green, Debbie; Vanhegan, Ivor; Renström, Per A

    2013-05-01

    The Olympic Movement Medical Code encourages all stakeholders to ensure that sport is practised without danger to the health of the athletes. Systematic surveillance of injuries and illnesses is the foundation for developing preventive measures in sport. To analyse the injuries and illnesses that occurred during the Games of the XXX Olympiad, held in London in 2012. We recorded the daily occurrence (or non-occurrence) of injuries and illnesses (1) through the reporting of all National Olympic Committee (NOC) medical teams and (2) in the polyclinic and medical venues by the London Organising Committee of the Olympic and Paralympic Games' (LOCOG) medical staff. In total, 10 568 athletes (4676 women and 5892 men) from 204 NOCs participated in the study. NOC and LOCOG medical staff reported 1361 injuries and 758 illnesses, equalling incidences of 128.8 injuries and 71.7 illnesses per 1000 athletes. Altogether, 11% and 7% of the athletes incurred at least one injury or illness, respectively. The risk of an athlete being injured was the highest in taekwondo, football, BMX, handball, mountain bike, athletics, weightlifting, hockey and badminton, and the lowest in archery, canoe slalom and sprint, track cycling, rowing, shooting and equestrian. 35% of the injuries were expected to prevent the athlete from participating during competition or training. Women suffered 60% more illnesses than men (86.0 vs 53.3 illnesses per 1000 athletes). The rate of illness was the highest in athletics, beach volleyball, football, sailing, synchronised swimming and taekwondo. A total of 310 illnesses (41%) affected the respiratory system and the most common cause of illness was infection (n=347, 46%). At least 11% of the athletes incurred an injury during the games and 7% of the athletes' an illness. The incidence of injuries and illnesses varied substantially among sports. Future initiatives should include the development of preventive measures tailored for each specific sport and the

  14. Physical education and school sport: The International Sport in ...

    African Journals Online (AJOL)

    The World Summit on Physical Education, held in Berlin in November 1999, called attention to the serious decline in the state and status of physical education and school sport, all over the world. This report outlines the methods of the Sport in Education Project (SpinEd), an international research project, funded by the ...

  15. Effective Educational Methods In Educational Video Games

    OpenAIRE

    Van Zyl, Abraham

    2014-01-01

    This thesis examines the teaching methods used in three successful educational video games with the goal to provide a concise, practical guide for the proper implementation of educational learning into video games. The main source for analysing the teaching methods of educational games in this thesis is James Paul Gee’s book What Video Games Have To Teach Us About Learning And Literacy (2004). Gee expresses 36 learning principles existing in good games (chapter 4.2). This ideology serves ...

  16. Newspaper Coverage of Women's Sports during the 2000 Sydney Olympic Games: Belgium, Denmark, France, and Italy

    Science.gov (United States)

    Capranica, Laura; Minganti, Carlo; Billat, Veronique; Hanghoj, Signe; Piacentini, Maria Francesca; Cumps, Elke; Meeusen, Romain

    2005-01-01

    In general, women are well represented among sport participants and sport audiences but not in the media. Data show that women's sport is greatly under-reported and trivialized in newspapers. Therefore, the purpose of this study was to measure press coverage during the 2000 Summer Olympic Games in the largest circulating Belgian, Danish, French,…

  17. Using Sport Education to Teach the Lifetime Sport of Golf

    Science.gov (United States)

    Scarboro, Shot; Pritchard, Tony

    2015-01-01

    Golf is a lifetime sport activity that can be taught in physical education classes. How one teaches golf in physical education could influence whether students will want to continue to participate outside of physical education. The sport education model (SEM) is an instructional model that promotes student learning in all three domains by ensuring…

  18. The Role of Schools in Constructing Self-Perceptions of Sport and Physical Education in Relation to People with Disabilities

    Science.gov (United States)

    Brittain, Ian

    2004-01-01

    Relatively little work has been carried out upon the effect of educational environment upon the sporting involvement of children with disabilities. This paper is concerned with the educational experiences of a group of athletes who competed in the Sydney 2000 Paralympic Games. It highlights the major influence that the impact of the educational…

  19. Dimensions in Educational Game-Design

    DEFF Research Database (Denmark)

    Henriksen, Thomas Duus

    2006-01-01

    Recent developments within learning games have shown that games hold a great potential for meeting current educational needs. These developments have also pointed out a number of challenges to address if games are to play a role in the educational setting. One key issue is the design of learning...... games, another is to implement them into the educational setting. Each of these issues provide a set of challenges, which is to be negotiated in order to create successful game-based learning. In order to meet these issues, eight key dimensions in educational game-design are presented, as well...

  20. Player Transformation of Educational Multiplayer Games

    DEFF Research Database (Denmark)

    Magnussen, Rikke; Misfeldt, Morten

    2004-01-01

    transformed the game to accommodate social interaction. With these transformed ways of playing the game, they managed to get to the top of the high score list while avoiding the educational parts of the game. Players transforming educational games to escape learning elements can be a problem when these games...... are used for formal education. In this paper we argue that player transformation of educational games can, however, be the basis of exciting and unconventional learning of valuable things, such as how to transform information technology to better accommodate social interaction.......Children's great interest in multiplayer games has led to attempts to design educational multiplayer games. In this study, we have studied a test of an educational multiplayer game designed for mathematics education for children aged nine to twelve. In our observations, it became clear that pupils...

  1. Circle of Courage Infusion into the Alberta Indigenous Games 2011

    Science.gov (United States)

    Marchand, Dawn Marie

    2011-01-01

    Thousands of indigenous people from across North America came to the Enoch Cree Nation for the Alberta Indigenous Games, six days of sport, education, and cultural awakening. The vision of the Alberta Indigenous Games is to recognize the value and potential of Indigenous culture and the young people. Activities include sports, indigenous arts,…

  2. Electronic games of movement: it is sport or simulation in the perception of young people?

    Directory of Open Access Journals (Sweden)

    Ana Paula Salles da Silva

    2017-09-01

    Full Text Available Electronic games have been one of the main ways of access of young to technology in Brazil, leading to new experiences in social practices.The objective of this study is to identify the perception of young people on the experience of electronic games of movement with sports theme. Methodology: 24 young elementary school students were investigated, divided into 3 groups. Each group participated in 10 sessions with electronic games of movement of 3 hours each. During the sessions the speeches of the young people were recorded in a field diary. Results: departing from the speeches of young people the experiment with electronic games of movement emerges as a mediated and unique experience. It is mediated because it interposes itself between subject and object and it is unique because the way is the experience itself.Conclusions: the perception of the young people indicates a conceptual enlargement in which the comprehension of sports is expanded by the experiences with technology.

  3. Improving motor skills of children in secondary school by using means specific to football game

    Directory of Open Access Journals (Sweden)

    Sorin BRÎNDESCU

    2017-03-01

    Full Text Available Football, by tradition is a popular sport, a mass sport, both for those who 32ractici it and for the audience. The game of football becomes the only sport that can be 32racticin by everybody. Its simplicity is expressed by a regulation set which includes few basic rules, logical rules and relatively easy to understand. Football is a game that develops basic motor skills: speed, strength, stamina, specific skills. Use of means specific to the football game in physical education classes at the secondary level aims to improve motor skills and streamline the educational process. The means specific to the football game that are used are simple, clear, suitable for both girls and boys, in order to achieve outstanding results in physical education classes

  4. Motivation, students' needs and learning outcomes: a hybrid game-based app for enhanced language learning.

    Science.gov (United States)

    Berns, Anke; Isla-Montes, José-Luis; Palomo-Duarte, Manuel; Dodero, Juan-Manuel

    2016-01-01

    In the context of European Higher Education students face an increasing focus on independent, individual learning-at the expense of face-to-face interaction. Hence learners are, all too often, not provided with enough opportunities to negotiate in the target language. The current case study aims to address this reality by going beyond conventional approaches to provide students with a hybrid game-based app, combining individual and collaborative learning opportunities. The 4-week study was carried out with 104 German language students (A1.2 CEFR) who had previously been enrolled in a first-semester A1.1 level course at a Spanish university. The VocabTrainerA1 app-designed specifically for this study-harnesses the synergy of combining individual learning tasks and a collaborative murder mystery game in a hybrid level-based architecture. By doing so, the app provides learners with opportunities to apply their language skills to real-life-like communication. The purpose of the study was twofold: on one hand we aimed to measure learner motivation, perceived usefulness and added value of hybrid game-based apps; on the other, we sought to determine their impact on language learning. To this end, we conducted focus group interviews and an anonymous Technology Acceptance Model survey (TAM). In addition, students took a pre-test and a post-test. Scores from both tests were compared with the results obtained in first-semester conventional writing tasks, with a view to measure learning outcomes. The study provides qualitative and quantitative data supporting our initial hypotheses. Our findings suggest that hybrid game-based apps like VocabTrainerA1-which seamlessly combine individual and collaborative learning tasks-motivate learners, stimulate perceived usefulness and added value, and better meet the language learning needs of today's digital natives. In terms of acceptance, outcomes and sustainability, the data indicate that hybrid game-based apps significantly improve

  5. Pattern and management of sports injuries presented by Lagos state athletes at the 16th National Sports Festival (KADA games 2009 in Nigeria

    Directory of Open Access Journals (Sweden)

    Owoeye Oluwatoyosi BA

    2010-01-01

    Full Text Available Abstract Background There is a dearth of information on the epidemiology of sports injuries in Nigeria. The study was aimed at documenting sports injuries sustained by Lagos state athletes during the 16th National Sports Festival (KADA Games 2009. It was also aimed at providing information on treatments offered to injured athletes. Methods The study was carried out at Amadu Bello Stadium Complex, sporting arena of the Murtala Square and the team Lagos mini clinic. Participants were accredited Lagos state athletes who at one point in time during the games required treatment from any of the members of the medical team. Demographic data of athletes, type of injuries, body parts injured and treatment modalities used were documented and analysed using descriptive statistics. Results Within the period of the games, a total of 140 sports injuries were documented from 132 athletes with an approximate male to female ratio of 2:1 and age ranging from 15-38 years. Most of the injuries reported by the athletes were "minor" injuries. Muscle strain was the most common type of injury (31.4% followed by ligament sprains (22.9%. The lower extremities were the most injured body region accounting for 50% of all injuries. Over 60% of injuries presented by the athletes were from basketball, cricket, hockey, rugby and baseball. Cryotherapy was the most frequently used treatment modality, followed by bandaging and massage with anti-inflammatory gels. Conclusion Establishing injury prevention programmes directed at the lower extremities may help reduce the risk of injuries to the lower extremities. Since cryotherapy was the most used treatment modality, it is suggested that it should be made abundantly available to the medical team preferably in forms of portable cold sprays for easy transportation and application during the games. It is also important that physiotherapists form the core of the medical team since they are trained to apply most of these treatment

  6. 75 FR 6058 - Federal Sport Fish Restoration; California Department of Fish and Game Fish Hatchery and Stocking...

    Science.gov (United States)

    2010-02-05

    ...] Federal Sport Fish Restoration; California Department of Fish and Game Fish Hatchery and Stocking Program... (NEPA) of 1969, as amended, for the EIR/EIS jointly prepared with CDFG. Under the Sport Fish Restoration... has authority to grant Federal funds from the Sport Fish Restoration and Boating Trust Fund to support...

  7. Simulation gaming in nursing education.

    Science.gov (United States)

    Ulione, M S

    1983-10-01

    Simulation games can be used in nursing education to promote problem solving or to impart information. Most games focus upon one of the two areas: cognitive knowledge or affective knowledge. We call these types of games content games and process games, respectively. Simulation games of both types are used in nursing education. Since simulation gaming in nursing education is a relatively new teaching strategy much of its use has been haphazard. In order for a simulation game to be an effective teaching strategy; there must be a "fit" between the game and the instructional objectives. The game operator should analyze the components of each game used prior to playing the game, so he will be able to use the game appropriately. One disadvantage of gaming is that there is a risk of experiencing untoward reactions in the gaming experience. For this reason, the operator should support all the participants throughout the game. Finally, the game operator should assess the effectiveness of the gaming process through the debriefing session and through research. To extend our knowledge of the effects of simulation games, game operators can research the effect of simulation gaming on student motivation, cognitive learning, and affective learning.

  8. Leadership as factor of men's student basketball team sports and games activities efficiency

    Directory of Open Access Journals (Sweden)

    Andryushina L.L.

    2012-11-01

    Full Text Available The main goal of study is extension of information about combining psychological, athlete's physical and sports fitness qualification in playing sports in training process while studying in university. This study took place on 24 athletes, boys 18 - 21 years of different skills (the candidate for the master of sports - 9, first-class sportsman - 12, second-class sportsman - 3. It is proved that the effectiveness of sports and gaming activities in team sports will then be productive when there be a switch in the relationship between leading and famous players from the "subject - object" to "subject -subjective ". It was determined that the main precondition for the effectiveness of competitive activity is before head identification and formation of leadership behavior in teams players of team sports, where leadership is behavioral interaction process for individuals or teams to achieve established goals.

  9. Applying the Sport Education Model to Tennis

    Science.gov (United States)

    Ayvazo, Shiri

    2009-01-01

    The physical education field abounds with theoretically sound curricular approaches such as fitness education, skill theme approach, tactical approach, and sport education. In an era that emphasizes authentic sport experiences, the Sport Education Model includes unique features that sets it apart from other curricular models and can be a valuable…

  10. Teaching Sport Psychology to the XBox Generation: Further evidence for game-based learning

    OpenAIRE

    Manley, A; Whitaker, L; Patterson, L

    2012-01-01

    Objective: To extend recent research examining the impact of game-based activities on the learning experience of undergraduate psychology students. Design: A counterbalanced repeated measures design was employed to evaluate students’ learning experiences following their involvement in active game-based learning activities. Method: Students on a Level 5 sport psychology module (N=134) were asked to participate in four practical classes demonstrating the impact of psychological factors (e.g. an...

  11. Does playing a sports active video game improve young children's ball skill competence?

    Science.gov (United States)

    Johnson, Tara M; Ridgers, Nicola D; Hulteen, Ryan M; Mellecker, Robin R; Barnett, Lisa M

    2016-05-01

    Actual and perceived object control (commonly ball) skill proficiency is associated with higher physical activity in children and adolescents. Active video games (AVGs) encourage whole body movement to control/play the electronic gaming system and therefore provide an opportunity for screen time to become more active. The purpose of this study was to determine whether playing sports AVGs has a positive influence on young children's actual and perceived object control skills. Two group pre/post experimental design study. Thirty-six children aged 6-10 years old from one school were randomly allocated to a control or intervention condition. The Test of Gross Motor Development-3 assessed object control skill. The Pictorial Scale of Perceived Competence for Young Children assessed perceived object control skill. The intervention consisted of 6×50min lunchtime AVG sessions on the Xbox Kinect. Two to three sport games were chosen for participants to play each session. General linear models with either perceived object control or actual object control skill as the outcome variables were conducted. Each base model adjusted for intervention status and pre-score of the respective outcome variable. Additional models adjusted for potential confounding variables (sex of child and game at home). No significant differences between the control and intervention groups were observed for both outcomes. This study found that playing the Xbox Kinect does not significantly influence children's perceived or actual object control skills, suggesting that the utility of the Xbox Kinect for developing perceived and actual object control skill competence is questionable. Copyright © 2015 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  12. Sports injuries and illnesses during the Winter Olympic Games 2010.

    Science.gov (United States)

    Engebretsen, Lars; Steffen, Kathrin; Alonso, Juan Manuel; Aubry, Mark; Dvorak, Jiri; Junge, Astrid; Meeuwisse, Willem; Mountjoy, Margo; Renström, Per; Wilkinson, Mike

    2010-09-01

    Identification of high-risk sports, including their most common and severe injuries and illnesses, will facilitate the identification of sports and athletes at risk at an early stage. To analyse the frequencies and characteristics of injuries and illnesses during the XXI Winter Olympic Games in Vancouver 2010. All National Olympic Committees' (NOC) head physicians were asked to report daily the occurrence (or non-occurrence) of newly sustained injuries and illnesses on a standardised reporting form. In addition, the medical centres at the Vancouver and Whistler Olympic clinics reported daily on all athletes treated for injuries and illnesses. Physicians covering 2567 athletes (1045 females, 1522 males) from 82 NOCs participated in the study. The reported 287 injuries and 185 illnesses resulted in an incidence of 111.8 injuries and 72.1 illnesses per 1000 registered athletes. In relation to the number of registered athletes, the risk of sustaining an injury was highest for bobsleigh, ice hockey, short track, alpine freestyle and snowboard cross (15-35% of registered athletes were affected in each sport). The injury risk was lowest for the Nordic skiing events (biathlon, cross country skiing, ski jumping, Nordic combined), luge, curling, speed skating and freestyle moguls (less than 5% of registered athletes). Head/cervical spine and knee were the most common injury locations. Injuries were evenly distributed between training (54.0%) and competition (46.0%; p=0.18), and 22.6% of the injuries resulted in an absence from training or competition. In skeleton, figure and speed skating, curling, snowboard cross and biathlon, every 10th athlete suffered from at least one illness. In 113 illnesses (62.8%), the respiratory system was affected. At least 11% of the athletes incurred an injury during the games, and 7% of the athletes an illness. The incidence of injuries and illnesses varied substantially between sports. Analyses of injury mechanisms in high-risk Olympic winter

  13. 26 CFR 1.127-2 - Qualified educational assistance program.

    Science.gov (United States)

    2010-04-01

    ... transportation, or (iii) Education involving sports, games, or hobbies, unless such education involves the business of the employer or is required as part of a degree program. The phrase “sports, games, or hobbies...

  14. The effect of traditional games and ordinary games on manipulative skills development in educable mental retarded boys

    Directory of Open Access Journals (Sweden)

    hamid reza Gheiji

    2014-03-01

    Full Text Available Background : Manipulative skills are one of the fundamental skills subtitles which is used in most of daily and sports activities. The aim of this study was to compare the effect of traditional games and ordinary games on manipulative skills development in 8-10 years old Gorgan boys with educable mental retardation. Materials and Methods: Personal information was evaluated by the researcher made questionnaire and children's intelligence by the Wechsler test. Also, manipulative skills were assessed by the Test of Gross Motor Development- edition 2 (TGMD-2 in pre-test. Then, participants were distributed into two groups traditional games (n=15 and ordinary games (n=15 randomly. Post-test of TGMD-2 were done from two groups after 8 weeks training (3 sessions per week and 45 min for each session. Data analyzes was done by independent t-test, paired t-test and variance analysis with repeated measurement in a significant rate (α= 0.05. Results: The two groups showed significant improvements in manipulation skills, but the improvement of traditional games group was significantly more than ordinary games group in all of measured manipulating skills (throwing, catching, kicking, striking, dribbling , rolling a ball (p<0.05. Conclusion: It can be said, selected traditional games could be an appropriate program for the manipulative skills development of children.

  15. Designing intervention in educational game research

    DEFF Research Database (Denmark)

    Sørensen, Birgitte Holm; Magnussen, Rikke

    2010-01-01

    of game technology in educational settings: the game Global Conflict: Latin America, which is a role-playing game, set in a 3D environment. In the game, students play a freelance journalist who has to investigate particular issues or conflicts in the Latin American region. The game is designed to teach......The international focus on the learning potential of games in recent years has led to a boost in both academic research interest and the development of game formats. Numerous educational computer games are available for today’s teachers, but the implementation of games in everyday teaching is often...... problematic. In this paper, we argue that the focus on designing and implementing game-based learning environments in educational settings implies a need to rethink methodological questions on how to apply and study educational designs. We review the methodological approaches of design-based research...

  16. Designing intervention in educational game research

    DEFF Research Database (Denmark)

    Magnussen, Rikke; Sørensen, Birgitte Holm

    2010-01-01

    of game technology in educational settings: the game Global Conflict: Latin America, which is a role-playing game, set in a 3D environment. In the game, students play a freelance journalist who has to investigate particular issues or conflicts in the Latin American region. The game is designed to teach......The international focus on the learning potential of games in recent years has led to a boost in both academic research interest and the development of game formats. Numerous educational computer games are available for today's teachers, but the implementation of games in everyday teaching is often...... problematic. In this paper, we argue that the focus on designing and implementing game-based learning environments in educational settings implies a need to rethink methodological questions on how to apply and study educational designs. We review the methodological approaches of design-based research...

  17. Guide to Eating for Sports

    Medline Plus

    Full Text Available ... for Educators Search English Español A Guide to Eating for Sports KidsHealth / For Teens / A Guide to ... can boost your performance even more by paying attention to the food you eat on game day. ...

  18. Quantification of physiological, movement, and technical outputs during a novel small-sided game in young team sport athletes.

    Science.gov (United States)

    Harrison, Craig B; Gill, Nicholas D; Kinugasa, Taisuke; Kilding, Andrew E

    2013-10-01

    The aim of this study was to quantify the physiological responses, time-motion characteristics, and technical executions associated with a novel non-sport-specific small-sided game (SSG) in young team sport players. On 6 separate occasions, 12 young male team sport athletes (mean ± SD: age, 13.0 ± 0.3 years; height, 157.4 ± 4.9 cm; body mass, 47.0 ± 5.0 kg; and V[Combining Dot Above]O2peak, 55.1 ± 4.6 ml·kg·min) completed various "bucketball" SSG formats (i.e., 3 vs. 3, 4 vs. 4, and 6 vs. 6) twice each. Heart rate (HR) was measured during each SSG at 5-second intervals. Time-motion characteristics were measured using global positioning systems. Ratings of perceived exertion (RPEs) were recorded immediately after the SSGs using the Borg scale (RPEs, 6-20). Technical skill executions were measured using a high-speed digital video camera. Analysis revealed a tendency for the 3 vs. 3 games to elicit higher HRs (88.3 ± 4.3) than either 4 vs. 4 (85.9 ± 4.9) or 6 vs. 6 formats (85.9 ± 3.2). Total distance traveled at 13-17.9 km·h was more during 6 vs. 6 than 3 vs. 3 games (very likely substantial true difference, 97%), and total possessions and number of catches, passes, and shots were all higher in 3 vs. 3 compared with 4 vs. 4 and 6 vs. 6 games. There was no difference in RPE between the game formats. The results of this study indicate that 3 vs. 3 non-sport-specific SSGs provide higher stimulus for aerobic fitness adaptation and technical improvement than 4 vs. 4 and 6 vs. 6 formats, and their use for training young team sport athletes is recommended.

  19. Psychosocial impact of participation in the National Veterans Wheelchair Games and Winter Sports Clinic.

    Science.gov (United States)

    Sporner, Michelle L; Fitzgerald, Shirley G; Dicianno, Brad E; Collins, Diane; Teodorski, Emily; Pasquina, Paul F; Cooper, Rory A

    2009-01-01

    The purpose of this study was to determine the characteristics of individuals who participate in the National Veterans Wheelchair Games (NVWG) and the Winter Sports Clinic (WSC) for veterans with disabilities. In addition, it was of interest to determine how these events had impacted their lives. Participants were recruited at the 20th Winter Sports Clinic, held in Snowmass Colorado and the 26th National Veterans Wheelchair Games held in Anchorage, Alaska. Data of interest included demographic, sport participation information, community integration, self-esteem, and quality of life. A secondary data analysis was completed to determine how comparable individuals who attended the NVWG/WSC were to individuals who did not participate in these events. The 132 participants were a mean age of 47.4 + 13.4 and lived with a disability for an average of 13.4 + 12.1. Participants felt that the NVWG/WSC increased their knowledge of sports equipment (92%), learning sports (89%), mobility skills (84%), and acceptance of disability (84%). The majority of participants stated that the NVWG/WSC improved their life. Of those who participated at the NVWG/WSC, they tended to be more mobile, but have increased physical and cognitive limitations as measured by the CHART when compared to the non-attendees. Recommending veterans participate in events such as the NVWG and WSC can provide psychosocial benefits to veterans with disabilities.

  20. The Evaluation of Motivation and Sport Education Relationship

    Science.gov (United States)

    Bas, Mustafa

    2016-01-01

    Motivating and enjoyable experience are the factors that physical education teachers encounter with them. One of the educational models of sport is sport education that is a result of features reliable sport simulation that causes to positive motivational sport experiences. Participants were 120 (male = 100, female = 20). The number of classes…

  1. MANAGEMENT OF THE SPORT EVENT „THE MINI OLYMPIC GAMES – ZEMUN 2004.“

    Directory of Open Access Journals (Sweden)

    Violeta Šiljak

    2006-06-01

    Full Text Available Implementation of scientific management in sport applied to the sport event is very significant because of connection between theory and practice. Management of a sport event is complex, because it is necessary to supervise the event itself, from the beginning till the end. „The Mini Olympic Games – Zemun 2004.“ are the sport event which was successfully organized in June 2004. by the Faculty of Management in Sport. The aim of this project was to establish interaction of cultural, business and friendly relations between Greece and Serbia, as well as to promote the Faculty of Management in Sport, University „Braća Karić“. The realization of this sport event was based on application of all the principles of general management. This striking example could be a very useful for future practical work in order to perceive extremely important syncretism of scientific management and sport events.

  2. Educational On-Line Gaming Propensity

    DEFF Research Database (Denmark)

    Sudzina, Frantisek; Razmerita, Liana; Kirchner, Kathrin

    2014-01-01

    Educational on-line games are promising for new generations of students who are grown up digital. Th e new generations of students are technology savvy and spend lots of time on the web and on social networks. Based on an exploratory study, this article investigates the factors that infl uence...... students’ willingness to participate in serious games for teaching/learning. Th is study investigates the relationship between students’ behavior on Facebook, Facebook games, and their attitude toward educational on-line games. Th e results of the study reveal that the early adopters of educational games...... are likely to be students, who are young, have only a few Facebook connections, who currently play Facebook game(s). Furthermore, the study emphasizes that there may be differences between students coming from various countries....

  3. Simulation and serious games for education

    CERN Document Server

    Goei, Sui; Trooster, Wim

    2017-01-01

    This book introduces state-of-the-art research on simulation and serious games for education. The major part of this book is based on selected work presented at the 2014 Asia-Europe Symposium on Simulation and Serious Games held in Windesheim University of Applied Sciences, the Netherlands (Oct 1–2, 2014). It covers three major domains of education applications that use simulation and serious games: Science, Technology, Engineering and Mathematics (STEM) Education; Special Needs Education and Humanity and Social Science Education. Researchers and developers in simulation and serious games for education benefit from this book, and it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas.

  4. The epidemiology of sports injury during the 37th Thailand National Games 2008 in Phitsanulok.

    Science.gov (United States)

    Laoruengthana, Artit; Poosamsai, Paisan; Fangsanau, Tharinee; Supanpaiboon, Pattrawan; Tungkasamesamran, Kasame

    2009-12-01

    Prevention of injury among athletes is of paramount importance for sport events. The incidence of injury differs depending on many factors, such as level of competition, type of sport, and standard of surveillance systems. It is our purpose to provide a descriptive epidemiology of a national level competition multi-sports event. During the 2008 Thailand National "Phitsanulok" Games, official medical teams of the various sports completed a report form after each match or competition. The demographic data, type of sport, details of injury or illness, diagnosis, and treatment were collected from the PLKGames 2008 program and analyzed by the Medical Surveillance Committee. There were 14,429 athletes and staff participating in the "Phitsanulok" games. A total of 496 injuries were reported during the competition, of which 300 male and 196 female athletes sustained injuries, resulting in an incidence rate of 4.1 injuries per 100 registered athletes. For all sports, 71, 50 and 38 injuries occurred during Rugby, Handball and Basketball, respectively, which accounted for 32% of all injuries. No injury was reported from many sports, such as table tennis, shooting, dancing, and golf The most common diagnoses were sprains and strains. About half of injuries were caused by contact with another athlete, followed by noncontact (28.6%) and limited-contact incidences (27.6%). According to the number of athletes, the risk of incurring an injury was highest in Pencak Silat, handball, basketball, and rugby football. About half of injuries affected lower extremities, while 135, 53, and 49 injuries involved upper extremity, head & neck, and axial body parts, respectively. The knee and ankle were the most common sites of injury. The data demonstrates a potential risk of injury occurring predominately in full-contact sports and limited-contact sports. The data is potentially useful in developing injury surveillance systems for future sporting events.

  5. Ludic Educational Game Creation Tool

    DEFF Research Database (Denmark)

    Vidakis, Nikolaos; Syntychakis, Efthimios; Kalafatis, Konstantinos

    2015-01-01

    This paper presents initial findings and ongoing work of the game creation tool, a core component of the IOLAOS(IOLAOS in ancient Greece was a divine hero famed for helping with some of Heracles’s labors.) platform, a general open authorable framework for educational and training games. The game...... creation tool features a web editor, where the game narrative can be manipulated, according to specific needs. Moreover, this tool is applied for creating an educational game according to a reference scenario namely teaching schoolers road safety. A ludic approach is used both in game creation and play....... Helping children staying safe and preventing serious injury on the roads is crucial. In this context, this work presents an augmented version of the IOLAOS architecture including an enhanced game creation tool and a new multimodality module. In addition presents a case study for creating educational games...

  6. Importance of the First and the Second Russian Olympic Games for development of sports and Olympic movement in the Russian Empire

    OpenAIRE

    Лях-Породько, Олексій

    2014-01-01

    The article reveals and analyses external and internal (nation-wide and regional) factors which have affected the holding of the First Russian Olympic Games of 1913 in Kiev and the Second Russian Olympic Games of 1914 in Riga are analyzed. It was determined that sports activity in the state was considerably stirred up during 1913–1914 years. It was found that the first Russian Olympic Games directly affected development of governmental-public structure of physical training and sports, creatio...

  7. Informal roles within eSport teams : a content analysis of the game 'Counter-Strike: Global Offensive

    OpenAIRE

    Drenthe, Rolf

    2016-01-01

    Informal roles are roles that are not formally prescribed by a group or organization and are being established through group interaction that takes place among group members. Previous literature has identified twelve roles within traditional sport, however to date limited research has been done within the field of role development within competitive computer gaming (eSports). The purpose of the present study was to explore the informal roles within the eSport setting and i...

  8. Can Video Games Be Educational?

    Science.gov (United States)

    Criswell, Chad

    2009-01-01

    One of the biggest debates among music educators today is about whether or not video games are a valid educational tool. As far back as the early 1990s, teachers were using games such as Sid Meier's Civilization to reinforce history and social studies concepts, but until recently games that dealt with areas of music education have been few and far…

  9. [Doping in disabled sports. Doping control activities at the Paralympic Games 1984-2008 and in Germany 1992-2008].

    Science.gov (United States)

    Thevis, Mario; Hemmersbach, Peter; Geyer, Hans; Schänzer, Wilhelm

    2009-12-15

    Activities concerning the fight against doping with regard to the Paralympic Games have been initiated in 1984, when first doping controls were conducted. The foundation of the International Paralympic Committee exactly 20 years ago (1989) considerably supported systematic sports drug-testing programs specifically designed to meet the particular challenges related to disabled sports, which yielded a variety of adverse analytical findings (e.g., with anabolic steroids, diuretics, corticosteroids, and stimulants) especially at Paralympic Summer Games. In Germany, doping controls for handicapped athletes were established in 1992 and have been conducted since by the National Paralympic Committee Germany and the National Anti-Doping Agency. Also here, various analogies in terms of antidoping rule violations were found in comparison to doping controls of nondisabled athletes. In the present article, available numbers of samples analyzed at Paralympic Summer and Winter Games as well as within the doping control program for disabled sports in Germany are summarized, and particularities concerning sample collection and the doping method termed boosting are presented.

  10. Infinite Dimensional Differential Games with Hybrid Controls

    Indian Academy of Sciences (India)

    ... zero-sum infinite dimensional differential game of infinite duration with discounted payoff involving hybrid controls is studied. The minimizing player is allowed to take continuous, switching and impulse controls whereas the maximizing player is allowed to take continuous and switching controls. By taking strategies in the ...

  11. Active fantasy sports: rationale and feasibility of leveraging online fantasy sports to promote physical activity.

    Science.gov (United States)

    Moller, Arlen C; Majewski, Sara; Standish, Melanie; Agarwal, Pooja; Podowski, Aleksandra; Carson, Rebecca; Eyesus, Biruk; Shah, Aakash; Schneider, Kristin L

    2014-11-25

    The popularity of active video games (AVGs) has skyrocketed over the last decade. However, research suggests that the most popular AVGs, which rely on synchronous integration between players' activity and game features, fail to promote physical activity outside of the game or for extended periods of engagement. This limitation has led researchers to consider AVGs that involve asynchronous integration of players' ongoing physical activity with game features. Rather than build an AVG de novo, we selected an established sedentary video game uniquely well suited for the incorporation of asynchronous activity: online fantasy sports. The primary aim of this study was to explore the feasibility of a new asynchronous AVG-active fantasy sports-designed to promote physical activity. We conducted two pilot studies of an active fantasy sports game designed to promote physical activity. Participants wore a low cost triaxial accelerometer and participated in an online fantasy baseball (Study 1, n=9, 13-weeks) or fantasy basketball (Study 2, n=10, 17-weeks) league. Privileges within the game were made contingent on meeting weekly physical activity goals (eg, averaging 10,000 steps/day). Across the two studies, the feasibility of integrating physical activity contingent features and privileges into online fantasy sports games was supported. Participants found the active fantasy sports game enjoyable, as or more enjoyable than traditional (sedentary) online fantasy sports (Study 1: t8=4.43, Pgame was cited as a key motivating factor for increasing physical activity. Preliminary evidence supports potential for the active fantasy sports system as a sustainable and scalable intervention for promoting adult physical activity.

  12. Heuristic hybrid game approach for fleet condition-based maintenance planning

    International Nuclear Information System (INIS)

    Feng, Qiang; Bi, Xiong; Zhao, Xiujie; Chen, Yiran; Sun, Bo

    2017-01-01

    The condition-based maintenance (CBM) method is commonly used to select appropriate maintenance opportunities according to equipment status over a period of time. The CBM of aircraft fleets is a fleet maintenance planning problem. In this problem, mission requirements, resource constraints, and aircraft statuses are considered to find an optimal strategy set. Given that the maintenance strategies for each aircraft are finite, fleet CBM can be treated as a combinatorial optimization problem. In this study, the process of making a decision on the CBM of military fleets is analyzed. The fleet CBM problem is treated as a two-stage dynamic decision-making problem. Aircraft are divided into dispatch and standby sets; thus, the problem scale is significantly reduced. A heuristic hybrid game (HHG) approach comprising a competition game and a cooperative game is proposed on the basis of heuristic rule. In the dispatch set, a competition game approach is proposed to search for a local optimal strategy matrix. A cooperative game method for the two sets is also proposed to ensure global optimization. Finally, a case study regarding a fleet comprising 20 aircraft is conducted, with the results proving that the approach efficiently generates outcomes that meet the mission risk-oriented schedule requirement. - Highlights: • A new heuristic hybrid game method for fleet condition-based maintenance is proposed. • The problem is simplified by hierarchical solving based on dispatch and standby set. • The local optimal solution is got by competition game algorithm for dispatch set. • The global optimal solution is got by cooperative game algorithm between two sets.

  13. Guide to Eating for Sports

    Medline Plus

    Full Text Available ... A) Staying Safe Videos for Educators Search English Español A Guide to Eating for Sports KidsHealth / For ... Ditch Dehydration Caffeine Game-Day Eats Print en español Guía de alimentación para deportistas Eat Extra for ...

  14. Authoring of Adaptive Single-Player Educational Games

    OpenAIRE

    Mehm, Florian

    2013-01-01

    Digital Educational Games, as one of the most important application areas of Serious Games, combine positive properties of digital games, such as strong motivation for players and inherent learning processes, with educational methods and technologies. Adaptive algorithms allow such games to be aligned automatically to the needs of different players, thereby increasing the learning efficacy. However, educational games are among the most complex game production endeavors, since they are often f...

  15. Taking Educational Games Seriously: Using the RETAIN Model to Design Endogenous Fantasy into Standalone Educational Games

    Science.gov (United States)

    Gunter, Glenda A.; Kenny, Robert F.; Vick, Erik H.

    2008-01-01

    We are witnessing a mad rush to pour educational content into games in an ad hoc manner in hopes that player/learners are motivated simply because the content is housed inside a game. A failure to base educational game design on well-established learning and instructional theories increases the risk of the game failing to meet its intended…

  16. Educational game models: conceptualization and evaluation ...

    African Journals Online (AJOL)

    Educational game models: conceptualization and evaluation. ... The Game Object Model (GOM), that marries educational theory and game design, forms the basis for the development of the Persona Outlining ... AJOL African Journals Online.

  17. Design education with simulation games

    DEFF Research Database (Denmark)

    Juuti, Tero; Lehtonen, Timo; Hansen, Poul H. Kyvsgård

    2008-01-01

    " This paper is a report on the use of simulation games in design education. Our objective was to find solution to the question: "How to do design education effectively and efficiently for hundreds of people with minimum resources?" In the paper the learning theories are described in short. Our...... data was gathered from exams and the results were analysed. Especially the learning of low grade exam students was impressive when using simulation game. The data from industry is based on observations while using simulation game. The results were that each of the workshop, game, and simulation...... elements can support the effort if configured and synchronized properly. The simulation games are valuable method for design education with skillful design, scoping and facilitation."...

  18. Sports injuries and illnesses in the Lillehammer 2016 Youth Olympic Winter Games.

    Science.gov (United States)

    Steffen, Kathrin; Moseid, Christine Holm; Engebretsen, Lars; Søberg, Pia K; Amundsen, Olav; Holm, Kristian; Moger, Thomas; Soligard, Torbjørn

    2017-01-01

    Injury and illness surveillance during high-level youth sports events is an important first step in health prevention and caretaking of the young elite athletes. To analyse injuries and illnesses that occurred during the 10 days 2nd Youth Olympic Winter Games (YOG), held in Lillehammer 2016. We recorded the daily occurrence (or non-occurrence) of injuries and illnesses through the reporting of (1) all National Olympic Committee (NOC) medical teams and (2) the polyclinic and medical venues by the Lillehammer Organising Committee (LYOCOG) medical staff. In total, 1083 athletes (48 double-starters), 46% (n=502) of them females, from 70 NOCs were registered in the study. NOCs and LYOCOG reported 108 injuries and 81 illnesses, equalling to 9.5 injuries and 7.2 illnesses per 100 athletes. The percentage of injured athletes was highest in the snowboard and ski slopestyle and cross disciplines, alpine skiing and skeleton, and lowest in the Nordic skiing disciplines. Approximately, two-thirds of the injuries (n=71, 65.7%) prevented the athlete from training or competition, while 10 injuries (9.3%) were registered with an estimated absence from sport for >7 days. The rate of illness was highest in curling and the Nordic skiing disciplines with most of them being respiratory tract infections (81.5%). Overall, 9% of the athletes incurred at least one injury during the games, and 7% an illness, which is similar to the first YOG in Innsbruck 2012 and slightly lower compared with previous Winter Olympic Games. The incidence of injuries and illnesses varied substantially between sports. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/.

  19. Gaming Research for Technology Education

    Science.gov (United States)

    Clark, Aaron C.; Ernst, Jeremy

    2009-01-01

    This study assesses the use of gaming to teach Science, Technology, Engineering, and Mathematics (STEM) in public education. The intent of the investigation was to identify attitudes about gaming and its use in education, as well as the need to utilize gaming as a platform to serve as an integrator of STEM subject matter. Participants included…

  20. Collaborative virtual gaming worlds in higher education

    Directory of Open Access Journals (Sweden)

    Nicola Whitton

    2008-12-01

    Full Text Available There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi-user virtual environments (MUVEs and massively multiplayer online role-playing games (MMORPGs for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider in scope; it considers the range of collaborative gaming worlds that exist and discusses their potential for learning, with particular reference to higher education. The paper discusses virtual gaming worlds from a theoretical pedagogic perspective, exploring the educational benefits of gaming environments. Then practical considerations associated with the use of virtual gaming worlds in formal settings in higher education are considered. Finally, the paper considers development options that are open to educators, and discusses the potential of Alternate Reality Games (ARGs for learning in higher education. In all, this paper hopes to provide a balanced overview of the range of virtual gaming worlds that exist, to examine some of the practical considerations associated with their use, and to consider their benefits and challenges in learning and teaching in the higher education context.

  1. Sport Nutritionist: A New Sport Education Role

    Science.gov (United States)

    Martin, Matthew R.; Zimmerman, Ryan; Ciotto, Carol

    2015-01-01

    Considering the challenges associated with adolescent obesity and the need for innovative and meaningful physical education curricula, the authors of this article decided to create a new sport education role to help students learn about the fundamental nutritional concepts and practices that contribute to a healthy and active lifestyle. The new…

  2. A Game-Theoretic approach to Fault Diagnosis of Hybrid Systems

    Directory of Open Access Journals (Sweden)

    Davide Bresolin

    2011-06-01

    Full Text Available Physical systems can fail. For this reason the problem of identifying and reacting to faults has received a large attention in the control and computer science communities. In this paper we study the fault diagnosis problem for hybrid systems from a game-theoretical point of view. A hybrid system is a system mixing continuous and discrete behaviours that cannot be faithfully modeled neither by using a formalism with continuous dynamics only nor by a formalism including only discrete dynamics. We use the well known framework of hybrid automata for modeling hybrid systems, and we define a Fault Diagnosis Game on them, using two players: the environment and the diagnoser. The environment controls the evolution of the system and chooses whether and when a fault occurs. The diagnoser observes the external behaviour of the system and announces whether a fault has occurred or not. Existence of a winning strategy for the diagnoser implies that faults can be detected correctly, while computing such a winning strategy corresponds to implement a diagnoser for the system. We will show how to determine the existence of a winning strategy, and how to compute it, for some decidable classes of hybrid automata like o-minimal hybrid automata.

  3. SPORTS SCIENCES AND MULTICULTURALISM - EDUCATIONAL AND PROFESSIONAL IMPACT

    Directory of Open Access Journals (Sweden)

    Danica Pirsl

    2012-09-01

    Full Text Available The aim of the paper is to familiarize the sports sciences educators to the pedagogic concept and professional benefits and awareness of multicultural education if implemented in sports sciences curricula, especially in the efforts to obtain international transparency through sports science literature writing and publishing. Data Sources were textbook chapters and articles searched through the archives of Diversity Digest and Academic Medicine for the years 2000 to 2005 with the key words multiculturalism, diversity, cultural competence, education, and learning. Synthesized data were used to present a rational argument for the inclusion of a critical pedagogy into the field of sports science education. The infrastructure in the professional field of sports sciences, review of the literature on critical multicultural theory and pedagogy and the potential cognitive and intellectual implications of diversity and multicultural education were analyzed. Conclusions/Recommendations focus on possible various and creative strategies for implementing a multicultural agenda in sports sciences curricula and on the analysis of the associated benefits and outcomes of such educational strategies.

  4. Exploring the Synergy between Sport Education and In-School Sport Participation

    Science.gov (United States)

    Knowles, Alex; Wallhead, Tristan L.; Readdy, Tucker

    2018-01-01

    One of the primary goals of physical education is for students to gain the motivation to continue to be physically active outside of curriculum time. The purpose of this study was to use a case study approach to examine elementary students' responses to Sport Education and how it influenced their choice to participate in the same sports during…

  5. Leveraging the Social Aspect of Educational Games

    Science.gov (United States)

    Jiménez, Osvaldo

    2015-01-01

    With games captivating the minds of many children in the United States, educators may be interested in trying to introduce games into their classrooms. This article offers educators insights into how to understand and incorporate games that are inherently social, promoting effective discourse in their classrooms. Although educational games and…

  6. A Study on the Game Programming Education Based on Educational Game Engine at School

    Science.gov (United States)

    Jeon, Jongho; Kim, Kwanwoong; Jung, Soonyoung

    2012-01-01

    It is believed that the game programming education at school should be conducted in consideration of an individual student's ability, an elementary programmer. Language to be used in the programming education also need to be associated with the ones that are actually used in the game industry. Lately, many researches on the educational programming…

  7. Selected Periodicals in Sport and Physical Education.

    Science.gov (United States)

    Crase, Darrell

    1979-01-01

    Thirty-one journals pertinent to the physical educator and to the professional in the areas of motor learning, sport philosophy, sport sociology, sport psychology, and sport medicine are listed with a general note on the scope of each. (JMF)

  8. Catering for the athletes village at the Sydney 2000 Olympic Games: the role of sports dietitians.

    Science.gov (United States)

    Pelly, Fiona; O'Connor, Helen; Denyer, Gareth; Caterson, Ian

    2009-08-01

    This article describes the development, analysis, and implementation of the menu available to athletes and patrons in the main dining hall of the Athletes Village at the Sydney 2000 Olympic Games and the significant role of sports dietitians in this process. Menu design and development was informed by focus groups, literature reviews, and food-preference surveys of athletes. The final menu was also assessed by an expert panel of Australian sports dietitians. A custom-designed database (Foodweb) was developed to enable dietary analysis of food-production data and creation of point-of-choice nutrition labels. Dietitians assisted with quality assurance testing and training of catering staff. Athletes surveyed in the main dining hall (N=414) agreed that the menu contained sufficient variety and adequate meat, pasta/rice, vegetable/salad, fruit, and snack items. Sports dietitians played a significant role in ensuring that the menu met the needs of athletes from a range of differing cultural and sporting backgrounds. Dining-hall patrons provided positive feedback and few complaints about the overall dining experience. The information presented in this report can help future caterers and dietitians with the planning and provision of suitable food for athletic performance at an Olympic Games.

  9. Game-like Technology Innovation Education

    DEFF Research Database (Denmark)

    Magnussen, Rikke

    2011-01-01

      The aim of this paper is to discuss the first results and methodological challenges and perspectives of designing game-inspired scenarios for implementation of innovation processes into schools' science education. This paper comprises and report on a case study of a game-inspired innovation...... scenario designed for technology education in grades 7 - 9 in Danish schools. In the paper, methodological challenges of doing design-based research into technology innovation education are discussed. The preliminary results from the first studies of a game-inspired technology innovation camp are also...... presented, along with discussions of the future of development of these educational spaces....

  10. Psychological issues of the russian sport (towards the 31st Summer Olympic games in Rio de Janeiro, Brazil

    Directory of Open Access Journals (Sweden)

    Alexander V. Morozov

    2015-09-01

    Full Text Available The paper deals with the psychological issues of the Russian sport in general (including internal and external, objective and subjective ones. The attitudes of the most authoritative sports experts are analyzed. Various media discuss the performance of Russians in the Olympics of the third Millennium, the role and importance of psychology in modern sport and also in preparation of elite sport athletes for such important tournaments as the Olympic Games. The paper discusses fundamental differences of psychological preparation of the Russian and foreign athletes, comparative analysis of national team performances of Russia in the summer Olympics and Paralympic Games over the past 20 years, i.e. in 1996, 2000, 2004, 2008 and 2012. The paper analyses the strongest team performances on the global level in the latest Summer Olympic games and the probabilistic prediction of the performance results in the Summer Olympics in Brazil in reference with November doping scandal in the Russian Athletics Federation associated with charges of the Russian athletes in the mass doping followed by a loud dismissal of a number of sports officials and coaches, with two Russian athletes to be disqualified and stripped of their medals of London Olympics-2012, and also a RAF member in the IAAF to be suspended, which puts into question the possibility of Russian national athletics team participating in the next Olympics. The paper outlines current problematic issues the solution of which is urgent for the 21st Summer Olympics 2016 in Rio de Janeiro, Brazil, and should contribute to a fundamental change in the psychological, spiritual, moral atmosphere not only of an individual athlete, but for all Russian sport in general.

  11. Let the Game do the Talking: The influence of explicitness and game behavior on comprehension in an educational computer game

    NARCIS (Netherlands)

    Bergervoet, Erwin; van der Sluis, Frans; van Dijk, Elisabeth M.A.G.; Nijholt, Antinus; Gavrilova, M.L.

    2011-01-01

    An endogenous educational game is a game where the educational content is integrated in the game play mechanics themselves. These games rely on a constructivist approach to learning, where the learner constructs knowledge through concrete experiences. Endogenous educational games which are

  12. Instructional games in allied health education.

    Science.gov (United States)

    Meyer, M A

    1980-08-01

    A theoretical framework and practical suggestions for incorporating games and simulation into allied health instruction are presented. Research findings that support the use of educational simulation/games as a tool for higher cognitive learning are discussed. Examples and step-by-step instructions are given to help allied health educatiors and students write their own simulation games, try them out, evaluate them, and incorporate them into classroom use to stimulate interaction. Advantages of using educational simulation/games in allied health education as well as possible disadvantages of this teaching strategy are discussed. Use of instructional games to enhance teaching effectiveness as measured by student achievement in the allied health fields is emphasized.

  13. Teaching Games for Understanding: A Comprehensive Approach to Promote Student's Motivation in Physical Education.

    Science.gov (United States)

    Hortigüela Alcalá, David; Hernando Garijo, Alejandra

    2017-10-01

    It seems important to consider students' attitudes towards physical education (PE), and the way they learn sports. The present study examines students' perceptions of motivation and achievement in PE after experiencing three consecutive sport units. Two hundred and thirty seven students from the 1st, 2nd, 3rd, and 4th grade in a high school in Burgos (Spain) and two teachers agreed to participate. They were divided into two groups in order to compare two instructional approaches. The experimental group (A), 128 students, experienced Teaching Games for Understanding (TGfU), while the control group (B), 109 students, experienced a technical-traditional approach. Each group was taught by a different teacher. The study followed a mixed-method research design with quantitative (questionnaire) and qualitative (interview) data. Results revealed that group A showed greater motivation and achievement in PE than group B. Significant differences were found in achievement. Participants with better academic results in group A were more positive in sport participation. Meanwhile, students who practiced more extracurricular sports in group B were more actively involved in sport. Teachers disagreed greatly on the way sport should be taught in PE.

  14. Educational Games for Learning

    Science.gov (United States)

    Noemí, Peña-Miguel; Máximo, Sedano Hoyuelos

    2014-01-01

    The introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also…

  15. Sports injuries in physical education teacher education students.

    Science.gov (United States)

    Goossens, L; Verrelst, R; Cardon, G; De Clercq, D

    2014-08-01

    Sports injuries could be highly detrimental to the career of a physical education teacher education (PETE) student. To enable the development of future sports injury prevention programs, sports injuries in 128 first-year academic bachelor PETE students were registered prospectively during one academic year. Common risk factors for sports injuries, taken from the literature, were also evaluated by means of logistic regression analysis. We found an incidence rate of 1.91 and an injury risk of 0.85, which is higher than generally found in a sports-active population. Most injuries involved the lower extremities, were acute, newly occurring injuries, and took place in non-contact situations. More than half of all injuries lead to an inactivity period of 1 week or more and over 80% of all injuries required medical attention. A major part of these injuries happened during the intracurricular sports classes. Few differences were seen between women and men. A history of injury was a significant risk factor (P = 0.018) for the occurrence of injuries, and performance of cooling-down exercises was significantly related to a lower occurrence of ankle injuries (P = 0.031). These data can inform future programs for the prevention of sports injuries in PETE students. © 2013 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  16. Russia and the olympic movement : a study of Russian national identity as described in the newspaper Sovetskij Sport during the winter olympic games of 1988, 1992, 1994, and in the future winter olympic games of 2014

    OpenAIRE

    Nikitin, Anna

    2010-01-01

    The topic of the thesis deals with Russia and the Olympic Movement, studying Russian national identity as it is described in the newspaper Sovetskij Sport during three past Winter Olympic Games (1988, 1992, 1994) and the upcoming Winter Olympic Games that take place in Sochi 2014 in the framework of international politics. The research task is to analyze, what kinds of discourses do the writings of Russian Olympic Committee’s leading sports journal Sovetskij Sport use in times of the above me...

  17. Public Stigma Across Addictive Behaviors: Casino Gambling, eSports Gambling, and Internet Gaming.

    Science.gov (United States)

    Peter, Samuel C; Li, Qian; Pfund, Rory A; Whelan, James P; Meyers, Andrew W

    2018-04-07

    The negative psychological effects of public stigma on disordered gamblers have been well documented. Public stigma deters treatment-seeking and other help-seeking behaviors, and negatively impacts individuals' view of themselves. Different types of disordered gambling activities may attract different degrees of stigma. One increasingly popular form of gambling involves placing bets on the outcomes of competitive video games, also called eSports gambling. This activity shares characteristics with Internet gaming and gambling. The purpose of this study was to compare the degree of public stigma held towards traditional casino gamblers, eSports gamblers, and Internet gamers, as compared to an individual experiencing comparable levels of impairment and distress due to a financial crisis. Using an experimental between-groups vignette study design, we found that all three types of behavioral addictions were more heavily stigmatized than the control condition. The three behavioral addictions were seen as being highly controllable, engendered a significant amount of anger and blame, and resulted in higher levels of desired social distance. Traditional casino gamblers were seen as significantly more dangerous to be around and created a higher level of desired social distance than the Internet gamer. Differences between the Internet gamer and eSports better were less pronounced. These findings underscore the importance of reducing public stigma for gambling and other behavioral addictions, and provide information that can be used when developing interventions to impact stigma.

  18. Nintendo Wii: Opportunities to Put the Education Back into Physical Education

    Science.gov (United States)

    Perlman, Dana; Forrest, Greg; Pearson, Phil

    2012-01-01

    Movement-based gaming technologies, such as the Nintendo Wii, are becoming more visible within the physical education. As research on movement-based technologies develops, an aspect that has gained interest is the potential educational value for the physical education student. The purpose of this study was to examine movement-based sport games and…

  19. Gaming the System: Developing an Educational Game for Securing Principles of Arterial Blood Gases.

    Science.gov (United States)

    Boyd, Cory Ann; Warren, Jonah; Glendon, Mary Ann

    2016-01-01

    This article describes the development process for creating a digital educational mini game prototype designed to provide practice opportunities for learning fundamental principles of arterial blood gases. Mini games generally take less than an hour to play and focus on specific subject matter. An interdisciplinary team of faculty from two universities mentored student game developers to design a digital educational mini game prototype. Sixteen accelerated bachelor of science in nursing students collaborated with game development students and playtested the game prototype during the last semester of their senior year in nursing school. Playtesting is a form of feedback that supports an iterative design process that is critical to game development. A 10-question survey was coupled with group discussions addressing five broad themes of an archetypical digital educational mini game to yield feedback on game design, play, and content. Four rounds of playtesting and incorporating feedback supported the iterative process. Accelerated bachelor of science in nursing student playtester feedback suggests that the digital educational mini game prototype has potential for offering an engaging, playful game experience that will support securing the fundamental principles of arterial blood gases. Next steps are to test the digital educational mini game for teaching and learning effectiveness. Copyright © 2016 Elsevier Inc. All rights reserved.

  20. Nutrition in team sports.

    Science.gov (United States)

    Mujika, Iñigo; Burke, Louise M

    2010-01-01

    Team sports are based on intermittent high-intensity activity patterns, but the exact characteristics vary between and within codes, and from one game to the next. Despite the challenge of predicting exact game demands, performance in team sports is often dependent on nutritional factors. Chronic issues include achieving ideal levels of muscle mass and body fat, and supporting the nutrient needs of the training program. Acute issues, both for training and in games, include strategies that allow the player to be well fuelled and hydrated over the duration of exercise. Each player should develop a plan of consuming fluid and carbohydrate according to the needs of their activity patterns, within the breaks that are provided in their sport. In seasonal fixtures, competition varies from a weekly game in some codes to 2-3 games over a weekend road trip in others, and a tournament fixture usually involves 1-3 days between matches. Recovery between events is a major priority, involving rehydration, refuelling and repair/adaptation activities. Some sports supplements may be of value to the team athlete. Sports drinks, gels and liquid meals may be valuable in allowing nutritional goals to be met, while caffeine, creatine and buffering agents may directly enhance performance. Copyright © 2011 S. Karger AG, Basel.

  1. Towards personalized feedback in educational computer games for children

    NARCIS (Netherlands)

    Vasilyeva, E.; Uskov, V.

    2007-01-01

    Educational games as well as other computer games become an important part of children’s life and modern education. Feedback that is provided during a game to a child plays a significant role in computer games in general. In the context of educational computer games being developed for children game

  2. Sport, modernity and nation building: The Indonesian National Games of 1951 and 1953

    Directory of Open Access Journals (Sweden)

    Colin Brown

    2008-12-01

    Full Text Available The study of sport – its social, political, cultural and economic aspects – is a well-established academic field, scholars widely acknowledging its significance in understanding how a society is organized and understood. As Perkin (1992:211 puts it: The history of societies is reflected more vividly in the way they spend their leisure than in their politics or their work […] the history of sport gives a unique insight into the way a society changes and impacts on other societies it comes into contact with and, conversely, the way those societies react back to it. Sport has a particular resonance in considerations of the emergence of modern nation-states out of colonialism, given the connections between the diffusion of modern sports around the world and the colonial experience. Although virtually all societies played games of various kinds, competitive, rule-based sports are essentially modern, western phenomena, dating back no further than the nineteenth century. Their spread through the world coincided with, and in many respects was an inherent part of, the expansion of western colonialism. In the British Empire in particular, sport was seen as reflecting the essential values and characteristics of the British race which justified the existence of colonialism. Wherever the British went, they took their sports with them, together with the social mores they represented.

  3. Movement Patterns in Educational Games

    DEFF Research Database (Denmark)

    Rehm, Matthias; Christensen, Bianca Clavio; Nielsen, Thorsten B.

    2018-01-01

    Although movement is essential in location-based games to get from one point of interest to the next, it is seldom taken into account for the game design and the selection of locations. Instead, player movement is usually analyzed after the fact, i.e. when the game is ready to play. In this paper......-based educational games....

  4. Sports injuries in Saudi Arabia.

    Science.gov (United States)

    Sadat-Ali, M; Sankaran-Kutty, M

    1985-03-01

    Saudi Arabia has now a wealth of sporting facilities of which the youth of the country is making full use. A prospective study of sports related injuries was conducted during the twelve months of 1983. We present an analysis of 846 such injuries seen at the King Fahd University Hospital, Al Khobar. These injuries formed 8.36% of those who attended after an accident for emergency treatment, of which 63% were under 20 years. The majority was sustained during soccer games. The most frequent site of injury was the knee. We believe that specialised Sports Injury Clinics, initially based at the University Hospitals should be established here, to give guidance and education concerning avoidance of injuries, and for the treatment and follow-up of those injured and enable them to return to sports early.

  5. Game-Like Technology Innovation Education

    Science.gov (United States)

    Magnussen, Rikke

    2011-01-01

    This paper examines the methodological challenges and perspectives of designing game-like scenarios for the implementation of innovation processes in school science education. This paper presents a design-based research study of a game-like innovation scenario designed for technology education for Danish public school students aged 13-15. Students…

  6. The Physical Education and Sport Interface: Models, Maxims and Maelstrom

    Science.gov (United States)

    Pope, Clive C.

    2011-01-01

    Within many school contexts physical education and sport have historically been positioned as polemic, and while there has been plenty of rhetoric about physical education as well as sport within education, there has seldom been engaged debate or discussion about the relationship between physical education and sport in school settings. This…

  7. Primary factors identified in sport science students' coaching philosophies : sport education and community involvement

    OpenAIRE

    Liandi van den Berg

    2014-01-01

    Youth sport coaches have a great influence on the experiences and development of children who participate in organized sport. Given this influence of coaches on children and the huge participation numbers of children in sports, coach education programmes received increasing research attention over the past 30 years. Numerous important facets of coach educational programmes have been identified, of which the first key developmental domain as indicated by the President's Council on Fitness, Spo...

  8. Bringing your a-game: Educational gaming for student success.

    Science.gov (United States)

    Strickland, Haley P; Kaylor, Sara K

    2016-05-01

    The purpose of this article is to describe the theoretical basis for the integration of gaming in nursing education and discuss aspects related to the implementation of "The Race for Nursing Student Success" game. This game was designed for 112 junior-level baccalaureate nursing students enrolled in a fundamentals nursing course. Students were divided into groups of 5-8 and rotated through ten specific learning activities that took place in various locations throughout the nursing building. Student and faculty feedback indicated positive responses to this instructional strategy and also promoted a learner-centered teaching environment. This learning activity supports the use of educational gaming as a means to develop learner-centered environments that provide experiential experiences, enhance learning, and stimulate interest, and motivation for students to learn. Copyright © 2016 Elsevier Ltd. All rights reserved.

  9. Athletes' opinions of food provision at the 2010 Delhi Commonwealth Games: the influence of culture and sport.

    Science.gov (United States)

    Burkhart, Sarah J; Pelly, Fiona E

    2013-02-01

    The aim of this study was to investigate whether athletes' opinion of food provision in the main dining hall of the athletes' village at the Delhi 2010 Commonwealth Games varied according to cultural background, sport, stage of competition, and previous experience at similar events. A previously developed questionnaire was distributed over 3 meal periods to 351 athletes dining in the main dining hall during the course of the games (Sept. 23 to Oct. 4, 2010). Despite the challenges of food provision in a non-Western region, the availability of food and beverage items was rated highly. However, athletes from Western regions tended to rate food-provision qualities lower than athletes from non-Western regions. Most athletes found it easy to find items to meet their nutrition needs; however, requests for sports foods, snacks, and culturally specific items were received. Power/sprint athletes were more critical of the food provision, whereas athletes from aesthetic sports tended to rate it more highly. Athletes farther from competition gave higher ratings for taste, while athletes who had more experience in this type of environment also tended to be more critical of the food provision. Overall daily mean opinion scores for taste and menu variety decreased over the games period. The results of this study can help organizers and caterers ensure that appropriate food and beverage are provided for athletes at major competition events.

  10. The Evaluation of CEIT Teacher Candidates in Terms of Computer Games, Educational Use of Computer Games and Game Design Qualifications

    Directory of Open Access Journals (Sweden)

    Hakkı BAĞCI

    2014-04-01

    Full Text Available Computer games have an important usage potential in the education of today’s digital student profile. Also computer teachers known as technology leaders in schools are the main stakeholders of this potential. In this study, opinions of the computer teachers about computer games are examined from different perspectives. 119 computer teacher candidates participated in this study, and the data were collected by a questionnaire. As a result of this study, computer teacher candidates have a positive thinking about the usage of computer games in education and they see themselves qualified for the analysis and design of educational games. But they partially have negative attitudes about some risks like addiction and lose of time. Also the candidates who attended the educational game courses and play games from their mobile phones have more positive opinions, and they see themselves more qualified than others. Males have more positive opinions about computer games than females, but in terms of educational games and the analysis and design of the computer games, there is no significant difference between males and females.

  11. Are Serious Games a Good Strategy for Pharmacy Education?

    Science.gov (United States)

    Cain, Jeff; Piascik, Peggy

    2015-05-25

    Serious gaming is the use of game principles for the purposes of learning, skill acquisition, and training. Higher education is beginning to incorporate serious gaming into curricula, and health professions education is the most common area for serious game use. Advantages of serious gaming in pharmacy education include authentic, situated learning without risk of patient consequences, collaborative learning, ability to challenge students of all performance levels, high student motivation with increased time on task, immediate feedback, ability to learn from mistakes without becoming discouraged, and potential for behavior and attitude change. Development of quality games for pharmacy education requires content expertise as well as expertise in the science and design of gaming. When well done, serious gaming provides a valuable additional tool for pharmacy education.

  12. Sports injuries and illnesses in the Sochi 2014 Olympic Winter Games.

    Science.gov (United States)

    Soligard, Torbjørn; Steffen, Kathrin; Palmer-Green, Debbie; Aubry, Mark; Grant, Marie-Elaine; Meeuwisse, Willem; Mountjoy, Margo; Budgett, Richard; Engebretsen, Lars

    2015-04-01

    Systematic surveillance of injuries and illnesses is the foundation for developing preventive measures in sport. To analyse the injuries and illnesses that occurred during the XXII Olympic Winter Games, held in Sochi in 2014. We recorded the daily occurrence (or non-occurrence) of injuries and illnesses (1) through the reporting of all National Olympic Committee (NOC) medical teams and (2) in the polyclinic and medical venues by the Sochi 2014 medical staff. NOC and Sochi 2014 medical staff reported 391 injuries and 249 illnesses among 2780 athletes from 88 NOCs, equalling incidences of 14 injuries and 8.9 illnesses per 100 athletes over an 18-day period of time. Altogether, 12% and 8% of the athletes incurred at least one injury or illness, respectively. The percentage of athletes injured was highest in aerial skiing, snowboard slopestyle, snowboard cross, slopestyle skiing, halfpipe skiing, moguls skiing, alpine skiing, and snowboard halfpipe. Thirty-nine per cent of the injuries were expected to prevent the athlete from participating in competition or training. Women suffered 50% more illnesses than men. The rate of illness was highest in skeleton, short track, curling, cross-country skiing, figure skating, bobsleigh and aerial skiing. A total of 159 illnesses (64%) affected the respiratory system, and the most common cause of illness was infection (n=145, 58%). Overall, 12% of the athletes incurred at least one injury during the games, and 8% an illness, which is similar to prior Olympic Games. The incidence of injuries and illnesses varied substantially between sports. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.

  13. Making Gameplay Matter: Designing Modern Educational Tabletop Games

    Science.gov (United States)

    Nicholson, Scott

    2011-01-01

    One of the great failings in educational game design is a focus on the question-and-answer model of gameplay. This type of educational game has players engage in some sort of time-wasting activity like rolling a die and moving, and then the focus of the game, the activity of answering a question, is triggered. Thousands of educational games use…

  14. Joint Real-Time Energy and Demand-Response Management using a Hybrid Coalitional-Noncooperative Game

    Energy Technology Data Exchange (ETDEWEB)

    He, Fulin; Gu, Yi; Hao, Jun; Zhang, Jun Jason; Wei, Jiaolong; Zhang, Yingchen

    2015-11-11

    In order to model the interactions among utility companies, building demands and renewable energy generators (REGs), a hybrid coalitional-noncooperative game framework has been proposed. We formulate a dynamic non-cooperative game to study the energy dispatch within multiple utility companies, while we take a coalitional perspective on REGs and buildings demands through a hedonic coalition formation game approach. In this case, building demands request different power supply from REGs, then the building demands can be organized into an ultimate coalition structure through a distributed hedonic shift algorithm. At the same time, utility companies can also obtain a stable power generation profile. In addition, the interactive progress among the utility companies and building demands which cannot be supplied by REGs is implemented by distributed game theoretic algorithms. Numerical results illustrate that the proposed hybrid coalitional-noncooperative game scheme reduces the cost of both building demands and utility companies compared with the initial scene.

  15. An Investigation into the Familiarity of Physical Education Experts with Historical, Social and Cultural Aspects of Olympic Games

    Directory of Open Access Journals (Sweden)

    Mohammadi Sardar

    2014-11-01

    Full Text Available The purpose of this study was to survey an investigation into the familiarity of physical education experts with historical, social and cultural aspects of Olympic Games. 120 of the physical education experts (the members of physical education, the managers of the Ministry of Sport and Youth, the managers of physical education in the Ministry of Education answered to a researcher made questionnaire on familiarity with different aspects of Olympic Games in order to determine their familiarity with historical, cultural and social aspects of Olympic. The mentioned questionnaire (15 social questions, 14 historical questions, 11 cultural questions was constructed through a guide study and making subsequent revisions and editions. The opinions of the scope of experts were used in order to determine face and content validity and chronbach’s a was used in order to determine the reliability of the questionnaire. Appropriate descriptive and inferential statistics (ANOVA one- way, MANOVA and the Scheffe Hoc test were used. The findings demonstrated that the viewpoints of the members of the physical education were significantly different from those of the other two groups. The Scheffe Hoc test also demonstrated a significant difference between the ideas of the physical education members and those of the other two groups. The superiority of the physical education members in social part consisting of questions involving nationalism, Doping, professional sport, advertisement, commercialism, multimedia and communications was not due to their knowledge of Olympic chart but their involvement with these subjects in the society. Their superiority in historical questions was owing to the role of multimedia in covering the news and increasing the knowledge of the people in this respect. One of the reasons for the superiority of the physical education members in cultural section was that the addressees of multimedia got information on medals more than the cultural

  16. A rapid review of serious games: From healthcare education to dental education.

    Science.gov (United States)

    Sipiyaruk, K; Gallagher, J E; Hatzipanagos, S; Reynolds, P A

    2018-03-24

    Games involving technology have the potential to enhance hand-eye coordination and decision-making skills. As a result, game characteristics have been applied to education and training, where they are known as serious games. There is an increase in the volume of literature on serious games in healthcare education; however, evidence on their impact is still ambiguous. The aims of this study were (i) to identify high-quality evidence (systematic reviews or meta-analyses) regarding impacts of serious games on healthcare education; and (ii) to explore evidence regarding impacts of serious games in dental education. A rapid review of the literature was undertaken to synthesise available evidence and examine serious games in healthcare education (Stage 1) and dental education (Stage 2). Nine systematic reviews were included in Stage 1, four of which were of high, three of moderate and two of low quality. For Stage 2, two randomised control trials with moderate quality were included. The findings demonstrated that serious games are potentially effective learning tools in terms of knowledge and skills improvement, although outcomes of serious games over traditional learning approaches were not consistent. In addition, serious games appeared to be more engaging and satisfying for students, which could be considered as the most important positive impact. Serious games provide an option for healthcare and dental education but remain underutilised and researched. At best, they offer a similar experience to other methods in relation to educational outcome; however, they can provide a supplementary strategy to engage students and improve learner satisfaction. © 2018 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  17. Physical Education and Sport at School in Europe

    Science.gov (United States)

    Kerpanova, Viera; Borodankova, Olga

    2013-01-01

    "Physical Education and Sport at School in Europe" maps the state of play of physical education and sport activities at school in 30 European countries. The report covers primary and lower secondary education and provides an insight into the following topics: national strategies and large-scale initiatives where they exist, the status of…

  18. Development of Mobile Educational Game of Economics

    Directory of Open Access Journals (Sweden)

    Indah Rahayu Kurniasari

    2018-05-01

    Full Text Available Along the rapid development of Information and Communication Technology (ICT, learning media are required to undergo renewal. Innovation of learning media that combines modern technology is needed to improve the effectiveness of learning. The research is a Research and Development (R&D. The product result of this research is mobile educational game of economics. This research aims to determine the feasibility of mobile educational game of economics. Media feasibility was assessed based on the results of media-use response questionnaires that given to experts and students. Expert validation result showed that mobile educational game of economics achieved very good judgment. The assessment questionnaires result from the student also stated that the quality and effectiveness of mobile educational game of economics were very good. So, the research concluded that mobile educational game of economics worthy to be used as a media of economics learning.

  19. The understanding of the concept of business in terms of the concepts of GAME/SPORT with the example of business English idioms

    Directory of Open Access Journals (Sweden)

    Milošević Ivan

    2016-01-01

    Full Text Available This paper focuses on the potential understanding of the concept of BUSINESS in terms of the concepts of GAME and SPORT with the examples of Business English idioms (idiomatic expressions. Namely, in the light of the cognitive linguistics, meaning is considered to be not only a linguistic phenomenon, but a conceptual phenomenon as well. Such vantage point enables a lexico-semantic interpretation of linguistic units from a conceptual perspective, which includes the forming of correspondences between two concepts, with one concept being understood in terms of the other. The analysis includes 24 Business English idioms which stem from the conceptual domain of GAME/SPORT and is aimed at establishing the conceptual mapping (primarily via a cognitive mechanism known as the conceptual metaphor between the above stated source and the target domains, which prove a potential understanding of the concept of BUSINESS on the basis of the concepts of SPORT and GAME.

  20. Recreational Games for Physical Education

    Science.gov (United States)

    Hume, Donald

    2005-01-01

    Recreational games can be incorporated into physical education programs to encourage play and activity among students during their leisure time. Students can play their own games during recess, before or after school, during intramural programs, or in their neighborhood with family and friends. This article describes five such games namely:…

  1. Women and sport.

    Science.gov (United States)

    O'Brien, M; Robertson, A

    2010-05-01

    Women have historically taken part in sports for many centuries. The first recorded female game competitions were the Herean Games in approximately 1,000 BC, named after the Goddess Hera. Held at Olympia in Greece, these games were for women alone and were thought to have originated as part of ancient fertility rights. Historically there is evidence of sporting activities involving women, but nothing of significance until after the 1948 summer Olympic Games, when 385 female athletes participated. Over the last six decades there has been a noted rise in the number of female athletes, reaching its maximum with the 2008 Beijing Olympics, where over 42% of the 11,028 athletes were women. Similarly in 2006, at the Turin Winter Olympics in Italy, 40% of the 2,500 athletes were females. In the 2012 Olympics, the Olympic Committee anticipates that approximately 44% of all athletes participating will be female. Despite there being a significant rise in the number of elite athletes in the UK, there appears to be an overall decrease in the amount and intensity of physical exercise undertaken by teenage girls. This is considered to be due to the fact that physical education is no longer an integral part of the school curriculum in the UK. There is, however, a small but significant group of elite athletes who start to train at a very early age (9-10 years old) especially in gymnastics, skating, swimming and athletics.

  2. Physical education, sports, and gender in schools.

    Science.gov (United States)

    Solmon, Melinda A

    2014-01-01

    The benefits associated with engaging in regular physical activity are well documented, but a large segment of the population is not sufficiently active. School physical educa tion and sport programs are identified as important components in efforts to promote physical activity. Girls are less active than boys, and there is evidence that physical education programs are not effectively meeting their needs. The focus of this chapter is to examine gender as a construct in the domains of physical education and sport, clarifying the reasons girls tend to be less active and less involved in physical education. Following an historical overview, curricular issues and motivational aspects are considered. Implications are focused on ways that educators can provide positive experiences for all students in physical education and sport that will encourage them to adopt and maintain healthy active lifestyles and enhance their quality of life across the life span.

  3. Sport Education: A Panacea for Hegemonic Masculinity in Physical Education or More of the Same?

    Science.gov (United States)

    Parker, Mitchum B.; Curtner-Smith, Mathew D.

    2012-01-01

    Sport education has received considerable support from teachers, teacher educators and the sport pedagogy literature as a cure for much that ails physical education. The purpose of the study described in this paper was to determine the extent to which teachers employing the sport education model rejected and combatted or supported and reinforced…

  4. Sport pedagogy: making the play possible in kids judo

    Directory of Open Access Journals (Sweden)

    Reinaldo Naia Cavazani

    2016-05-01

    Full Text Available This article aims to deal with the pedagogical procedures for teaching, experiencing and learning kids Judo, observing the technical-tactical, socio-educational and cultural-historical referential. It is a bibliographic review study of critical-reflective and purposeful character applied to judo, according to the concept of creating the possible game. The possible game is group of pedagogical procedures focused on managing and ensuring the goals of teaching process, experiencing and learning of Judo, in the plans of the content, methodology and didactics, through the observation of the relationship between the characters, the context, the purposes and the meanings of sport, in order to ensure a wide perspective of the sports phenomenon.

  5. Educational Contribution of RPG Video Games: Modern Media in Modern Education

    OpenAIRE

    Kratochvíl, Martin

    2014-01-01

    TITLE OF WORK: The Educational Contribution of RPG Video Games: Modern Media in Modern Education AUTHOR: Martin Kratochvíl KEY WORDS: video games, RPG genre, modern education, critical thinking, language learning, student's motivation DEPARTMENT: Department of English Language and Literature Charles University in Prague, Faculty of Education SUPERVISOR: Mark Robert Farrell ABSTRACT: The subject of this topic is to research the potential contribution of RPG video games in the field of modern e...

  6. Does playing a sports active video game improve object control skills of children with autism spectrum disorder?

    OpenAIRE

    Edwards, Jacqueline; Jeffrey, Sarah; May, Tamara; Rinehart, Nicole J.; Barnett, Lisa M.

    2017-01-01

    Background: Active video games (AVGs) encourage whole body movements to interact or control the gaming system, allowing the opportunity for skill development. Children with autism spectrum disorder (ASD) show decreased fundamental movement skills in comparison with their typically developing (TD) peers and might benefit from this approach. This pilot study investigates whether playing sports AVGs can increase the actual and perceived object control (OC) skills of 11 children with ASD aged 6–1...

  7. Rethinking Game Based Learning: applying pedagogical standards to educational games

    NARCIS (Netherlands)

    Schmitz, Birgit; Kelle, Sebastian

    2010-01-01

    Schmitz, B., & Kelle, S. (2010, 1-6 February). Rethinking Game Based Learning: applying pedagogical standards to educational games. Presentation at JTEL Winter School 2010 on Advanced Learning Technologies, Innsbruck, Austria.

  8. Gaming: a creative strategy for staff education.

    Science.gov (United States)

    Swartzendruber, D

    1994-02-01

    Providing staff development in a stimulating, innovative manner is the challenge of all nurse educators. This article discusses gaming, a creative teaching strategy that can help meet these needs. Games designed specifically for the education of dialysis staff will be reviewed. Advantages of the various games will also be examined.

  9. Descriptive epidemiology of Paralympic sports injuries.

    Science.gov (United States)

    Webborn, Nick; Emery, Carolyn

    2014-08-01

    Paralympic sports have seen an exponential increase in participation since 16 patients took part in the first Stoke Mandeville Games on the opening day of the 1948 London Olympic Games. More than 4,000 athletes took part in the London 2012 Paralympic Games. Few sporting events have seen such rapid evolution. This rapid pace of change also has meant challenges for understanding the injury risks of participation, not only because of the variety of sports, impairment types, the evolution of adapted equipment but also because of the inclusion of additional impairment types and development of new sports over time. Early studies were limited in scope but patterns of injuries are slowly emerging within Winter and Summer Paralympic sports. The IPC's London 2012 study is the largest to date with a prospective cohort study involving 49,910 athlete-days. The results identified large differences across sports and highlighted the need for longitudinal sport specific studies rather than solely games-time studies. This will require collaboration with international sports federations to examine injury patterns and risk factors for injury in this population to appropriately inform injury prevention strategies. Further studies will also need to address the impact of sporting participation, injury, and future health. Copyright © 2014 American Academy of Physical Medicine and Rehabilitation. Published by Elsevier Inc. All rights reserved.

  10. Game-based Research Collaboration adapted to Science Education

    DEFF Research Database (Denmark)

    Magnussen, Rikke; Damgaard Hansen, Sidse; Grønbæk, Kaj

    2012-01-01

    This paper presents prospects for adapting scientific discovery games to science education. In the paper a prototype of The Quantum Computing Game is presented as a working example of adapting game-based research collaboration to physics education. The game concept is the initial result of a three......-year, inter-disciplinary project “Pilot Center for Community-driven Research” at Aarhus and Aalborg University in Denmark. The paper discusses how scientific discovery games can contribute to educating students in how to work with unsolved scientific problems and creation of new scientific knowledge. Based...

  11. Sport and Play in a Digital World

    NARCIS (Netherlands)

    van Hilvoorde, I.M.

    Digital technology plays an important role in the everyday lives of people. New types of ‘digital sports’, (sport) gaming, exergaming, cybersport and eSports increase in popularity all over the world and are even challenging the modern and hegemonic concept of sport. Modern games can hardly be

  12. The educational game design on relation and functionmaterials

    Science.gov (United States)

    Pramuditya, S. A.; Noto, M. S.; Syaefullah, D.

    2018-05-01

    Information technology development is certainly very helpful and important for life, especially for education. Media is always associated with technology. Media is considered important because as a tool in the learning process both inside and outside the classroom and can also be used in the framework of communication and interaction with teachers and students in the learning process. Smartphone technology is currently growing very rapidly, especially for Android platform. Game is one of the entertainment media that becomes an option to eliminate boring or just to spend a time. Educational games specifically designed to teach users a particular learning, developing concepts and understanding and guiding them in training their abilities and motivating them to play it. Game of mathematics education is a game inserted by mathematics learning content. This article discusses development research of designing educational game. The purpose of this research was to produce educational games on relation and function, which should be valid and practical. This research adapts the development model of ADDIE, restricted by analysis, design, and development. Data were collected from validation and practical sheets then were analysed descriptively. Based on the results of data analysis, our educational game was valid and practical.

  13. History of Sport and Physical Education.

    Science.gov (United States)

    Young, Louise, Ed.

    The reports from this conference deal with the sources, manifestations, and influences of sports and physical education over time, geography, and cultures. Written in a non-technical manner, the twenty-eight articles deal with the relationship of sports to (among others) politics, art, dance, mythology, religion, economics, sociology, and…

  14. Talent development in adolescent team sports: a review.

    Science.gov (United States)

    Burgess, Darren J; Naughton, Geraldine A

    2010-03-01

    Traditional talent development pathways for adolescents in team sports follow talent identification procedures based on subjective games ratings and isolated athletic assessment. Most talent development models are exclusive rather than inclusive in nature. Subsequently, talent identification may result in discontentment, premature stratification, or dropout from team sports. Understanding the multidimensional differences among the requirements of adolescent and elite adult athletes could provide more realistic goals for potential talented players. Coach education should include adolescent development, and rewards for team success at the adolescent level should reflect the needs of long-term player development. Effective talent development needs to incorporate physical and psychological maturity, the relative age effect, objective measures of game sense, and athletic prowess. The influences of media and culture on the individual, and the competing time demands between various competitions for player training time should be monitored and mediated where appropriate. Despite the complexity, talent development is a worthy investment in professional team sport.

  15. Three dimensions of effective educational game design

    NARCIS (Netherlands)

    Degens, Nick; Bril, Ivo; Braad, Eelco

    2015-01-01

    For over thirty years, there has been a discussion about the effectiveness of educational games in comparison to traditional learning materials. To help further this discussion, we aim to understand ‘how educational games work’ by formalising (and visualising) the educational and motivational

  16. Are Serious Games a Good Strategy for Pharmacy Education?

    OpenAIRE

    Cain, Jeff; Piascik, Peggy

    2015-01-01

    Serious gaming is the use of game principles for the purposes of learning, skill acquisition, and training. Higher education is beginning to incorporate serious gaming into curricula, and health professions education is the most common area for serious game use. Advantages of serious gaming in pharmacy education include authentic, situated learning without risk of patient consequences, collaborative learning, ability to challenge students of all performance levels, high student motivation wit...

  17. Playing interprofessional games: reflections on using the Interprofessional Education Game (iPEG).

    Science.gov (United States)

    Joseph, Sundari; Diack, Lesley

    2015-05-01

    This report explores the relevance of gaming in IPE curriculum design with the use of the Interprofessional Education Game (iPEG) as an activity aimed to achieve positive interprofessional learning outcomes for students. It was designed to enable the understanding of professional roles and responsibilities in patient/client care settings. We provide a description of its implementation and evaluation with first year student cohorts (900+ per cohort) over a 3-year period within an established interprofessional education (IPE) programme. The game encapsulates fun and memorable learning styles to explore professional stereotypes and team approaches to care delivery. It can be a valuable teaching tool for those designing IPE curriculum. Evaluation data from students and staff were mainly positive. We discuss the use of the game and its potential to be adapted in flexible and creative ways to assist educators in consider incorporating gaming within their own IPE programmes.

  18. Video Game Discourses and Implications for Game-Based Education

    Science.gov (United States)

    Whitton, Nicola; Maclure, Maggie

    2017-01-01

    Increasingly prevalent educational discourses promote the use of video games in schools and universities. At the same time, populist discourses persist, particularly in print media, which condemn video games because of putative negative effects on behaviour and socialisation. These contested discourses, we suggest, influence the acceptability of…

  19. Engagement states and learning from educational games.

    Science.gov (United States)

    Deater-Deckard, Kirby; Chang, Mido; Evans, Michael E

    2013-01-01

    Children's and adolescents' cognitive, affective, and behavioral states of engagement enhance or impede enjoyment of, and performance with, educational games. We propose a comprehensive model of engagement states and apply it to research on educational game development and research on the role of various aspects of engagement on game play and learning. Emphasis is placed on individual differences in attention, memory, motor speed and control, persistence, and positive and negative affect (approach/avoidance), and how these pertain to social cognitions regarding mathematics achievement. Our challenge is to develop educational games that are effective for a wide variety of student engagement states. Copyright © 2013 Wiley Periodicals, Inc., A Wiley Company.

  20. Current Situations and Problems of Sport Management Education in Japanese Colleges

    OpenAIRE

    松岡, 宏高

    2008-01-01

    Following the increase of interests in participating and spectating sports and the enlargementof the sport industry, education programs with respect to sport have been expandingamong Japanese universities and colleges. Especially, undergraduate programs regardingsport management and sport business have been rapidly growing in the last few years. In2007, there were 43 universities and colleges containing sport management or sport businessprograms. Not only colleges of physical education and sp...

  1. Effects of the Skills4Genius sports-based training program in creative behavior.

    Directory of Open Access Journals (Sweden)

    Sara Santos

    Full Text Available Team Sports has been suggested as a suitable environment to investigate creative behavior. This study's purpose was two-fold: first, it intended to identify the effects of the Skills4Genius sports-bases training program in thinking, motor, and in-game creative behavior in team sports. Second, it aimed to investigate the relationship between creative thinking and in-game creativity. Forty children from primary school were allocated into control (n = 18, age: 9.2±0.4 and experimental (n = 22, age: 9.5±0.7 groups. The experimental group participated in a five-month training program involving either creative thinking, diversification, physical literacy, and nonlinear pedagogy approaches (Skills4Genius. Variables in the study included: a creative thinking; b motor performance (vertical jump, speed, and agility; c in-game individual creative behavior (attempts, fluency, and versatility; and d in-game collective behavior (positional regularity. The results suggested that the Skills4Genius program fostered creative thinking, agility, and speed performance. Moreover, it stretched the in-game individual creative behavior mainly through the improvement of the attempts and versatility of the player's actions. Lastly, it nurtured a better learning of the tactical principles, whereas the children were more coordinated with their teammates' and opponents' positioning. Additionally, this study presents a positive correlation linking creative thinking and in-game creative performance. These findings highlighted that creativity is facilitated while players become more thinking and game-skilled. Coaches and educators may apply this functional environment to inspire children's disposition to move outside the box and trigger a creative spark in team sports players. Notwithstanding, the sports environment is ideally suited for fostering creative behavior, a higher-order disposition that will go on to differentiate the everyday life of a child.

  2. Effects of the Skills4Genius sports-based training program in creative behavior.

    Science.gov (United States)

    Santos, Sara; Jiménez, Sergio; Sampaio, Jaime; Leite, Nuno

    2017-01-01

    Team Sports has been suggested as a suitable environment to investigate creative behavior. This study's purpose was two-fold: first, it intended to identify the effects of the Skills4Genius sports-bases training program in thinking, motor, and in-game creative behavior in team sports. Second, it aimed to investigate the relationship between creative thinking and in-game creativity. Forty children from primary school were allocated into control (n = 18, age: 9.2±0.4) and experimental (n = 22, age: 9.5±0.7) groups. The experimental group participated in a five-month training program involving either creative thinking, diversification, physical literacy, and nonlinear pedagogy approaches (Skills4Genius). Variables in the study included: a) creative thinking; b) motor performance (vertical jump, speed, and agility); c) in-game individual creative behavior (attempts, fluency, and versatility); and d) in-game collective behavior (positional regularity). The results suggested that the Skills4Genius program fostered creative thinking, agility, and speed performance. Moreover, it stretched the in-game individual creative behavior mainly through the improvement of the attempts and versatility of the player's actions. Lastly, it nurtured a better learning of the tactical principles, whereas the children were more coordinated with their teammates' and opponents' positioning. Additionally, this study presents a positive correlation linking creative thinking and in-game creative performance. These findings highlighted that creativity is facilitated while players become more thinking and game-skilled. Coaches and educators may apply this functional environment to inspire children's disposition to move outside the box and trigger a creative spark in team sports players. Notwithstanding, the sports environment is ideally suited for fostering creative behavior, a higher-order disposition that will go on to differentiate the everyday life of a child.

  3. The institutional configuration of sport policy in Brazil: organization, evolution and dilemmas

    Directory of Open Access Journals (Sweden)

    Alessandra Mendes

    2015-06-01

    Full Text Available Brazil has become the center of the spotlight of the whole world recently, amongst many other reasons, one of them was because it was chosen to host a series of mega sporting events - Pan American Games in 2007, Confederations Football Cup in 2013, Fifa Football World Cup 2014 Games and 2016 Olympic and Paralympic Games in 2016. However, little is known about the country's administrative governmental structure focused on sport policy. The available studies focus their analysis on the sport policies content, but not on the arrangement of its structural decision-making. The main aim of this article is indeed to describe, based on official documentation, the evolution and the current arrangements of the government responsible for the administrative structure for the planning and implementation of sports policies in Brazil. Thus, we tried to list the main problems arising from the organization of the Brazilian sports' management. These problems are: (1 inappropriate institutional structure in terms of human resources and obstacles to participation by other social actors beyond the officials (parliament and members of the Ministry of Sports in the sports policy; (2 disarticulation between public institutions generating redundancies and conflicts of jurisdiction due to the poor division of labor between bureaucracy agencies; and (3 inadequate planning proved by the lack of organization of some institutions, and by the lack of assessment and continuity of public policies over time. Therefore, we must emphasize those problems from above, and due to these administrative arrangements, Brazilian sports' policy has big challenges in the sport development in this country, which includes the creation of a national "system" for sports and a priority investment in sport education.

  4. Education of Social Responsibility among Sports Schools Students

    Science.gov (United States)

    Malinauskas, Romualdas K.; Juodsnukis, Dalius R.

    2017-01-01

    Research aim was to analyze peculiarities of education of social responsibility among football sports school students. We hypothesized that after the educational program sport school students will have more developed social responsibility. The total sample comprised 52 male students. Experimental group consisted of 26 and the control group of 26…

  5. Active video games as a form of exercise and the effect of gaming experience: a preliminary study in healthy young adults.

    Science.gov (United States)

    O'Donovan, C; Hussey, J

    2012-09-01

    To examine the energy expenditure and heart rate response while playing active video games, and the effect of gaming experience on energy expenditure. Cross-sectional study. Twenty-eight healthy participants (18 male, age 19 to 27 years) played either Wii Sports Boxing, Tennis and Baseball, or Wii Sports Boxing and Wii Fit Free Jogging. Percentage maximal heart rate (%HRmax) and metabolic equivalents (METs) were measured during 15 minutes of rest and during each game. Mean %HRmax and METs while playing each of the four games were as follows: Wii Fit Free Jogging 71% [standard deviation (SD) 13%], 5.9 (SD 1.8); Wii Sports Boxing 58% (SD 13%), 3.2 (SD 1.1); Wii Sports Baseball 42% (SD 6%), 2.0 (SD 0.5); and Wii Sports Tennis 42% (SD 7%), 2.0 (SD 0.4). Subjects with gaming experience achieved a lower heart rate playing Wii Sports Tennis compared with subjects without gaming experience. Wii Sports Boxing, Tennis and Baseball are light-intensity activities, and Wii Fit Free Jogging is a moderate-intensity activity. Experience of gaming may affect the exercise intensity of games requiring controller skill. Copyright © 2012 Chartered Society of Physiotherapy. Published by Elsevier Ltd. All rights reserved.

  6. The Culture of Deep Learning in eSports: An Insider's Perspective

    Science.gov (United States)

    Canning, Steven; Betrus, Anthony

    2017-01-01

    This article is written in the first-person, from the perspective of Steven Canning, a SUNY Potsdam instructor of educational technology and part-time professional gamer, with contributions from Anthony Betrus, Professor of Educational Technology at SUNY Potsdam. The author delves deeply into the world of professional online gaming, or eSports,…

  7. Is it all in the game? : learner support in an educational knowledge management simulation game

    NARCIS (Netherlands)

    Leemkuil, Hendrik Hermanus

    2006-01-01

    This thesis is about the educational use of computer games. The fast growth of the use of digital games (on game consoles, personal computers and the Internet) in the last two decades has led to renewed attention to the role of game play in education (see for example Dawes and Dumbleton, 2001,

  8. Educational technologies regarding sports training of children with special educational needs

    Directory of Open Access Journals (Sweden)

    Ioan-Cosmin BOCA

    2011-01-01

    Full Text Available The concept of Special Educational Needs (SEN, introduced by UNESCO in the '90s, determined the development of a constant concern of the specialists in physical education and sport to specify the special educational needs that require to be respected when addressing children presenting peculiarities of growth and development. Peculiarities of people with special educational needs in physical exercise practice require additional measures to those in general education. Through sport, children with special educational needs have the opportunity to experiment unprecedented life situations, to acquire a high degree of autonomy and have access to new cultural activities that encourage social integration.

  9. Paralympic sport: an emerging area for research and consultancy in sports biomechanics.

    Science.gov (United States)

    Keogh, Justin W L

    2011-09-01

    The Paralympic Games are the pinnacle of sport for many athletes with a disability. The overall purpose of this paper is to highlight the role that the field of sports biomechanics specifically (and sports science in general) may play in improving performance in various summer Paralympic sports through research and consultancy. To achieve this broad aim, this review provides some history and background on the Summer Paralympic Games, discusses the eligibility and classification rules, describes the potential for the constraints-led approach of dynamical systems theory to inform practice and research in this area, and reviews selected studies examining the biomechanics of the primary forms of Paralympic locomotion. Some recommendations on how sports biomechanics can help facilitate improvements in Paralympic athletic performance through applied research and consultancy are provided, along with commentary on what may be some of the most important issues addressing Paralympic sport.

  10. Designing an Electronic Educational Game to Facilitate Immersion and Flow

    Science.gov (United States)

    Ma, Yuxin; Williams, Doug; Prejean, Louise

    2014-01-01

    Advocates of electronic educational games often cite the work on motivation to support the use of games in education. However, motivation alone is inadequate to facilitate learning. Many of the educational games that focused their game design solely on the motivational effect failed to be either educational or entertaining. Theory and research is…

  11. "We don't need no education": Video game preferences, video game motivations, and aggressiveness among adolescent boys of different educational ability levels.

    Science.gov (United States)

    Nije Bijvank, Marije; Konijn, Elly A; Bushman, Brad J

    2012-02-01

    This research focuses on low educational ability as a risk factor for aggression and violent game play. We propose that boys of lower educational ability are more attracted to violent video games than other boys are, and that they are also higher in trait aggressiveness and sensation seeking. Participants were Dutch boys in public schools (N = 830, age-range 11-17). In the Netherlands, standardized tests are used to place students into lower, medium, and higher educational ability groups. Results showed that boys in the lower educational ability group preferred to play violent, stand-alone games, identified more with video game characters, and perceived video games to be more realistic than other boys did. Lower levels of education were also related to higher levels of aggressiveness and sensation seeking. Higher educational ability boys preferred social, multiplayer games. Within a risk and resilience model, boys with lower educational ability are at greater risk for aggression. Copyright © 2011 The Foundation for Professionals in Services for Adolescents. All rights reserved.

  12. Hybrid cluster state proposal for a quantum game

    International Nuclear Information System (INIS)

    Paternostro, M; Tame, M S; Kim, M S

    2005-01-01

    We propose an experimental implementation of a quantum game algorithm in a hybrid scheme combining the quantum circuit approach and the cluster state model. An economical cluster configuration is suggested to embody a quantum version of the Prisoners' Dilemma. Our proposal is shown to be within the experimental state of the art and can be realized with existing technology.The effects of relevant experimental imperfections are also carefully examined

  13. GAMES FOR LEARNING IN ACCOUNTANCY EDUCATION:A SYSTEMATIC LITERATURE REVIEW

    Directory of Open Access Journals (Sweden)

    Veruschka Pelser-Carstens

    2017-01-01

    Full Text Available Background:Games for learning (educational gamesareviewedas instructionalstrategiesrequiringstudentstoengageincompetitive activitieswithpredeterminedrulesand conditions.Various studiesproposebeneficial effects ofgamesfor learningandpredicttheirincreased future use.Theelementsof gamesfor learning contribute towardsmakingthem pedagogically soundandteachersand higher educationlecturershaveincreasingly become interested in usingthemto enhancetraditional teaching and learningenvironments.Aim:This paper documents asystematicreview of empirical and theoreticalarticles on the use of gamesfor learningin teaching and learningin order todeterminehow games for learning could contribute towards AccountancyEducation.Method:Articleslistedindigitalacademic databasesweresystematicallyreviewed according to:(i the timespan as2011-2017; (ii the document typeasjournalarticles; (iii the keywordsas“educational games AND student curiosity;”“educational games AND engagement;” “educational gamesAND skills” and“educational games AND active learning.”Although the authors prefer the use ofthe construct ofgames for learninginstead ofeducational games, the literaturestill related to educational games.Conclusions:The study concludeson:(ihowenjoyabledostudents experiencegamesfor learning;(iihowgamesinfluence, shape,andenrichlearning;(iiihow studentsgain,processandassimilateinformationfrom games for learning; (ivthelimitedavailability ofinformationon how games for learningstimulate students’curiosityfor learning; (vhowstudents engage with one another todevelop skillswhile engaging with games for learning;and (vi the need forfurtherresearchtoassess the effectiveness of gamesfor learning.Recommendations:(iThe decision to use gamesfor learningin teaching andlearning should be based onawell-groundedtheoryof learning, as well asontheskills required for the learning area;and (ii gamesfor learningshould beemployedaslearningtools, andnot as stand-alone instruction.

  14. Corporate Social Responsibility through Education and Sport.

    Directory of Open Access Journals (Sweden)

    Irina-Eugenia Iamandi

    2014-12-01

    Full Text Available Starting from the need to tackle in a sustainable way the new economic and social requirements particularly induced by the recent financial crisis, corporate social responsibility (CSR is one envisaged solution at community and organizational level, because of its win-win strategic potential. More than that, acknowledging the economic impact of strongly supporting social domains like education and sport, the European Union (EU has designed new measures for developing the human potential during 2014-2020 period. Following these two rationales, the main research objective is to emphasize the relationship between CSR and corporate support for educational and sport projects of top performing companies in Romania, Bulgaria and Croatia in the post-crisis period. Four main issues are investigated in detail regarding the corporate support for education and sport areas through CSR initiatives, namely existence of corporate involvement, forms of commitment, reasons for engagement, and main beneficiaries of implication. The research methodology focuses on empirical and analytical perspectives, while the results show new facets and implications of CSR initiatives in education and sport domains, but also a set of similarities and differences between the analysed EU countries. Economic and social impacts are also examined, as well as future research directions.

  15. A Model-driven Framework for Educational Game Design

    Directory of Open Access Journals (Sweden)

    Bill Roungas

    2016-09-01

    Full Text Available Educational games are a class of serious games whose main purpose is to teach some subject to their players. Despite the many existing design frameworks, these games are too often created in an ad-hoc manner, and typically without the use of a game design document (GDD. We argue that a reason for this phenomenon is that current ways to structure, create and update GDDs do not increase the value of the artifact in the design and development process. As a solution, we propose a model-driven, web-based knowledge management environment that supports game designers in the creation of a GDD that accounts for and relates educational and entertainment game elements. The foundation of our approach is our devised conceptual model for educational games, which also defines the structure of the design environment. We present promising results from an evaluation of our environment with eight experts in serious games.

  16. Attitudes towards visual correction in sport: What coaches, physical education teachers and sports physicians think.

    Science.gov (United States)

    Zeri, F; Livi, S; Maffioletti, S

    2011-04-01

    To evaluate sport professionals' attitudes towards visual correction in sport. A questionnaire was handed out in schools, gyms, sports centres and universities, to coaches, physical education teachers and final year students of motor science. The questionnaire was given to one group of sport physicians prior to a 1-day scientific update course on the benefits of contact lenses (CLs) in sport. At the end of the course, certain questions from the questionnaire were given out again in order to evaluate the effect of the update on their opinions. A total of 245 questionnaires were collected. The interviewees stated that correcting a vision defect during sports practice was important, but their propensity to suggest CLs for sport, though still rather high in value, showed a statistically significant drop. This drop did not occur if the CLs were recommended for competitive sports. This trend remained unchanged if a specific judgement was requested for the adolescent category. The tendency to suggest CLs was higher in CL wearers as compared to non-wearers. The sport with the lowest recommendation of CLs was swimming. In the sample of sports physicians, a specific education on the subject of CLs increased the propensity to adopt CLs in sports. The main "actors" in the sports sector regard correcting a vision defect during sport to be important. Nevertheless, their tendency to suggest CLs is significantly lower. Works that make these categories aware of the benefits of CLs in sport can certainly help to fill this gap. Copyright © 2010 British Contact Lens Association. Published by Elsevier Ltd. All rights reserved.

  17. The Effect of "Physical Education and Sport Culture" Course on the Attitudes of Preservice Classroom Teachers towards Physical Education and Sports

    Science.gov (United States)

    Koç, Yakup

    2017-01-01

    The study aims to investigate the effect of "Physical Education and Sport Culture" (PESC) course on the attitudes of preservice classroom teachers towards physical education and sports. The one group pre-test post-test design among experimental models which is included in quantitative research designs was employed in the study. The study…

  18. [Badminton--unknown sport].

    Science.gov (United States)

    Zekan-Petrinović, Lidija

    2007-01-01

    For a long time, badminton was considered to be only a slow and light game for children, a game that is played outdoors and is structurally undemanding.Today, it is not an unknown and unrecognised sport, especially after it was included into the Olympics Games in 1992. Badminton is one of the oldest sports in the world. It is suitable for all ages (for children and elderly equally), women and men and even handicapped persons. Beginners can start playing badminton matches early because the basics are learned quickly. As a recreational activity, badminton is very popular in Zagreb. In the last 10 years, a number of halls specialized for badminton or offering badminton as one of available sports activities have been opened in Zagreb. At present, there are over 70 professional playgrounds for training of top contestants but also for the citizens who can play recreational badminton.

  19. Sports training program at school – Athlete at School: logical fundamentals and historical circumstances

    Directory of Open Access Journals (Sweden)

    Nadson Santana Reis

    2015-05-01

    Full Text Available This study is an initial attempt to assess the "Sports Training Program at School - Athlete at School" and is structured according to its wide three "lines of action", namely: encouragement and democratization of sports practices at school; development and dissemination of the Olympic and Paralympic values among students of basic education; and identification and guidance of young talents. In the case of the first two lines, the results show weaknesses, mismatches, and inaccuracies between the theoretical conceptual framework and the technical operational design. On the other hand, the last line confers identity and compliancy to the program, (redirecting the school and physical education to the old "game" of sports massification, and identification and selection of talents. Therefore, the considerations indicate the need to counteract the renewed risk of using the school, physical education, and educational sports policies in accordance with the desires and prerogatives of the sports sector stricto sensu.

  20. From antiquity to Olympic revival: sports and Greek national historiography (nineteenth-twentieth centuries).

    Science.gov (United States)

    Koulouri, Christina

    2010-01-01

    This study investigates the evolution of the historiography of Greek sport from the foundation of the Greek state (1830) until 1982 and its links with Greek national history, which also took shape primarily during the nineteenth century. The gradual 'nationalisation' of sport as an element of Greek national character since antiquity corresponded to changes in perceptions of the national past reflected in historiography. The ancient Olympic Games, Byzantine contests and exercises, the competitions of the klephts and armatoloi (militia soldiers) during the Ottoman rule and the modern revival of the Olympic Games were all successively integrated in a national history of sport confirming national continuity and unity. However this particular genre of national historiography did not gain academic recognition until recently. The authors of histories of physical exercise and sport were amateurs or physical education instructors and could not ensure to their work the authority of a separate discipline.

  1. Upper limb muscle activation during sports video gaming of persons with spinal cord injury.

    Science.gov (United States)

    Jaramillo, Jeffrey P; Johanson, M Elise; Kiratli, B Jenny

    2018-04-04

    Video gaming as a therapeutic tool has largely been studied within the stroke population with some benefits reported in upper limb motor performance, balance, coordination, and cardiovascular status. To date, muscle activation of upper limb muscles in persons with spinal cord injuries (SCI) has not been studied during video game play. In this paper, we provide descriptive and comparative data for muscle activation and strength during gaming for players with tetraplegia and paraplegia, as well as, compare these results with data from traditional arm exercises (ie, biceps curl and shoulder press) with light weights which are commonly prescribed for a home program. Fourteen individuals with chronic SCI (9 tetraplegia, 5 paraplegia). We measured upper limb muscle activation with surface electromyography (EMG) during Wii Sports video game play. Muscle activation was recorded from the playing arm during 4 selected games and normalized to a maximum voluntary contraction (MVC). Heart rate and upper limb motion were recorded simultaneously with EMG. Wilcoxon signed rank tests were used to analyze differences in muscle activation between participants with paraplegia versus tetraplegia and compare gaming with traditional arm exercises with light weights. A Friedman 2-way analysis of variance identified key muscle groups active during game play. Overall muscle activation across the games was not different between those with paraplegia and tetraplegia. Heart rate during video game play for tennis and boxing were on average 10 to 20 beats/minute above resting heart rate. The magnitude of EMG was relatively greater for traditional arm exercises with light weights compared with game play. The selected Wii games were able to elicit upper extremity muscle activation and elevated heart rates for individuals with SCI that may be used to target therapeutic outcomes.

  2. Physical and psychosocial function in residential aged-care elders: effect of Nintendo Wii Sports games.

    Science.gov (United States)

    Keogh, Justin W L; Power, Nicola; Wooller, Leslie; Lucas, Patricia; Whatman, Chris

    2014-04-01

    This mixed-methods, quasi-experimental pilot study examined whether the Nintendo Wii Sports (NWS) active video game (exergame) system could significantly improve the functional ability, physical activity levels, and quality of life of 34 older adults (4 men and 30 women, 83 ± 8 yr) living in 2 residential aged-care (RAC) centers. Change score analyses indicated the intervention group had significantly greater increases in bicep curl muscular endurance, physical activity levels, and psychological quality of life than the control group (p games were fun and provided an avenue for greater socialization. These results add some further support to the utilization of NWS exergames in the RAC context.

  3. Comparison of Sports Sciences and Education Faculty Students' Aggression Scores

    Science.gov (United States)

    Atan, Tülin

    2016-01-01

    The aim of this study was to compare the aggression scores of Sports Sciences Faculty and Education Faculty students and also to examine the effects of some demographic variables on aggression. Two hundred Sports Sciences Faculty students (who engage in sporting activities four days a week for two hours) and 200 Education Faculty students (who do…

  4. Serious simulation game development for energy transition education using integrated framework game design

    Science.gov (United States)

    Destyanto, A. R.; Putri, O. A.; Hidayatno, A.

    2017-11-01

    Due to the advantages that serious simulation game offered, many areas of studies, including energy, have used serious simulation games as their instruments. However, serious simulation games in the field of energy transition still have few attentions. In this study, serious simulation game is developed and tested as the activity of public education about energy transition which is a conversion from oil to natural gas program. The aim of the game development is to create understanding and awareness about the importance of energy transition for society in accelerating the process of energy transition in Indonesia since 1987 the energy transition program has not achieved the conversion target yet due to the lack of education about energy transition for society. Developed as a digital serious simulation game following the framework of integrated game design, the Transergy game has been tested to 15 users and then analysed. The result of verification and validation of the game shows that Transergy gives significance to the users for understanding and triggering the needs of oil to natural gas conversion.

  5. ‘That is like a 24 hours-day tournament!’: using social media to further an authentic sport experience within sport education

    OpenAIRE

    Luguetti, C; Goodyear, VA; Andre, MH

    2017-01-01

    Several studies demonstrate that Sport Education supports the development of an authentic experience of sport. Social media has the potential to further the development of an authentic sport experience since it is a key aspect of contemporary sport culture and can be a space for individuals to interact during the Sport Education. Yet the evidence-base on the use of social media within Sport Education is limited. The purpose of this study was to explore how social media supports the developmen...

  6. Game Theory and Educational Policy: Private Education Legislation in China

    Science.gov (United States)

    Law, Wing-Wah; Pan, Su-Yan

    2009-01-01

    This article presents a game theory analysis of legislating private education in China, based on set of primary and secondary documents related to this issue. The article argues that shaping educational legislation is a dynamic, repeated game of negotiation, cooperation, and/or competition on multiple occasions among various interested actors,…

  7. Education (gaming simulation: characteristic of software). Kyoiku (gaming simulation: software no tokucho)

    Energy Technology Data Exchange (ETDEWEB)

    Baba, N [Osaka Kyoiku University, Osaka (Japan)

    1992-12-10

    This paper explains history and classification of gaming simulations briefly, and then introduces some instances actually applied to education and training. First, an environmental game by personal computer network gaming system is introduced, which was recently developed. Each player is required to decide on his own investment for products and environmental protection in consideration of the present state of the environment and the managerial situation of his company. If his decision making is not correct, he fails to continue his management due to the aggravation of the environment. In addition, a gaming simulation for the acid rain problem is described, which is being developed in the same way of thinking. Second, an instance of an educational gaming called Sweden Game is introduced, where students learning the mathematical programming carried out the simulation of a pipe-line plan covering six regions of Sweden. Finally, the state of training is explained, in which several kinds of management games are utilized to bring up mainstay leaders in business organizations. 15 refs., 5 figs., 1 tab.

  8. Problem-Based Educational Game Becomes Student-Centered Learning Environment

    Science.gov (United States)

    Rodkroh, Pornpimon; Suwannatthachote, Praweenya; Kaemkate, Wannee

    2013-01-01

    Problem-based educational games are able to provide a fun and motivating environment for teaching and learning of certain subjects. However, most educational game models do not address the learning elements of problem-based educational games. This study aims to synthesize and to propose the important elements to facilitate the learning process and…

  9. Is there a link between previous exposure to sport injury psychology education and UK sport injury rehabilitation professionals' attitudes and behaviour towards sport psychology?

    Science.gov (United States)

    Heaney, Caroline A; Rostron, Claire L; Walker, Natalie C; Green, Alison J K

    2017-01-01

    The use of sport psychology strategies during sport injury rehabilitation can lead to several positive outcomes such as improved adherence and self-efficacy. The purpose of this study was to compare the sport psychology related attitudes and behaviours of UK sport injury rehabilitation professionals (SIRPs) who had studied the psychological aspects of sport injury to those who had not. Ninety-four SIRPs (54 physiotherapists and 40 sports therapists with a mean of 9.22 years' experience of working in sport) completed an online survey and were grouped according to their level of previous exposure to sport injury psychology education at an undergraduate/postgraduate level. Analyses were undertaken to establish whether there were any differences in sport psychology related attitude (MANOVA), usage (MANOVA), and referral behaviours (chi square) between the groups. The MANOVA and chi square tests conducted revealed that those who had studied the psychological aspects of sport injury reported using significantly more sport psychology in their practice and making more referrals to sport psychologists. It was concluded that sport injury psychology education appears to be effective in increasing the sport psychology related behaviours (use of sport psychology and referral) of SIRPs and should be integrated into professional training. Copyright © 2016 Elsevier Ltd. All rights reserved.

  10. An Educational Tool for Creating Distributed Physical Games

    DEFF Research Database (Denmark)

    Lund, Henrik Hautop; Pagliarini, Luigi

    2011-01-01

    programming for physical games development. This is done by providing an educational tool that allows a change of representation of the problems related to game designing from a virtual to a physical representation. Indeed, MITS seems to be a valuable system for bringing into education a vast number of issues...... (such as parallel programming, distribution, communication protocols, master dependency, connectivity, topology, island modeling software behavioral models, adaptive interactivity, feedback, user and multi-user game interaction, etc.). This can both improve the education-related issues in computer......The development of physical interactive games demands extensive knowledge in engineering, computer science and gaming. In this paper we describe how the Modular Interactive Tiles System (MITS) can be a valuable tool for introducing students to interactive parallel and distributed processing...

  11. CLICHE: Education Games for Climate Change Countermeasures

    Directory of Open Access Journals (Sweden)

    Fajar As'ari

    2017-10-01

    In this paper will discuss about education games: CLICHE. Game which explain concisely the cause and some action to minimizing climate change cause through digital game play that will has impact to lessening the climate change effects.

  12. New directions in cognitive educational game design

    NARCIS (Netherlands)

    Bril, Ivo; Degens, Nick; Braad, Eelco; Allison, Colin; Morgado, Leonel; Pirker, Johanna; Beck, Dennis; Richter, Jonathon; Gütl, Christian

    2016-01-01

    What makes an educational game good? This paper describes three research directions that could provide insight in the underlying principles of effective educational games. These aspects are 1) The importance of distinguishing between types of to-be-learned knowledge, 2) the need to understand the

  13. Computer simulation games in population and education.

    Science.gov (United States)

    Moreland, R S

    1988-01-01

    Computer-based simulation games are effective training tools that have several advantages. They enable players to learn in a nonthreatening manner and develop strategies to achieve goals in a dynamic environment. They also provide visual feedback on the effects of players' decisions, encourage players to explore and experiment with options before making final decisions, and develop players' skills in analysis, decision making, and cooperation. 2 games have been developed by the Research Triangle Institute for public-sector planning agencies interested in or dealing with developing countries. The UN Population and Development Game teaches players about the interaction between population variables and the national economy and how population policies complement other national policies, such as education. The BRIDGES Education Planning Game focuses on the effects education has on national policies. In both games, the computer simulates the reactions of a fictional country's socioeconomic system to players' decisions. Players can change decisions after seeing their effects on a computer screen and thus can improve their performance in achieving goals.

  14. The Tactical Games Model Sport Experience: An Examination of Student Motivation and Game Performance during an Ultimate Frisbee Unit

    Science.gov (United States)

    Carpenter, Eric J.

    2010-01-01

    Students benefit from positive sport experiences in physical education. If designed well, sport provides a social avenue for physical activity and strengthens student achievement in psychomotor (e.g., motor skill), cognitive (e.g., decision-making), and affective (e.g., personal and social responsibility) learning domains. Unfortunately, not all…

  15. South African Journal for Research in Sport, Physical Education and ...

    African Journals Online (AJOL)

    South African Journal for Research in Sport, Physical Education and Recreation. ... Contributions from the fields of Sport Science, Movement Education, ... Causes of customer dropouts in fitness and wellness centres: A qualitative analysis ...

  16. Planning start-up: digital educational game solutions provider

    OpenAIRE

    Paschalis, Antreas; Ibironke, Fakinkunmi; Essa, Lubna; Alsatrawi, Ali Jawad

    2015-01-01

    Game-based learning is a growing field that provides education with a new perspective of teaching through games. Game based learning is still considered an emerging field due to problems that have been identified in its real applications in official education in classes. The research conducted shows a very attractive market ahead for game based learning around the world. However the businesses success in this domain lie in providing value proposition that addresses the real barriers faced tod...

  17. Fidelity and game-based technology in management education

    OpenAIRE

    Cornacchione Jr.,Edgard B.

    2012-01-01

    This study explores educational technology and management education by analyzing fidelity in game-based management education interventions. A sample of 31 MBA students was selected to help answer the research question: To what extent do MBA students tend to recognize specific game-based academic experiences, in terms of fidelity, as relevant to their managerial performance? Two distinct game-based interventions (BG1 and BG2) with key differences in fidelity levels were explored: BG1 presented...

  18. Attitudes of Students Studying in Coaching And Sport Management Department Towards Playing Games Involving Physical Activity

    Directory of Open Access Journals (Sweden)

    Hüseyin ÖZTÜRK

    2016-12-01

    Full Text Available This study has been prepared to determine attitudes of students studying in Coaching and Sport Management departments towards playing game including physcical activity. The sample of study consists of 388 students having sudied in Gaziantep University Coaching and Sport Management Department in 2014-2015 academic year.So as to determine the attitudes of students, the’’Playfulnessscale" was used. Statistical analysis of the data obtained in this study was made by using the SPSS 22.0 software packages. While evaluating the data for statistical analyzes, for frequency, percentage, mean, standard deviation, and comparison of two independent groups the t-test was used and for comparison of more than two independent groups ANOVA and LSD multiple comparison tests were used. According to results of study, It seems that statistically there is no significant difference between student’s genders,ages and their attitudes towards palying game including physical activity and according to their departments there is no significant difference among their attitudes but there is a significant difference between the fundimension and social cohesion dimension.

  19. Educational gaming in the health sciences: systematic review.

    Science.gov (United States)

    Blakely, Gillian; Skirton, Heather; Cooper, Simon; Allum, Peter; Nelmes, Pam

    2009-02-01

    This paper is a report of a review to investigate the use of games to support classroom learning in the health sciences. One aim of education in the health sciences is to enable learners to develop professional competence. Students have a range of learning styles and innovative teaching strategies assist in creating a dynamic learning environment. New attitudes towards experiential learning methods have contributed to the expansion of gaming as a strategy. A search for studies published between January 1980 and June 2008 was undertaken, using appropriate search terms. The databases searched were: British Education Index, British Nursing Index, The Cochrane Library, CINAHLPlus, Medline, PubMed, ERIC, PsychInfo and Australian Education Index. All publications and theses identified through the search were assessed for relevance. Sixteen papers reporting empirical studies or reviews that involved comparison of gaming with didactic methods were included. The limited research available indicates that, while both traditional didactic methods and gaming have been successful in increasing student knowledge, neither method is clearly more helpful to students. The use of games generally enhances student enjoyment and may improve long-term retention of information. While the use of games can be viewed as a viable teaching strategy, care should be exercised in the use of specific games that have not been assessed objectively. Further research on the use of gaming is needed to enable educators to gaming techniques appropriately for the benefit of students and, ultimately, patients.

  20. Factors influencing the teaching of physical education and sport in ...

    African Journals Online (AJOL)

    Factors influencing the teaching of physical education and sport in Cluster H Shools ... and nine heads of schools selected using the random sampling technique. ... the participation of children with disabilities in Physical Education and Sports.

  1. Using Cross-Curricular Ideas to Infuse Paralympic Sport

    Science.gov (United States)

    Tepfer, Amanda T. S.; Lieberman, Lauren J.

    2012-01-01

    The Paralympic Games are the second largest sport event in the world. They occur two weeks after the Olympic Games in the same geographic location and sport venues. Despite the Paralympic Games' longevity, many Americans do not even know they exist. One way to meaningfully share information about this event with people of all ages is to infuse a…

  2. Game-centric pedagogy and curriculums in higher education

    DEFF Research Database (Denmark)

    Nørgård, Rikke Toft; Murray, John; Morgan, James

    2017-01-01

    This paper examines some recent trends in game-centric education for STEAM (science, technology,engineering, art and mathematics) fields, especially those that explore and promote collaborationamong multiple disciplines. We discuss various multimodal design research activities that draw uponthe...... applications and usage of popular technical hackathons and game design jams in educationalenvironments. The intent of this work is to guide and inform new approaches to the corecomponents of STEAM curriculums.Game-centric methods appear to be well-suited to a variety of education and trainingcircumstances...... a valuable vehicle for enhancing general education andlong-term life skills.We conclude by describing some opportunities to undertake qualitative and quantitative research on teams of participants in popular game development events, such as the multinational Global GameJam (GGJ) series. This process involves...

  3. SHORT INTRODUCTION TO ETHICAL REASONING IN SPORT

    Directory of Open Access Journals (Sweden)

    Milan Hosta

    2007-05-01

    Full Text Available It is clear at fi rst sight that sport is a very complex phenomenon, which generates ethical contradictions. It is pinned between moral-educational and essential biological movement drives on the one side. On the other side, it is trapped between extreme exploitation and passionate images of our time, and playful innocence of body and mind. By justifying ethical pluralism through our discussion we wish to point out that moral pluralism is not an apology for moral relativism, which can also be labeled as an ethical void. Moral autonomy of sport that is based on the idea of free pooling of civil society, and is at the same time trapped in the structure of the game, is inadmissible per se or has to be understood within the context of distinction among ethics of sport and sport ethics. Since we are dealing with pluralism, we cannot assure in advance the expected convincing power of ethical reasoning in sport. It is not uniform phenomenon and therefore such a demand would be too pretentious. However, as a PE teachers and trainers we need to stand fi rm on ethical grounds. We need to take into account that this short introduction is only a fi rst stage of understanding sport in order to develop further educational strategies to promote and practice socially responsible sport in the 21st century.

  4. INNOVATIVE APPROACHES OF PHYSICAL EDUCATION AND SPORT IN CONTEMPORARY SOCIETY

    Directory of Open Access Journals (Sweden)

    Maria LULESCU

    2017-05-01

    Full Text Available In the current era, physical education and sport know similarities, as well as differences to the previous historical periods, but also new, substantial elements, mainly in technology, information and culture. The theoretical background we start to discuss innovative approaches in physical education and sport carried out in educational institutions starts from the outline of essential functions of physical education and sport (Petecel 1980; Carstea 1999; Dragnea 2002. What are the current aspects and the direction of actions in the coming years? Can we find innovative methods in the pedagogy of physical education, which could turn into basic approaches in schools and universities? This paper examines a series of opportunities of action, taking into account the social and informational changes in contemporary society, covering innovative approaches focused on higher interaction, complementarity and physical education for life. In conclusion, it is only with the support of new, interdisciplinary pedagogy that we can sustain the modernization and implementation of physical education and sport programmes in the current academic system.

  5. Resolving Conflicts in Educational Game Design through Playtesting

    Science.gov (United States)

    Winn, Brian; Heeter, Carrie

    2007-01-01

    Educational game designs must balance the often conflicting values of game designers, instructional designers, and content experts. In order to reach this balance, however, colleagues should adopt development strategies that already inform the design of commercial computer games. Commercial game designers recognize that great games are not created…

  6. Model for Educational Game Using Natural User Interface

    Directory of Open Access Journals (Sweden)

    Azrulhizam Shapi’i

    2016-01-01

    Full Text Available Natural User Interface (NUI is a new approach that has become increasingly popular in Human-Computer Interaction (HCI. The use of this technology is widely used in almost all sectors, including the field of education. In recent years, there are a lot of educational games using NUI technology in the market such as Kinect game. Kinect is a sensor that can recognize body movements, postures, and voices in three dimensions. It enables users to control and interact with game without the need of using game controller. However, the contents of most existing Kinect games do not follow the standard curriculum in classroom, thus making it do not fully achieve the learning objectives. Hence, this research proposes a design model as a guideline in designing educational game using NUI. A prototype has been developed as one of the objectives in this study. The prototype is based on proposed model to ensure and assess the effectiveness of the model. The outcomes of this study conclude that the proposed model contributed to the design method for the development of the educational game using NUI. Furthermore, evaluation results of the prototype show a good response from participant and in line with the standard curriculum.

  7. Mobile Game Development for Multiple Devices in Education

    Directory of Open Access Journals (Sweden)

    Baltasar Fernández-Manjón

    2009-10-01

    Full Text Available Mobile learning and educational gaming are two trends that are rapidly having an increasing impact in Technology-Enhanced Learning. However, both approaches present significant technological challenges. Mobile technologies are very diverse and the market pressure pushes the continuous development of new technologies and features. On the other hand, game-based learning needs to deal with enormous development costs and the problem of allowing instructors and experts to actively participate in the game development process. Moreover, there are numerous situations where bringing both approaches together could be very useful, but this combination magnifies the technological barriers previously described. In this work we present , an authoring environment for educational adventure games that supports the production of both desktop and mobile games. This framework provides a graphical environment that allows instructors to create their own educational games with a low cost. Then, the games can be exported to multiple formats, including support for diverse types of mobile platforms. This is achieved through a modular semi-automated exportation process, which is based on mobile device profiles.

  8. Participation in Armed Forces, National, and International Sports Activities

    Science.gov (United States)

    1987-03-09

    American Games , Olympic Games , and other authorized national and international sports competitions (to include qualifying and preparatory events) as long...concerning the participation of Armed Forces personnel in Armed Forces, national, and international sports competitions ; establishes a Senior Military Sports ...program is to ensure that the U.S. Armed Forces are appropriately represented in national and international sports competitions . 3. The purpose of this

  9. Grandma's Games Project: Bridging Tradition and Technology Mediated Education

    Directory of Open Access Journals (Sweden)

    Marina Vasileva

    2014-02-01

    Full Text Available This article presents a project entitled "Grandma’s games", following a research idea to enrich the educational process of K9 students by introducing the traditional children games of our ancestors in the learning environment, revived and adapted for modern students with the aid of information and communication technology. While creating a strong connection between our heritage and the modern educational trends, the project’s intention goes beyond mere fulfilment of educational goals, striving to increase the interest and motivation of primary education students to develop their creativity and originality while learning, with respect of their own personal preferences and cultural heritage. The "Grandma’s games" research project engaged twelve traditional games in the educational activities at primary schools from both rural and non-rural environments in Republic of Macedonia. Descriptive statistics was applied on the data set sampled from the extensive survey conducted among teachers in these schools, to illustrate the benefits from the application of the Grandma’s games in educational process.

  10. Students @ play: serious games for learning in higher education.

    OpenAIRE

    Rooney, Pauline

    2007-01-01

    The rise of digital games over recent years has been exponential. While many are used for entertainment, digital games have also begun to permeate education — which has lead to the coining of the term ―serious games‖ [1]. Proponents of serious games argue that they hold enormous potential for learning [2], by embodying a range of pedagogical strategies. While some have adopted commercial games for use in the classroom, others have designed games specifically for educational purposes. Howev...

  11. Heterogenous Effects of Sports Participation on Education and Labor Market Outcomes

    Science.gov (United States)

    Gorry, Devon

    2016-01-01

    This paper analyzes the distribution of education and labor market benefits from sports participation. Results show that effects are similar across gender, but differ on other dimensions. In particular, participants in team sports show greater gains than those in individual sports. Quantile regressions show that educational gains are larger for…

  12. Are Games Effective Learning Tools? A Review of Educational Games

    Science.gov (United States)

    de Freitas, Sara

    2018-01-01

    The literature around the use, efficacy and design of educational games and game-based learning approaches has been building up gradually and in phases, across different disciplines and in an ad hoc way. This has been problematic in a number of ways and resulted in fragmented literature and inconsistent referencing patterns between different…

  13. A systematic review of serious games in asthma education.

    Science.gov (United States)

    Drummond, David; Monnier, Delphine; Tesnière, Antoine; Hadchouel, Alice

    2017-05-01

    Serious games may be useful tools for asthma education. The objectives of this systematic review were to identify the available articles on serious games designed to educate patients and the general public about asthma and to assess their impact on patient's knowledge, behavior, and clinical outcomes related to asthma. PubMed, EMBASE, Cochrane Library, PsychInfo, and Web of Science were systematically searched from January 1980 to December 2015 for studies investigating serious games in asthma education. Two investigators independently assessed studies against inclusion criteria and rated those included on indicators of quality. Investigators extracted data on serious games' content and learning objectives, and on outcomes following Kirkpatrick classification. A total of 12 articles were found to be relevant, describing a total of 10 serious games. All serious games were directed toward children, with eight games for children with asthma and two for school-based intervention. The average Medical Education Research Study Quality Instrument score was 13.9 of 18, which is high. Most of the serious games were associated with high rates of satisfaction and improvement in children's knowledge. Seven studies evaluated the impact of serious games on clinical outcomes and found no significant difference relative to control groups. Although serious games designed for asthma education have evolved with advances in technology, results of their evaluation remained similar across studies, with clear improvements in knowledge but little or no change in behaviors and clinical outcomes. © 2016 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  14. Moral Development and Sportsmanship in Physical Education and Sport

    Science.gov (United States)

    Pennington, Colin G.

    2017-01-01

    The purpose of this article is to explore to what degree the subject of sportsmanship, morality and character development is addressed in physical education (PE) and youth sport. It also presents the effect of formal education programs designed to address the issue of character in sport, and lays out recommendations for current PE practitioners…

  15. Social Sciences of Sport: Bibliographies on Educational Topics No. 3.

    Science.gov (United States)

    ERIC Clearinghouse on Teacher Education, Washington, DC.

    This publication is one of a series of annotated bibliographies in physical education. There are four sections--sport history, sport psychology, sport sociology, and sport philosophy. Each section consists of a brief introduction, the annotated bibliographic entries arranged alphabetically by author, and a list of cross references for documents…

  16. Using Video Games to Enhance Motivation States in Online Education: Protocol for a Team-Based Digital Game.

    Science.gov (United States)

    Janssen, Anna; Shaw, Tim; Goodyear, Peter

    2015-09-28

    Video and computer games for education have been of interest to researchers for several decades. Over the last half decade, researchers in the health sector have also begun exploring the value of this medium. However, there are still many gaps in the literature regarding the effective use of video and computer games in medical education, particularly in relation to how learners interact with the platform, and how the games can be used to enhance collaboration. The objective of the study is to evaluate a team-based digital game as an educational tool for engaging learners and supporting knowledge consolidation in postgraduate medical education. A mixed methodology will be used in order to establish efficacy and level of motivation provided by a team-based digital game. Second-year medical students will be recruited as participants to complete 3 matches of the game at spaced intervals, in 2 evenly distributed teams. Prior to playing the game, participants will complete an Internet survey to establish baseline data. After playing the game, participants will voluntarily complete a semistructured interview to establish motivation and player engagement. Additionally, metrics collected from the game platform will be analyzed to determine efficacy. The research is in the preliminary stages, but thus far a total of 54 participants have been recruited into the study. Additionally, a content development group has been convened to develop appropriate content for the platform. Video and computer games have been demonstrated to have value for educational purposes. Significantly less research has addressed how the medium can be effectively utilized in the health sector. Preliminary data from this study would suggest there is an interest in games for learning in the medical student body. As such, it is beneficial to undertake further research into how these games teach and engage learners in order to evaluate their role in tertiary and postgraduate medical education in the future.

  17. Digital game-based learning in secondary education

    NARCIS (Netherlands)

    Huizenga, J.C.

    2017-01-01

    This PhD thesis presents research on digital game-based learning in secondary education. The main research question is: How do digital games contribute to learning, engagement and motivation to learn? The thesis contains seven chapters. Chapter one is an introduction to digital game-based learning

  18. Using Android-Based Educational Game for Learning Colloid Material

    Science.gov (United States)

    Sari, S.; Anjani, R.; Farida, I.; Ramdhani, M. A.

    2017-09-01

    This research is based on the importance of the development of student’s chemical literacy on Colloid material using Android-based educational game media. Educational game products are developed through research and development design. In the analysis phase, material analysis is performed to generate concept maps, determine chemical literacy indicators, game strategies and set game paths. In the design phase, product packaging is carried out, then validation and feasibility test are performed. Research produces educational game based on Android that has the characteristics that is: Colloid material presented in 12 levels of game in the form of questions and challenges, presents visualization of discourse, images and animation contextually to develop the process of thinking and attitude. Based on the analysis of validation and trial results, the product is considered feasible to use.

  19. Teaching and Learning Sport Education: A Self-Study Exploring the Experiences of a Teacher Educator and Pre-Service Teachers

    Science.gov (United States)

    Hordvik, Mats M.; MacPhail, Ann; Ronglan, Lars T.

    2017-01-01

    Purpose: In this study, we articulate and share our knowledge and understanding of teaching and learning Sport Education in physical education teacher education (PETE): (a) How did the PETE faculty member experience teaching about teaching Sport Education? and (b) How did the PSTs experience learning about teaching Sport Education? Method: One…

  20. Using Games to Creatively Enhance the Counselor Education Curriculum

    Science.gov (United States)

    Swank, Jacqueline M.

    2012-01-01

    Utilizing games within the classroom may assist counselor educators with enhancing learning. Counselor educators may integrate games within the curriculum to assist students in learning and developing self-awareness and to assess knowledge and skills. This article describes the utilization of games within experiential-learning theory and presents…

  1. Earthquake: Game-based learning for 21st century STEM education

    Science.gov (United States)

    Perkins, Abigail Christine

    To play is to learn. A lack of empirical research within game-based learning literature, however, has hindered educational stakeholders to make informed decisions about game-based learning for 21st century STEM education. In this study, I modified a research and development (R&D) process to create a collaborative-competitive educational board game illuminating elements of earthquake engineering. I oriented instruction- and game-design principles around 21st century science education to adapt the R&D process to develop the educational game, Earthquake. As part of the R&D, I evaluated Earthquake for empirical evidence to support the claim that game-play results in student gains in critical thinking, scientific argumentation, metacognitive abilities, and earthquake engineering content knowledge. I developed Earthquake with the aid of eight focus groups with varying levels of expertise in science education research, teaching, administration, and game-design. After developing a functional prototype, I pilot-tested Earthquake with teacher-participants (n=14) who engaged in semi-structured interviews after their game-play. I analyzed teacher interviews with constant comparison methodology. I used teachers' comments and feedback from content knowledge experts to integrate game modifications, implementing results to improve Earthquake. I added player roles, simplified phrasing on cards, and produced an introductory video. I then administered the modified Earthquake game to two groups of high school student-participants (n = 6), who played twice. To seek evidence documenting support for my knowledge claim, I analyzed videotapes of students' game-play using a game-based learning checklist. My assessment of learning gains revealed increases in all categories of students' performance: critical thinking, metacognition, scientific argumentation, and earthquake engineering content knowledge acquisition. Players in both student-groups improved mostly in critical thinking, having

  2. Exploring the Learning Mechanism in Educational Games

    OpenAIRE

    Kiili, Kristian; Ketamo, Harri

    2007-01-01

    The main aim of this paper is to evaluate the problem based gaming model that tries to explain the learning process in educational games. The model was studied through Geometry game aimed for pre-school children (N = 24). The game relays on learning by teaching approach and involves AI-engine modeling the human concept learning structures. The qualitative analyses were used to explore participants learning processes and gaming strategies. The results indicated that the model well describes th...

  3. Integrating indigenous games and knowledge into Physical Education

    African Journals Online (AJOL)

    Integrating indigenous games and knowledge into Physical Education: Implications for ... The aim of this study was to analyse indigenous Zulu games towards integrating indigenous game skill and knowledge ... AJOL African Journals Online.

  4. Entrepreneurial education embedded in sport psychology : a Swedish case study

    OpenAIRE

    Holmström, Stefan; Lindberg, Erik; Jansson, John

    2016-01-01

    The main objective of this study was to provide a contribution to the entrepreneurship education field through evaluating and describing changes in students' attitudes towards entrepreneurship. A pre-test and post-test design was used to evaluate a course design where sport psychology was the main topic with an embedded element of entrepreneurship education. The course was part of university program in Masters Programme in Sports Psychology or Physical Trainer Programme. Sport psychology-stud...

  5. SPORT EDUCATION INSTITUTIONS BOLOGNA PROCESS APPLICATION EXPERIENCES AND PROBLEMS ANALYSIS

    Directory of Open Access Journals (Sweden)

    Vladislav Ilić

    2008-08-01

    Full Text Available Current changes in education legislative and efforts in direction of aligning domestic educational system with European union legislative and Bologna declaration were broadly welcomed in scientific institutions as positive and necessary step towards educational system modernization. However, together with new Higher education law implementation, ac creditation process start and education system modification a few important problems came to an attention. Although the time frame from the beginning of the changes is relatively short, certain conclusions and experiences about current problems can be presented. According to current experiences, new legislation was inadequately precise and correct in proper sport categorization, considering its distinctions as multidisciplinary and specific scientific area. It also failed to recognize needs and differences of sport higher education institutions in connection with students and teaching staff profile and quality. Above-mentioned factors caused problems which occurred in process of accreditation, knowledge transfer process, finding and adequate teaching staff acquiring with danger of potential lowering of numbers and quality of future graduates. As a conclusion,it can be said that prompt improvements and changes of current legislative are needed in order to meet true needs of sport and sport education.

  6. Gaming in Nursing Education: A Literature Review.

    Science.gov (United States)

    Pront, Leeanne; Müller, Amanda; Koschade, Adam; Hutton, Alison

    The aim of this research was to investigate videogame-based learning in nursing education and establish how videogames are currently employed and how they link to the development of decision-making, motivation, and other benefits. Although digital game-based learning potentially offers a safe and convenient environment that can support nursing students developing essential skills, nurse educators are typically slow to adopt such resources. A comprehensive search of electronic databases was conducted, followed by a thematic analysis of the literature. Evaluations of identified games found generally positive results regarding usability and effectiveness of videogames in nursing education. Analysis of advantages of videogames in nursing education identified potential benefits for decision-making, motivation, repeated exposure, logistical, and financial value. Despite the paucity of games available and the methodological limitations identified, findings provide evidence to support the potential effectiveness of videogames as a learning resource in nursing education.

  7. Educational Games as a Teaching Tool in Pharmacy Curriculum.

    Science.gov (United States)

    Aburahma, Mona Hassan; Mohamed, Heba Moustafa

    2015-05-25

    The shift in the pharmacist's role from simply dispensing medications to effective delivery of pharmaceutical care interventions and drug therapy management has influenced pharmacy education.(1-3) The educational focus has shifted from basic sciences to clinical and integrated courses that require incorporating active-learning strategies to provide pharmacy graduates with higher levels of competencies and specialized skills. As opposed to passive didactic lectures, active-learning strategies address the educational content in an interactive learning environment to develop interpersonal, communication, and problem-solving skills needed by pharmacists to function effectively in their new roles.(4-6) One such strategy is using educational games. The aim of this paper is to review educational games adopted in different pharmacy schools and to aid educators in replicating the successfully implemented games and overcoming deficiencies in educational games. This review also highlights the main pitfalls within this research area.

  8. The Significance of Physical Education Content: "Sending the Message" in Physical Education Teacher Education

    Science.gov (United States)

    Johnson, Tyler G.

    2012-01-01

    Mind-body dualism has likely influenced how many view human beings and their behavior--mind (i.e., thinking) is elevated over body (i.e., performing)--even in Physical Education Teacher Education. The problem is that such a perspective makes physical education content (i.e., dance, games, play, and sport) subsidiary to more "intellectual" or…

  9. Computer-Based Simulation Games in Public Administration Education

    OpenAIRE

    Kutergina Evgeniia

    2017-01-01

    Computer simulation, an active learning technique, is now one of the advanced pedagogical technologies. Th e use of simulation games in the educational process allows students to gain a firsthand understanding of the processes of real life. Public- administration, public-policy and political-science courses increasingly adopt simulation games in universities worldwide. Besides person-to-person simulation games, there are computer-based simulations in public-administration education. Currently...

  10. Aerobic conditioning for team sport athletes.

    Science.gov (United States)

    Stone, Nicholas M; Kilding, Andrew E

    2009-01-01

    Team sport athletes require a high level of aerobic fitness in order to generate and maintain power output during repeated high-intensity efforts and to recover. Research to date suggests that these components can be increased by regularly performing aerobic conditioning. Traditional aerobic conditioning, with minimal changes of direction and no skill component, has been demonstrated to effectively increase aerobic function within a 4- to 10-week period in team sport players. More importantly, traditional aerobic conditioning methods have been shown to increase team sport performance substantially. Many team sports require the upkeep of both aerobic fitness and sport-specific skills during a lengthy competitive season. Classic team sport trainings have been shown to evoke marginal increases/decreases in aerobic fitness. In recent years, aerobic conditioning methods have been designed to allow adequate intensities to be achieved to induce improvements in aerobic fitness whilst incorporating movement-specific and skill-specific tasks, e.g. small-sided games and dribbling circuits. Such 'sport-specific' conditioning methods have been demonstrated to promote increases in aerobic fitness, though careful consideration of player skill levels, current fitness, player numbers, field dimensions, game rules and availability of player encouragement is required. Whilst different conditioning methods appear equivalent in their ability to improve fitness, whether sport-specific conditioning is superior to other methods at improving actual game performance statistics requires further research.

  11. The Educational Efficacy of Distinct Information Delivery Systems in Modified Video Games

    Science.gov (United States)

    Moshirnia, Andrew; Israel, Maya

    2010-01-01

    Despite the increasing popularity of many commercial video games, this popularity is not shared by educational video games. Modified video games, however, can bridge the gap in quality between commercial and education video games by embedding educational content into popular commercial video games. This study examined how different information…

  12. TEACHING BIOCHEMISTRY USING EDUCATIONAL GAMES AND GAMIFICATION STRATEGIES

    Directory of Open Access Journals (Sweden)

    Yuri Rafael de Oliveira Silva

    2016-11-01

    Full Text Available INTRODUCTION: Biotechnology is a new bachelor degree in UFPA, and has been stablished with excellency in the state of Pará. However, there is the need to promote comprehension and learning in Biochemistry, as well as interdisciplinarity, that is an essential part of biotechnology. OBJECTIVES:  To increase learning and interdisciplinarity, educational games were used as tools. The students were instigated to develop educational games in different topics of energy metabolism. MATERIALS AND METHODS: The games were developed to be used in any teaching environment, since they were made with low-cost and accessible materials. This strategy was applied in three semesters in different Biochemistry classes, between 2012 and 2014. The best games in each class were used in following semesters. DISCUSSION AND RESULTS: Since the first semester, the failing rates dropped 15% compared to the previous semester, in which educational games were not used. An increase in learning (by observation could be noticed, including comprehension of metabolic pathways and their conections. Twenty games were developed in three semesters, and four of them are still being improved and used in other classes. The participant students answered a questionnaire, in which 47% defined the games as “Relaxing and Instigating”, 33% said the games “Accomplished their didactic and educational role” and 54% said they would recommend the use of these games as a reviewing activity. At the moment, another approach is being used to teach Biochemistry – Gamification, which uses elements found in games, as conflict, cooperation, rules and fun, to improve students’ motivation and engagement. CONCLUSION: As a partial result, there was greater in-class interest and engagement, better comprehension of the course content and the activities gave the students the opportunity to work in groups, to think critically about the themes and to develop opinions based on interdisciplinar and formal

  13. Does improved decision-making ability reduce the physiological demands of game-based activities in field sport athletes?

    Science.gov (United States)

    Gabbett, Tim J; Carius, Josh; Mulvey, Mike

    2008-11-01

    This study investigated the effects of video-based perceptual training on pattern recognition and pattern prediction ability in elite field sport athletes and determined whether enhanced perceptual skills influenced the physiological demands of game-based activities. Sixteen elite women soccer players (mean +/- SD age, 18.3 +/- 2.8 years) were allocated to either a video-based perceptual training group (N = 8) or a control group (N = 8). The video-based perceptual training group watched video footage of international women's soccer matches. Twelve training sessions, each 15 minutes in duration, were conducted during a 4-week period. Players performed assessments of speed (5-, 10-, and 20-m sprint), repeated-sprint ability (6 x 20-m sprints, with active recovery on a 15-second cycle), estimated maximal aerobic power (V O2 max, multistage fitness test), and a game-specific video-based perceptual test of pattern recognition and pattern prediction before and after the 4 weeks of video-based perceptual training. The on-field assessments included time-motion analysis completed on all players during a standardized 45-minute small-sided training game, and assessments of passing, shooting, and dribbling decision-making ability. No significant changes were detected in speed, repeated-sprint ability, or estimated V O2 max during the training period. However, video-based perceptual training improved decision accuracy and reduced the number of recall errors, indicating improved game awareness and decision-making ability. Importantly, the improvements in pattern recognition and prediction ability transferred to on-field improvements in passing, shooting, and dribbling decision-making skills. No differences were detected between groups for the time spent standing, walking, jogging, striding, and sprinting during the small-sided training game. These findings demonstrate that video-based perceptual training can be used effectively to enhance the decision-making ability of field

  14. A conceptual framework of game-informed principles for health professions education.

    Science.gov (United States)

    Ellaway, Rachel H

    2016-01-01

    Games have been used for training purposes for many years, but their use remains somewhat underdeveloped and under-theorized in health professional education. This paper considers the basis for using serious games (games that have an explicit educational purpose) in health professional education in terms of their underlying concepts and design principles. These principles can be understood as a series of game facets: competition and conflict, chance and luck, experience and performance, simulation and make-believe, tactics and strategies, media, symbols and actions, and complexity and difficulty. Games are distinct and bound in ways that other health professional education activities are not. The differences between games and simulation can be understood in terms of the interconnected concepts of isomorphism (convergence with real-world practice) and anisomorphism (divergence from real-world practice). Gaming facets can extend the instructional design repertoire in health professional education.

  15. Professional preferences of students in physical education and sport sciences

    Directory of Open Access Journals (Sweden)

    Jerónimo García Fernández

    2013-01-01

    Full Text Available The actual context has enhanced job opportunities in the field of sport in order to respond to the current market demand. Thus, Physical Education and Sport Science graduates who begin to do differents jobs to the traditional ones but relate to their study field. The aim of this study was to guess which are the job preferences of the students of Physical Education and Sport Science of Seville University by gender and age doing the second cycle of their college degree and determine if there are significant differences. A descriptive analysis was carried out, using a questionnaire based on several researches, it was related to professional opportunities in sport sciences. The sample was of 118 students which represented 40.7% of the overall registered students. Results shown that sport management is the most preferable professional opportunity for women and men of the total sample, following in second place by teaching in secondary school for people older than 25 years of both sexes and teaching in primary school for the younger than 25 years. These findings announce changes in occupational trends in sports, to be taken into account in the framework of the European higher education (Degree of Science in Sport and Physical Activity, own US Masters and Official, lifelong learning programs....

  16. Online Games and University Life

    Directory of Open Access Journals (Sweden)

    María Alejandra Saucedo James

    2016-08-01

    Full Text Available The research focuses on knowing the characteristics of the attraction of online games, the advantages and disadvantages of them in the educational process of higher education. Over the years the games have been a huge metamorphosis, were no longer in a physical console and move to servers that are located kilometers away, but that’s not the main attraction, if not, how allow us uniting play our adversaries and allies who may even have different cultures, languages ages among other cultural and educational features. Playing online means leaving aside der many hobbies, obligations to turn it into an online addiction, which we have to see what our advantage and disadvantage of being in them. In college concentration and time it is very important, amounts of reading tasks and occupies a large percentage of time the university. Online games can bring to the cognitive part, mental agility, interaction between people, but can also affect them if our hobby or sport as taking some it becomes an addiction without control. For this it has conducted a study on a Technical University of Babahoyo, Finance Faculty of Management and Informatics, to know the effects of online games of a group of students that shape it.

  17. Using games to provide interactive perioperative education.

    Science.gov (United States)

    Carifa, Linda; Janiszewski Goodin, Heather

    2011-10-01

    Perioperative nurses must use critical thinking and sound clinical judgment to meet their patients' needs safely and effectively. This requires the integration and continual updating of large amounts of detailed clinical information. Innovative education strategies are designed to make teaching and learning more interesting and interactive, especially for the presentation of complex subject material. One interactive educational strategy is the use of games. Educational games can foster collaboration and critical thinking among peers and associates. An example of this was the Perioperative QuizBowl: Evidence-Based Practice presented at the annual AORN Congress from 2003 to 2010, which was used to teach and reinforce evidence-based practice in a fun, competitive way. Although AORN no longer presents this offering, the QuizBowl format demonstrates how educational games can support clinical practice. Copyright © 2011 AORN, Inc. Published by Elsevier Inc. All rights reserved.

  18. When Playing Meets Learning: Methodological Framework for Designing Educational Games

    Science.gov (United States)

    Linek, Stephanie B.; Schwarz, Daniel; Bopp, Matthias; Albert, Dietrich

    Game-based learning builds upon the idea of using the motivational potential of video games in the educational context. Thus, the design of educational games has to address optimizing enjoyment as well as optimizing learning. Within the EC-project ELEKTRA a methodological framework for the conceptual design of educational games was developed. Thereby state-of-the-art psycho-pedagogical approaches were combined with insights of media-psychology as well as with best-practice game design. This science-based interdisciplinary approach was enriched by enclosed empirical research to answer open questions on educational game-design. Additionally, several evaluation-cycles were implemented to achieve further improvements. The psycho-pedagogical core of the methodology can be summarized by the ELEKTRA's 4Ms: Macroadaptivity, Microadaptivity, Metacognition, and Motivation. The conceptual framework is structured in eight phases which have several interconnections and feedback-cycles that enable a close interdisciplinary collaboration between game design, pedagogy, cognitive science and media psychology.

  19. A three-dimensional model for educational game analysis & design

    NARCIS (Netherlands)

    Degens, Nick; Bril, Ivo; Braad, Eelco

    2015-01-01

    For over thirty years, there has been a discussion about the effectiveness of educational games in comparison to traditional learning materials. To help further this discussion, we aim to understand ‘how educational games work’ by formalising (and visualising) the educational and motivational

  20. Effect of a Sport Education Program on Motivation for Physical Education and Leisure-Time Physical Activity

    Science.gov (United States)

    Wallhead, Tristan L.; Garn, Alex C.; Vidoni, Carla

    2014-01-01

    Purpose: The purpose of this study was to examine the effect of a high school sport education curriculum program on students' motivation for physical education and leisure-time physical activity. Method: Participants were 568 high school students enrolled in the required physical education programs at 2 schools, 1 taught using sport education and…

  1. Computer Game Theories for Designing Motivating Educational Software: A Survey Study

    Science.gov (United States)

    Ang, Chee Siang; Rao, G. S. V. Radha Krishna

    2008-01-01

    The purpose of this study is to evaluate computer game theories for educational software. We propose a framework for designing engaging educational games based on contemporary game studies which includes ludology and narratology. Ludology focuses on the study of computer games as play and game activities, while narratology revolves around the…

  2. "In the Nation's Good": Physical Education and School Sport in Singapore

    Science.gov (United States)

    Fry, Joan Marian; McNeill, Michael Charles

    2011-01-01

    Since independence in 1965, education and sport have been instrumental in Singapore's nation building, with a rapid rise in education and economic status. This article examines the roles of physical education and school sport in the local context and makes comparison with global themes ("instrumentality" and "marginality"). It…

  3. An online spaced-education game for global continuing medical education: a randomized trial.

    Science.gov (United States)

    Kerfoot, B Price; Baker, Harley

    2012-07-01

    To assess the efficacy of a "spaced-education" game as a method of continuing medical education (CME) among physicians across the globe. The efficacy of educational games for the CME has yet to be established. We created a novel online educational game by incorporating game mechanics into "spaced education" (SE), an evidence-based method of online CME. This 34-week randomized trial enrolled practicing urologists across the globe. The SE game consisted of 40 validated multiple-choice questions and explanations on urology clinical guidelines. Enrollees were randomized to 2 cohorts: cohort A physicians were sent 2 questions via an automated e-mail system every 2 days, and cohort B physicians were sent 4 questions every 4 days. Adaptive game mechanics re-sent the questions in 12 or 24 days if answered incorrectly and correctly, respectively. Questions expired if not answered on time (appointment dynamic). Physicians retired questions by answering each correctly twice-in-a-row (progression dynamic). Competition was fostered by posting relative performance among physicians. Main outcome measures were baseline scores (percentage of questions answered correctly upon initial presentation) and completion scores (percentage of questions retired). A total of 1470 physicians from 63 countries enrolled. Median baseline score was 48% (interquartile range [IQR] 17) and, in multivariate analyses, was found to vary significantly by region (Cohen dmax = 0.31, P = 0.001) and age (dmax = 0.41, P games. An online SE game can substantially improve guidelines knowledge and is a well-accepted method of global CME delivery.

  4. Collaborative Virtual Gaming Worlds in Higher Education

    Science.gov (United States)

    Whitton, Nicola; Hollins, Paul

    2008-01-01

    There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi-user virtual environments (MUVEs) and massively multi-player online role-playing games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider…

  5. FORMATION OF STUDENTS' MOTIVATION FOR PHYSICAL CULTURE AND SPORTS IN HIGHER EDUCATION

    Directory of Open Access Journals (Sweden)

    Е. A. Chelnokova

    2018-01-01

    Full Text Available Introduction: The appeal to the research topic is caused by the actual problem: in the pedagogical practice of the higher school, the physical culture and health-improving activities in the majority do not contribute to the formation of independent, motivated and sustainable self-improvement activities by students with the help of physical culture. The traditional system of physical education is not characterized by efficiency. The formation of motivation for physical education is one of the most important problems of the modern university.Materials and methods: to assess the value potential of physical culture and sports, we set the task to identify: the attitude of students to physical culture and health, what is the social significance of physical culture, the systematic nature of physical culture and sports, the objective and subjective factors that contribute to increasing interest in physical culture and Sport as a value, the reasons that interfere with attending classes. To solve this problem, we developed a questionnaire and conducted anonymous questioning of students.Results: Having analyzed the data obtained as a result of the questionnaire, we came to the conclusion that students objectively assess their health, which many are not satisfied with; most students are not engaged in physical culture and sports, referring mainly to the lack of free time; students are ready to engage in physical culture in sections for the selected sport, to attend self-educational activities. Students mostly respond positively to the lessons in the discipline "Physical Culture", but a considerable number of students attend these classes only for the sake of credit.Discussion and Conclusions: physical education, based on sports-oriented principles, includes classes in sports sections by sport: volleyball, basketball, aerobics, badminton, football, table tennis, kettlebell lifting, sports dancing, swimming, athletics, gymnastics, and for general physical

  6. An educational video game for nutrition of young people: Theory and design.

    Science.gov (United States)

    Ledoux, Tracey; Griffith, Melissa; Thompson, Debbe; Nguyen, Nga; Watson, Kathy; Baranowski, Janice; Buday, Richard; Abdelsamad, Dina; Baranowski, Tom

    2016-08-01

    Playing Escape from DIAB (DIAB) and Nanoswarm (NANO) , epic video game adventures, increased fruit and vegetable consumption among a multi-ethnic sample of 10-12 year old children during pilot testing. Key elements of both games were educational mini-games embedded in the overall game that promoted knowledge acquisition regarding diet, physical activity and energy balance. 95-100% of participants demonstrated mastery of these mini-games suggesting knowledge acquisition. This article describes the process of designing and developing the educational mini-games. A secondary purpose was to explore the experience of children while playing the games. The educational games were based on Social Cognitive and Mastery Learning Theories. A multidisciplinary team of behavioral nutrition, PA, and video game experts designed, developed, and tested the mini-games. Alpha testing revealed children generally liked the mini-games and found them to be reasonably challenging. Process evaluation data from pilot testing revealed almost all participants completed nearly all educational mini-games in a reasonable amount of time suggesting feasibility of this approach. Future research should continue to explore the use of video games in educating children to achieve healthy behavior changes.

  7. An educational video game for nutrition of young people: Theory and design

    Science.gov (United States)

    Ledoux, Tracey; Griffith, Melissa; Thompson, Debbe; Nguyen, Nga; Watson, Kathy; Baranowski, Janice; Buday, Richard; Abdelsamad, Dina; Baranowski, Tom

    2016-01-01

    Background Playing Escape from DIAB (DIAB) and Nanoswarm (NANO), epic video game adventures, increased fruit and vegetable consumption among a multi-ethnic sample of 10–12 year old children during pilot testing. Key elements of both games were educational mini-games embedded in the overall game that promoted knowledge acquisition regarding diet, physical activity and energy balance. 95–100% of participants demonstrated mastery of these mini-games suggesting knowledge acquisition. Aim This article describes the process of designing and developing the educational mini-games. A secondary purpose was to explore the experience of children while playing the games. Method The educational games were based on Social Cognitive and Mastery Learning Theories. A multidisciplinary team of behavioral nutrition, PA, and video game experts designed, developed, and tested the mini-games. Results Alpha testing revealed children generally liked the mini-games and found them to be reasonably challenging. Process evaluation data from pilot testing revealed almost all participants completed nearly all educational mini-games in a reasonable amount of time suggesting feasibility of this approach. Conclusions Future research should continue to explore the use of video games in educating children to achieve healthy behavior changes. PMID:27547019

  8. Digital Games as Educational Technology: Promise and Challenges in the Use of Games to Teach

    Science.gov (United States)

    Tobias, Sigmund; Fletcher, J. Dexter; Chen, Fei

    2015-01-01

    Digital games were reviewed as an emerging tool in educational technology. Factors such as instructional effectiveness, time on task, relationship to curricula, student socio-economic status, violence in games, and game mechanics were considered. Despite considerable variability among studies, larger overall effect sizes for the impact of games on…

  9. Digital games in medical education: Key terms, concepts, and definitions.

    Science.gov (United States)

    Bigdeli, Shoaleh; Kaufman, David

    2017-01-01

    Introduction: Game-based education is fast becoming a key instrument in medical education. Method: In this study, papers related to games were filtered and limited to full-text peer-reviewed published in English. Results: To the best of researchers' knowledge, the concepts used in the literature are varied and distinct, and the literature is not conclusive on the definition of educational games for medical education. Conclusion: This paper attempts to classify terms, concepts and definitions common to gamification in medical education.

  10. Physical Education, Sociology, and Sociology of Sport: Points of Intersection.

    Science.gov (United States)

    Sage, George H.

    1997-01-01

    Examines the rise of sociology and physical education (PE), discussing linkages that initially existed and the separation that transpired between them. Also examines connections between social theory and PE before the sociology of sport was formally developed. Details the rise of sociology of sport, highlighting roles of physical educators. (SM)

  11. Using Sport Education to Teach an Autonomy-Supportive Fitness Curriculum

    Science.gov (United States)

    Sluder, J. Brandon; Buchanan, Alice M.; Sinelnikov, Oleg A.

    2009-01-01

    This article describes a fitness curriculum grounded in the sport education model. The curriculum consists of 18 lessons that were taught to fifth-grade students at a rural school in the South. All features of sport education--team affiliation, season, formal competition, culminating events, record keeping, and festivity--were preserved. The…

  12. Knowledge of the educational implications of computer games by ...

    African Journals Online (AJOL)

    This paper reports an expost facto research carried out to find out from 153 Computer Education Students (from Colleges of Education) their knowledge of Computer games. The researcher specifically set out to investigate, if those Computer Education Students thought pupils could actually learn form Computer games.

  13. Learning vocabulary through a serious game in Primary Education

    NARCIS (Netherlands)

    Heitink, Maaike Christine; Fisser, Petra; Voogt, Joke; McBride, Ron; Searson, Michael

    2013-01-01

    This study explored the effect of a serious game on the vocabulary of students in primary education. 206 students and 10 teachers used the game during vocabulary lessons in three conditions: (a)online game and vocabulary instruction, (b)online game only, and (c)paper game and vocabulary instruction.

  14. The Importance of Sports Performance Factors and Training Contents From the Perspective of Futsal Coaches

    Science.gov (United States)

    Serrano, João; Shahidian, Shakib; Sampaio, Jaime; Leite, Nuno

    2013-01-01

    The aim of this study was to identify the importance assigned by futsal coaches with different education levels to the sports performance factors (technical, tactical, physical and psychological) and to the training contents. The sample was divided into three groups (novice: n=35, intermediate: n=42; and elite coaches: n=15) depending on the degree of specific education, coaching experience and the level of the teams trained. To achieve this goal, the coaches answered a questionnaire previously validated by specialists in sport sciences. The results showed significant differences between the novice and elite group in small-sided games, inferiority games, opposition and execution timing of the training and drill items. The analyses also showed significant differences between the novice and intermediate group in inferiority games and opposition of the training and drill items. Although, no differences were identified between groups for the remaining performance factors and training and drill items considered, the identified trends provide a baseline related to the knowledge that contributes to the development of expertise of futsal coaches. PMID:24235991

  15. Exploring the Educational Effectiveness of Culturally-enhanced Serious Game in Education

    Directory of Open Access Journals (Sweden)

    Mohd Ariffin Mazeyanti

    2017-01-01

    Full Text Available The main objective of this study is to explore the efficiency of utilizing a culturally - enhanced serious game in education particularly in Information Technology course. To attain this objective, the academic achievement of 61 participants was measured by using quantitative Quasi- Experimental research design approach. Sets of pre- and post-test questions were administered to all participants, where descriptive analysis and hypothesis evaluation were performed to the collected data. The finding revealed that there were significant increase on the mean values of participants who played culturally-enhanced serious game as compared to those who played contemporary serious game (M = 3.00. Therefore, the study suggested that culturally-enhanced serious game has potential to support education particularly in Information Technology course.

  16. Towards a Pattern Language for Hybrid Education

    DEFF Research Database (Denmark)

    Köppe, Christian; Nørgård, Rikke Toft; Pedersen, Alex Young

    2017-01-01

    -digital, academic-nonacademic, online-offline, formal-informal, learning-teaching and individual-collective. In doing so, hybrid education invites uncertainty, open-endedness, risk-taking, experimentation, critical creativity, disruption, dialogue and democracy (back) into the heart of education. Accordingly, we......In this paper we offer an initial framework for a pattern language of hybrid education. With the term hybrid education, we imply the use of educational design patterns that actively strive to cut across, circumventing or upheave traditional dichotomies within education such as physical...... see, within hybrid education, the promise to push against and circumvent current trends of marketization, managerialism and standardization in higher education today. Here, a pattern language for hybrid education presents an alternative way of designing for future higher education in ways...

  17. Game-like Technology Innovation Education

    DEFF Research Database (Denmark)

    Magnussen, Rikke

    2011-01-01

    scenario designed for technology education in grades 7 - 9 in Danish schools. In the paper, methodological challenges of doing design-based research into technology innovation education are discussed. The preliminary results from the first studies of a game-inspired technology innovation camp are also...

  18. Specialized Training of Children and Youngsters in Selected Sports Games

    Directory of Open Access Journals (Sweden)

    Jaroslav Buchtel

    2014-05-01

    Full Text Available Specialized Training of Children and Youngsters in Selected Sports Games The study has two principal goals. The first one is the analysis of personal characteristics of coaches, who function with teams of youth in clubs participating in the top and second to top competitions of adults in handball, tennis and volleyball. Analysis brakes data down following criteria of age, level of education reached and gender. The second goal of our study is the analysis of the sport preparation of children and youth in mentioned sports games on their observation of federations’ recommendations about the content of training in respective age groups, including detection of their opinions on the beginning of specialized training for respective playing functions. Research sample was created all-together by 234 coaches (102 volleyball, 69 tennis, 63 handball, who responded to sent non-standard questionnaire with closed and halfopened queries (total rate of return was 67%. Used questionnaire contained eight identifying and five factual questions. Quantitative characteristics were expressed in absolute and relative frequencies, for synoptic presentation of results we have used graphical illustration of responses. Questions concerned players participating in competitions of age groups from about 8 to 19 years. As far as personal composition concerns, the prevailing part of observed sample is created by coaches of age category 30–40 years, out of which about 1/4 are women. We have found significant differences among respective games in the educational sphere. While in tennis and volleyball the university educated coaches creates simple majority (65% and 76% respectively, their portion in handball is only about 40%. The representation of P.E. teachers among respective sports games is similarly different – 83% and 76% respectively in tennis and volleyball, on the contrary to 29% in handball. Tennis possesses very low portion of coaches working with category of

  19. Sport and Television: the role of the professional of Physical Education

    Directory of Open Access Journals (Sweden)

    Lopes da Silva, Cinthia

    2012-07-01

    Full Text Available This paper has the objective of analyzing the relationship between sports and television, and identifies the role of the professional who acts in the field of Physical Education related to sport on television. The media institution produces discourses and an image related to sports and attributes a group of signifiers to this cultural element. Watching sport on television is different from watching them in a stadium or a gymnasium. This occurs because the televise production is restrict to the passes and scenes chosen previously by journalists and producers. As methodological procedures, it was made bibliographical review of qualitative type and also, thematic, textual, interpretative and critical analysis of the books written by scholars in the field of Leisure, Communication and Physical Education. The conclusions are: sport, when it is showed by television, it is transformed into entertainment. During this process, the role of the professional of Physical Education is essential to mediate knowledge. The teacher, based on the perspective of education for leisure, can help students to have access to the knowledge so they can reach superior and inventive level of comprehension. Accordingly, pedagogical mediation realized in formal education will be essential so that the subjects have access to theoretical elements for a qualified reading of the sport showed by media, thus, they can enjoy their moments of leisure with quality.

  20. Collaborative virtual gaming worlds in higher education

    OpenAIRE

    Whitton, Nicola; Hollins, Paul

    2008-01-01

    There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi-user virtual environments (MUVEs) and massively multiplayer online role-playing games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider in scope; it considers the range of collaborative gaming worlds that exist and discusses their potential for learning, with particular reference to h...

  1. The Experiences of Sexual Harassment in Sport and Education among European Female Sports Science Students

    Science.gov (United States)

    Fasting, Kari; Chroni, Stiliani; Knorre, Nada

    2014-01-01

    The study investigates whether sport is an especially risky environment for sexual harassment to occur. It explores female students' experiences of sexual harassment in organized sport and compares them with their experiences in formal education, by addressing the following research questions: (1) Are there any differences in female sport…

  2. Curricular Transformation of Education in the Field of Physical and Sport Education in Slovakia

    Science.gov (United States)

    Bendíková, Elena

    2016-01-01

    The study presents basic information on the curricular transformation of physical and sport education in Slovakia after the year 1989, which is related to the education process in the 21st century. What is more, it points to the basis for modern transformation in relation to sports as well as to insufficient undergraduate teacher training and its…

  3. Analysis of Self-Esteem Levels of Students in Physical Education and Sports High School

    Science.gov (United States)

    çakoyun, Fahri Ak

    2018-01-01

    The purpose of this study is to examine the self-esteem levels of the students at Balikesir University Physical Education and Sports High School according to the variables such; gender, age, body-mass index (BMI), education department, class, sporting situation and sport branch (individual sport-team sport). While the universe of the study has…

  4. Sport as an object of reflection and as personal experience

    OpenAIRE

    Olga Markič

    2012-01-01

    The philosophy of sport is traditionally concerned with three topics: the problem of finding appropriate definitions of the main concepts (e.g. sport, game, play and rules), ethical problems (e.g. values, fair-play and performance enhancement), and the aesthetic characteristics of sport. The author briefly presents the influential Suits’ analysis of the notion of game, but her main interest lies in connecting sport with cognitive science, particularly cognitive philosophy. She contrasts class...

  5. Sports Specialization, Part II

    Science.gov (United States)

    Myer, Gregory D.; Jayanthi, Neeru; DiFiori, John P.; Faigenbaum, Avery D.; Kiefer, Adam W.; Logerstedt, David; Micheli, Lyle J.

    2016-01-01

    Context: Many coaches, parents, and children believe that the best way to develop elite athletes is for them to participate in only 1 sport from an early age and to play it year-round. However, emerging evidence to the contrary indicates that efforts to specialize in 1 sport may reduce opportunities for all children to participate in a diverse year-round sports season and can lead to lost development of lifetime sports skills. Early sports specialization may also reduce motor skill development and ongoing participation in games and sports as a lifestyle choice. The purpose of this review is to employ the current literature to provide evidence-based alternative strategies that may help to optimize opportunities for all aspiring young athletes to maximize their health, fitness, and sports performance. Evidence Acquisition: Nonsystematic review with critical appraisal of existing literature. Study Design: Clinical review. Level of Evidence: Level 4. Conclusion: Based on the current evidence, parents and educators should help provide opportunities for free unstructured play to improve motor skill development and youth should be encouraged to participate in a variety of sports during their growing years to influence the development of diverse motor skills. For those children who do choose to specialize in a single sport, periods of intense training and specialized sport activities should be closely monitored for indicators of burnout, overuse injury, or potential decrements in performance due to overtraining. Last, the evidence indicates that all youth should be involved in periodized strength and conditioning (eg, integrative neuromuscular training) to help them prepare for the demands of competitive sport participation, and youth who specialize in a single sport should plan periods of isolated and focused integrative neuromuscular training to enhance diverse motor skill development and reduce injury risk factors. Strength of Recommendation Taxonomy (SORT): B. PMID

  6. An interactive sports video game as an intervention for rehabilitation of community-living patients with schizophrenia: A controlled, single-blind, crossover study

    OpenAIRE

    Shimizu, Nobuko; Umemura, Tomohiro; Matsunaga, Masahiro; Hirai, Takayoshi

    2017-01-01

    Hypofrontality is a state of decreased cerebral blood flow in the prefrontal cortex during executive function performance; it is commonly observed in patients with schizophrenia. Cognitive dysfunction, as well as the psychological symptoms of schizophrenia, influences the ability of patients to reintegrate into society. The current study investigated the effects of an interactive sports video game (IVG; Nintendo Wii™ Sports Resort) on frontal lobe function of patients with schizophrenia. A sa...

  7. THE “HAPPY BOUNCING BALL” GAME FOR THE LEARNING OF TABLE TENNIS FOR GRADE V PRIMARY SCHOOL STUDENTS "PERMAINAN “HAPPY BOUNCING BALL” UNTUK PEMBELAJARAN TENIS MEJA BAGI SISWA KELAS V SEKOLAH DASAR"

    Directory of Open Access Journals (Sweden)

    Moch Fahmi Abdulaziz

    2017-06-01

    Full Text Available Physical education, health and sports is an integral part of the overall education, aiming to develop physical fitness, skills of motion, critical thinking skills, social skills, reasoning, emotional stability, moral action, aspects of healthy living patterns and the introduction of clean environment through physical activity, sport and health selected planned systematically in order to achieve the goals of national education. Physical education, health and sports are the attempts to embody the whole person in the school, either from a basic to intermediate education level.Table tennis is one of the Physical education learning material taught in elementary school. However, the reality in the learning process has not been implemented optimally because the table was not proportional to the number of students. Thus the need to win and the modifications to the game, make students more actively in learning. The problems that plagued the school made teacher’s creativity in developing models of learning a new, yet fun and in accordance with the objectives of the learning that has been set. Modification of the learning game of ping-pong was one of the efforts that must be realized. Learning the ping-pong game through the happy bouncing ball game was expected to make children more actively engaged in a variety of pleasant situations and conditions, while following the learning of table tennis game.

  8. Sport Psychology: Myths in Sport Education and Physical Education

    Science.gov (United States)

    Griffin, Joy

    2008-01-01

    From a sport and exercise psychology viewpoint, this article describes the increasing professionalization of youth sport and how many well-intentioned people are using misconceptions or myths to organize and administer youth sport programs. For example, professionalization has led to specialization and year-round training, while playing multiple…

  9. Safe leads and lead changes in competitive team sports

    Science.gov (United States)

    Clauset, A.; Kogan, M.; Redner, S.

    2015-06-01

    We investigate the time evolution of lead changes within individual games of competitive team sports. Exploiting ideas from the theory of random walks, the number of lead changes within a single game follows a Gaussian distribution. We show that the probability that the last lead change and the time of the largest lead size are governed by the same arcsine law, a bimodal distribution that diverges at the start and at the end of the game. We also determine the probability that a given lead is "safe" as a function of its size L and game time t . Our predictions generally agree with comprehensive data on more than 1.25 million scoring events in roughly 40 000 games across four professional or semiprofessional team sports, and are more accurate than popular heuristics currently used in sports analytics.

  10. Dazzling Sixth Ethnic Games

    Institute of Scientific and Technical Information of China (English)

    2000-01-01

    WITH its first round in Lhasa, Tibet, the Beijing leg of the Sixth National Games for Traditional Sports of Minority Nationalities was China's largest sports ceremony at the end of this century. The reason for holding the games in two places for the first time is that the 50th anniversary of the founding of the People's Republic of China and the 40th anniversary of democratic reform in the

  11. Aligning Game Activity with Educational Goals: Following a Constrained Design Approach to Instructional Computer Games

    Science.gov (United States)

    Shelton, Brett E.; Scoresby, Jon

    2011-01-01

    We discuss the design, creation and implementation of an instructional game for use in a high school poetry class following a commitment to an educational game design principle of "alignment". We studied groups of instructional designers and an interactive fiction computer game they built. The game was implemented in a 9th grade English classroom…

  12. Sports Specialization, Part II: Alternative Solutions to Early Sport Specialization in Youth Athletes.

    Science.gov (United States)

    Myer, Gregory D; Jayanthi, Neeru; DiFiori, John P; Faigenbaum, Avery D; Kiefer, Adam W; Logerstedt, David; Micheli, Lyle J

    2016-01-01

    Many coaches, parents, and children believe that the best way to develop elite athletes is for them to participate in only 1 sport from an early age and to play it year-round. However, emerging evidence to the contrary indicates that efforts to specialize in 1 sport may reduce opportunities for all children to participate in a diverse year-round sports season and can lead to lost development of lifetime sports skills. Early sports specialization may also reduce motor skill development and ongoing participation in games and sports as a lifestyle choice. The purpose of this review is to employ the current literature to provide evidence-based alternative strategies that may help to optimize opportunities for all aspiring young athletes to maximize their health, fitness, and sports performance. Nonsystematic review with critical appraisal of existing literature. Clinical review. Level 4. Based on the current evidence, parents and educators should help provide opportunities for free unstructured play to improve motor skill development and youth should be encouraged to participate in a variety of sports during their growing years to influence the development of diverse motor skills. For those children who do choose to specialize in a single sport, periods of intense training and specialized sport activities should be closely monitored for indicators of burnout, overuse injury, or potential decrements in performance due to overtraining. Last, the evidence indicates that all youth should be involved in periodized strength and conditioning (eg, integrative neuromuscular training) to help them prepare for the demands of competitive sport participation, and youth who specialize in a single sport should plan periods of isolated and focused integrative neuromuscular training to enhance diverse motor skill development and reduce injury risk factors. B. © 2015 The Author(s).

  13. Use of educational games in the health professions: a mixed-methods study of educators' perspectives in the UK.

    Science.gov (United States)

    Blakely, Gillian; Skirton, Heather; Cooper, Simon; Allum, Peter; Nelmes, Pam

    2010-03-01

    Educational games have been shown to be effective in supporting learning, especially to reinforce knowledge, and students are generally positive about the use of games. The aim of this mixed-methods study that was conducted in the UK was to explore educators' views towards the use of educational games in the health sciences. The data were collected via semistructured interviews with 13 health educators and an online survey that was completed by 97 health educators. Three factors influence the use of classroom games: reflective practice, the impact of games on students, and the impact of logistical factors. Educators assess their own performance and the impact of the games on students when planning their use; however, large classes and the need for preparation time have a negative impact on educators' willingness to use games. Similar constraints might restrict the use of active learning strategies, such as simulation, that are crucial for enabling health professionals to develop competence. These issues require consideration when planning educational methods.

  14. [Applying Game-Based Learning in Nursing Education: Empathy Board Game Learning].

    Science.gov (United States)

    Lu, Chueh-Fen; Wu, Shu-Mei; Shu, Ying-Mei; Yeh, Mei-Yu

    2018-02-01

    Attending lectures and reading are two common approaches to acquiring knowledge, while repetitive practice is a common approach to acquiring skills. Nurturing proper attitudes in students is one of the greatest challenges for educators. Health professionals must incorporate empathy into their practice. Creative teaching strategies may offer a feasible approach to enhancing empathy-related competence. The present article focuses on analyzing current, empathy-related curriculums in nursing education in Taiwan, exploring the concepts of empathy and game-based learning, presenting the development of an empathy board game as a teaching aid, and, finally, evaluating the developed education application. Based on the learner-centered principle, this aid was designed with peer learning, allowing learners to influence the learning process, to simulate the various roles of clients, and to develop diverse interpersonal dialogues. The continuous learning loops were formed using the gamification mechanism and transformation, enabling students to connect and practice the three elements of empathy ability: emotion, cognition and expression. Via the game elements of competition, interaction, storytelling, real-time responses, concretizing feedback, integrated peer learning, and equality between teachers and students, students who play patient roles are able to perceive different levels of comfort, which encourages the development of insight into the meaning of empathy. Thereby, the goals of the empathy lesson is achievable within a creative game-based learning environment.

  15. Sport Art: Spectacle or Sacrament.

    Science.gov (United States)

    Studer, Ginny L., Ed.; And Others

    1982-01-01

    The chief objective of sport art is to capture that actual fleeting moment of excellent performance in a sporting event. In a series of articles, the significance of sport art is shown in its importance in recording historic contests and games, emphasizing social achievement and personal performance goals, and attempting to symbolize the depth of…

  16. It’s All Fun and Games until Someone Learns Something: Assessing the Learning Outcomes of Two Educational Games

    Directory of Open Access Journals (Sweden)

    Steven Wise

    2009-12-01

    Full Text Available Objective – To determine whether educational games can be designed that are both fun and effective in improving information seeking skills. Methods – Two skills that are known to be particularly difficult for students taking a required information literacy test were identified. These skills are the ability to identify citations and the ability to search databases with keywords. Educational games were designed to address these two skills. The first game, Citation Tic Tac Toe, placed commonly used bibliographic citations into a tick tac toe style grid. Students were required to play the Tic Tac Toe game and subsequently given citation identification exercises. The second game arranged key concepts related to search phrases in a Magnetic Keyword interface. Students were observed searching databases before and after playing the Magnetic Keyword game and their pre‐ and post‐play searches were analyzed.Results – Students who played the Tic Tac Toe game improved more from pretest to posttest than students who only took an online tutorial. In addition, students who played the Magnetic Keyword game demonstrated quicker database searching for their topics and expressed increased satisfaction with their results. Conclusions – Games can be created which have measurable educational outcomes and are fun. It is important, however, to establish the educational objective prior to beginning game design.

  17. Olympic Games Bids

    OpenAIRE

    Dichter, Heather L.

    2017-01-01

    Hosting international sport events, from world championships for a single sport to mega-events such as the Olympic Games or the FIFA World Cup, have become big business over the past few decades. These events have grown tremendously since their early incarnations in the late nineteenth and early twentieth centuries. The popularity and appeal of sport make hosting sporting events desirable for both local politicians and national sport leaders who work together to convince the public and the i...

  18. Sports betting marketing during sporting events: a stadium and broadcast census of Australian Football League matches.

    Science.gov (United States)

    Thomas, Samantha; Lewis, Sophie; Duong, Jenny; McLeod, Colin

    2012-04-01

    Using Australian Football League (AFL) matches as a case study, we investigated the frequency, length and content of marketing strategies for sports betting during two specific settings: 1) at stadiums during four live matches; and 2) during eight televised broadcasts of matches. Census of sports betting marketing during Round 12 of the 2011 AFL premiership season. Per match, there was an average of 58.5 episodes (median 49.5, s.d 27.8) and 341.1 minutes (median 324.1 minutes and s.d 44.5) of sports betting marketing at stadiums, and 50.5 episodes (median 53.5, s.d 45.2) and 4.8 minutes (median 5.0 minutes, s.d 4.0) during televised broadcasts. A diverse range of marketing techniques were used to: a) embed sports betting within the game; b) align sports betting with fans' overall experience of the game; and c) encourage individuals to bet live during the game. There were very few visible or audible messages (such as responsible gambling or Gambler's Help messages) to counter-frame the overwhelmingly positive messages that individuals received about sports betting during the match. This study raises important questions about the impacts of saturation, integrated and impulse gambling marketing strategies in sporting matches. Future research should explore: 1) how wagering industry marketing strategies may affect the attitudes and behaviours of community sub-groups (e.g. young male sports fans, and children); and 2) which public health and policy strategies, including regulation and harm minimisation messaging, will be effective in responding to wagering industry marketing strategies during sporting matches. © 2012 The Authors. ANZJPH © 2012 Public Health Association of Australia.

  19. Sport and Tourism Between Modernity and Postmodernity

    Directory of Open Access Journals (Sweden)

    Lenartowicz Michał

    2016-06-01

    Full Text Available The text presents and analyses manifestations of modernity and postmodernity in the field of competitive and recreational sport, physical education, leisure, and tourism. The paper builds upon an extensive literature survey and presents the concept and key features of postmodern societies and the modernity-postmodernity debate in sports with reference to postmodern tendencies in tourism. We have attempted to determine the proportions of tradition, modernity, and postmodernity in contemporary sport and tourism, keeping in mind that, similarly to contemporary societies as a whole, sport is undoubtedly a mixture of traditional, modern, and Fordist elements with postmodern and post-Fordist features. We present and discuss the prevailing belief that the key elements of leisure sport are mostly postmodern and focused on the notion of individualisation and freedom expressed especially in alternative sports, while commercialised mainstream sport follows the regular mass-media show-business development path, maintaining a significant amount of modern concepts, such as the importance of national identities. Special attention is also paid to the Olympic Games as a specific and very efficient mixture of modernity and postmodernity. More so than at any point in the past, and despite the actual proportions of modernity and postmodernity that it contains, contemporary sport has become an integral part of postmodern societies and their lifestyle, with technology-determined individualisation of sport consumption and leisure sport participation.

  20. An evaluation of Global Zakat Game (GZG) as edutainment board game in enhancing Zakat education in Malaysia

    Science.gov (United States)

    Rahman, Azman Ab.; Sahrir, Muhammad Sabri; Zainuddin, Nurkhamimi; Khafidz, Hasanah Abd.

    2018-01-01

    Board games have become one of the useful tools in teaching and learning. Many instructors and educators have chosen to use board games to enhance the way of delivering course contents. A board game will help students understand the education concept quickly and get involved in experiential learning, where students can manage and solve problems in…

  1. Energy expenditure in adolescents playing new generation computer games.

    Science.gov (United States)

    Graves, Lee; Stratton, Gareth; Ridgers, N D; Cable, N T

    2008-07-01

    To compare the energy expenditure of adolescents when playing sedentary and new generation active computer games. Cross sectional comparison of four computer games. Setting Research laboratories. Six boys and five girls aged 13-15 years. Participants were fitted with a monitoring device validated to predict energy expenditure. They played four computer games for 15 minutes each. One of the games was sedentary (XBOX 360) and the other three were active (Wii Sports). Predicted energy expenditure, compared using repeated measures analysis of variance. Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kl/kg/min), tennis (202.5 (31.5) kl/kg/min), and boxing (198.1 (33.9) kl/kg/min) was significantly greater than when playing sedentary games (125.5 (13.7) kl/kg/min) (Pgames. Playing new generation active computer games uses significantly more energy than playing sedentary computer games but not as much energy as playing the sport itself. The energy used when playing active Wii Sports games was not of high enough intensity to contribute towards the recommended daily amount of exercise in children.

  2. Childhood education student teachers responses to a simulation game on food security

    Directory of Open Access Journals (Sweden)

    Nadine Felicity Petersen

    2014-07-01

    Full Text Available This paper provides an account of student teachers responses to a simulation game about food scarcity and how the game served as a conversation starter about the influence of food scarcity on educational provisioning. The simulation game was utilised as part of a suite of activities during an educational excursion for first years in primary school teacher education. In this investigation data were generated via video recordings of the simulation game itself, summary notes of the key points of the discussion session during the game, and students’ learning portfolios. Analysis of the various data sets indicate that student-teachers’ engaged with the game both viscerally and cerebrally, with the game providing a powerful concrete introduction to the issues of food scarcity and unequal distribution of resources. Most student teachers were able to relate the lessons learned from the game to the classroom and educational situation. In addition, I found that the simulation game as method can assist students in their activity of learning to look at education as an equity and justice issue.

  3. The Relationships between Online Game Player Biogenetic Traits, Playing Time, and the Genre of the Game Being Played

    Science.gov (United States)

    Kim, Jun Won; Park, Doo Byung; Min, Kyung Joon; Na, Churl; Won, Su Kyung; Park, Ga Na

    2010-01-01

    Objective Psychobiological traits may be associated with excessive Internet use. This study assessed the relationships between biogenetic traits, the amount of time spent in online game playing, and the genre of the online game being played. Methods Five hundred sixty five students who enjoyed one of the four types of games included in this study were recruited. The types of games examined included role playing games (RPG), real-time strategy games (RTS), first person shooting games (FPS), and sports games. Behavioral patterns of game play, academic performance, and player biogenetic characteristics were assessed. Results The amount of time that the participants spent playing online games was significantly greater on weekends than on weekdays. On weekends, the types of games with the largest numbers of participants who played games for more than three hours were ranked as follows: RPG and FPS, RTS, and sports games. The Young's Internet Addiction Scale (YIAS)score for the RPG group was the highest among the groups of the four types of game players. The time that participants spent playing games on weekdays was negatively associated with academic performance, especially for the RPG and FPS groups. Compared with the other groups, the RPG and RTS groups had higher novelty seeking (NS) scores and self-directedness (SD) scores, respectively. Additionally, the sports game group had higher reward dependency scores than the other groups. Conclusion These results suggest that RPGs may have specific factors that are attractive to latent game addicts with higher NS scores. Additionally, excessive playing of online games is related to impaired academic performance. PMID:20396428

  4. The Relationships between Online Game Player Biogenetic Traits, Playing Time, and the Genre of the Game Being Played.

    Science.gov (United States)

    Kim, Jun Won; Han, Doug Hyun; Park, Doo Byung; Min, Kyung Joon; Na, Churl; Won, Su Kyung; Park, Ga Na

    2010-03-01

    Psychobiological traits may be associated with excessive Internet use. This study assessed the relationships between biogenetic traits, the amount of time spent in online game playing, and the genre of the online game being played. Five hundred sixty five students who enjoyed one of the four types of games included in this study were recruited. The types of games examined included role playing games (RPG), real-time strategy games (RTS), first person shooting games (FPS), and sports games. Behavioral patterns of game play, academic performance, and player biogenetic characteristics were assessed. The amount of time that the participants spent playing online games was significantly greater on weekends than on weekdays. On weekends, the types of games with the largest numbers of participants who played games for more than three hours were ranked as follows: RPG and FPS, RTS, and sports games. The Young's Internet Addiction Scale (YIAS)score for the RPG group was the highest among the groups of the four types of game players. The time that participants spent playing games on weekdays was negatively associated with academic performance, especially for the RPG and FPS groups. Compared with the other groups, the RPG and RTS groups had higher novelty seeking (NS) scores and self-directedness (SD) scores, respectively. Additionally, the sports game group had higher reward dependency scores than the other groups. These results suggest that RPGs may have specific factors that are attractive to latent game addicts with higher NS scores. Additionally, excessive playing of online games is related to impaired academic performance.

  5. Climate change games as tools for education and engagement

    Science.gov (United States)

    Wu, Jason S.; Lee, Joey J.

    2015-05-01

    Scientists, educators and policymakers continue to face challenges when it comes to finding effective strategies to engage the public on climate change. We argue that games on the subject of climate change are well-suited to address these challenges because they can serve as effective tools for education and engagement. Recently, there has been a dramatic increase in the development of such games, many featuring innovative designs that blur traditional boundaries (for example, those that involve social media, alternative reality games, or those that involve direct action upon the real world). Here, we present an overview of the types of climate change game currently available, the benefits and trade-offs of their use, and reasons why they hold such promise for education and engagement regarding climate change.

  6. Serious Games for education and training

    Directory of Open Access Journals (Sweden)

    Alessandro De Gloria

    2014-02-01

    Full Text Available Serious Games (SGs are gaining an ever increasing interest for education and traning. Exploiting the latest simulation and visualization technologies, SGs are able to contextualize the player’s experience in challenging, realistic environments, supporting situated cognition. However, we still miss methods and tools for effectively and deeply infusing pedagogy and instruction inside digital games. After presenting an overview of the state of the art of the SG taxonomies, the paper introduces the pedagogical theories and models most relevant to SGs and their implications on SG design.  We also present a schema for a proper integration of games in education, supporting different goals in different steps of a formal education process. By analyzing a set of well-established SGs and formats, the paper presents the main mechanics and models that are being used in SG designs, with a particular focus on assessment, feedback and learning analytics. An overview of tools and models for SG design is also presented. Finally, based on the performed analysis, indications for future research in the field are provided.

  7. Using the SPoRT POES/GOES Hybrid Product in OCONUS Forecasting

    Science.gov (United States)

    Smith, Matt; Fuell, Kevin; Nelson, Jim

    2014-01-01

    The SPoRT (Short-term Prediction and Research Transition) Program at the NASA/Marshall Space Flight Center has been providing unique NASA and NOAA data and techniques to partner Weather Forecast Offices (WFOs) for ten years. Data are provided in the Decision Support System used by WFO forecasters: AWIPS. For the last couple of years, SPoRT has been producing the POES/GOES Hybrid. This suite of products combines the strength ofl5- minute animations of GOES imagery - providing temporal continuity, with the higher resolution, relatively random availability, of polar orbiting (POES) imagery data. The product was first introduced with only MODIS data from NASA's Terra and Aqua satellites, but recently the VIIRS instrument onboard the Suomi-NPP satellite was added, providing better high-resolution coverage. These products represent SPoRT's efforts to prepare for higher resolution, higher frequency GOES-R imagery - as well as helping to move VIIRS (JPSS) data into the mainstream of weather forecasting. SPoRT generates 5 products for this dataset: Visible, Longwave Infrared (11 micrometers), Shortwave IR (3.7 micrometers), Water Vapor (6.7 micrometers), and Fog (Difference of 11 micrometer and 3.7 micrometer channels). The Water Vapor hybrid product has a Red-Blue-Green image from MODIS inlaid, since it provides even more qualitative information than water vapor alone. Animated examples of the products will be shown in this presentation. While the resolution at nadir of GOES imagery is nominally Han (4km for IR channels), the inlaid polar orbiter imagery has a resolution of 250m (lkm for IR channels). This has tremendous application in the continental US. However, in high latitudes, since the usefulness of GOES degrades poleward rapidly, the contrast of GOES and POES data is stark. The consistent temporal nature of GOES, even though at a reduced resolution at high latitudes, provides basic situational awareness, but the introduction of polar data is very helpful in seeing

  8. Influence of Sport Education on Group Cohesion in University Physical Education

    Science.gov (United States)

    Jenkins, Jayne M.; Alderman, Brandon L.

    2011-01-01

    The Sport Education ("SE") curricular model incorporated within university physical education Basic Instruction Program (BIP) may increase group cohesion. This study's purpose was to identify student perceptions of a BIP course taught within "SE," and investigate group cohesion in differing activity content. Participants…

  9. Educational games for brain health: revealing their unexplored potential through a neurocognitive approach

    Directory of Open Access Journals (Sweden)

    Patrick eFissler

    2015-07-01

    Full Text Available Educational games link the motivational nature of games with learning of knowledge and skills. Here, we go beyond effects on these learning outcomes. We review two lines of evidence which indicate the currently unexplored potential of educational games to promote brain health: First, gaming with specific neurocognitive demands (e.g., executive control, and second, educational learning experiences (e.g., studying foreign languages improve brain health markers. These markers include cognitive ability, brain function, and brain structure. As educational games allow the combination of specific neurocognitive demands with educational learning experiences, they seem to be optimally suited for promoting brain health. We propose a neurocognitive approach to reveal this unexplored potential of educational games in future research.

  10. 'We don’t need no education': video game preferences, video game motivations, and aggressiveness among adolescent boys of different educational ability levels

    NARCIS (Netherlands)

    Nije Bijvank, M.; Konijn, E.A.; Bushman, B.J.

    2012-01-01

    This research focuses on low educational ability as a risk factor for aggression and violent game play. We propose that boys of lower educational ability are more attracted to violent video games than other boys are, and that they are also higher in trait aggressiveness and sensation seeking.

  11. Design Principles of Next-Generation Digital Gaming for Education.

    Science.gov (United States)

    Squire, Kurt; Jenkins, Henry; Holland, Walter; Miller, Heather; O'Driscoll, Alice; Tan, Katie Philip; Todd, Katie.

    2003-01-01

    Discusses the rapid growth of digital games, describes research at MIT that is exploring the potential of digital games for supporting learning, and offers hypotheses about the design of next-generation educational video and computer games. Highlights include simulations and games; and design principles, including context and using information to…

  12. Educational games for mental health professionals: a Cochrane review.

    Science.gov (United States)

    Bhoopathi, P S; Sheoran, R; Adams, C E

    2007-05-01

    Learning in general can be been a passive process. This review is aimed at evaluating the effectiveness of educational games as a teaching strategy in mental health professionals. We searched for all relevant randomised control trials (RCT) that compared educational games as teaching strategies with other methods of learning using electronic and reference searching, and by contacting trial authors. Data were extracted from selected trials and, individual person data was analysed using fixed effect Peto Odds Ratio (OR) and the 95% confidence intervals (CI). If appropriate, the number needed to treat (NNT) or number needed to harm (NNH) was estimated. For continuous data, we calculated weighted mean differences. We identified one trial (n = 34) of an educational game for mental health nursing students which followed up participants only over a few hours. For an outcome we arbitrarily defined ('no academically important improvement [a 10% improvement in scores]'), those allocated to educational games fared considerably better than students in the standard education techniques group (OR 0.06 CI 0.01 to 0.27, NNT 3 CI 2 to 4). On average those in the games group scored six more points than the control students on a test of questions relevant to psychosis set to the standard of the mental health nursing curriculum of the day (WMD 6 CI 2.63 to 9.37). Current limited evidence suggests educational games could help mental health students gain more points in their tests; however this interesting study should be refined and repeated.

  13. SIMULATIONS AND GAMES IN MANAGEMENT EDUCATION: TOWARDS A MULTI-DIMENSIONAL EXPERIENCE

    Directory of Open Access Journals (Sweden)

    Jorge Paulo Sequeira

    2013-06-01

    Full Text Available Games and simulations have been used in the field of education for many years, particularly in the areas of business, training staff in financial and economic skills, combat training and war gaming. Internet-based games are also commonly used in the areas of education, business and policy to provide a safe but realistic experience of the real world. This paper explores some of the rationale that a team of lecturers at the Lisbon School of Accounting and Administration (ISCAL think should underpin simulation and game usage in an educational context, specifically in management education. Our aim with this work is about promoting learning and knowledge building through one of the latest evolved socio-cultural artifact: online simulations and games.

  14. Audio Visual Media Components in Educational Game for Elementary Students

    Directory of Open Access Journals (Sweden)

    Meilani Hartono

    2016-12-01

    Full Text Available The purpose of this research was to review and implement interactive audio visual media used in an educational game to improve elementary students’ interest in learning mathematics. The game was developed for desktop platform. The art of the game was set as 2D cartoon art with animation and audio in order to make students more interest. There were four mini games developed based on the researches on mathematics study. Development method used was Multimedia Development Life Cycle (MDLC that consists of requirement, design, development, testing, and implementation phase. Data collection methods used are questionnaire, literature study, and interview. The conclusion is elementary students interest with educational game that has fun and active (moving objects, with fast tempo of music, and carefree color like blue. This educational game is hoped to be an alternative teaching tool combined with conventional teaching method.

  15. Global Games

    NARCIS (Netherlands)

    van Bottenburg, Maarten

    2001-01-01

    Why is soccer the sport of choice in South America, while baseball has soared to popularity in the Carribean? How did cricket become India's national sport, while China is a stronghold of table tennis? In Global Games, Maarten van Bottenburg asserts that it is the 'hidden competition' of social and

  16. Sports teams as complex adaptive systems: manipulating player numbers shapes behaviours during football small-sided games

    OpenAIRE

    Silva, Pedro; Vilar, Lu?s; Davids, Keith; Ara?jo, Duarte; Garganta, J?lio

    2016-01-01

    Small-sided and conditioned games (SSCGs) in sport have been modelled as complex adaptive systems. Research has shown that the relative space per player (RSP) formulated in SSCGs can impact on emergent tactical behaviours. In this study we adopted a systems orientation to analyse how different RSP values, obtained through manipulations of player numbers, influenced four measures of interpersonal coordination observed during performance in SSCGs. For this purpose we calculated positional data ...

  17. Home Field Advantage Calculation for Physical Education and Sport Students

    Science.gov (United States)

    Inan, Tugbay

    2018-01-01

    It is a well-established fact that playing at home field is an advantageous condition for professional sport teams. For this reason, the home field advantage in team sports is an important issue to be explored. It is also one of the different topics that physical education and sports students can use when they want to perform performance analysis…

  18. Game-based dynamic simulations supporting technical education and training

    Directory of Open Access Journals (Sweden)

    Tore Bjølseth

    2006-04-01

    Full Text Available Educational games may improve learning by taking advantage of the new knowledge and skills of today’s students obtained from extensive use of interactive games. This paper describes how interactive dynamic simulators of advanced technical systems and phenomena can be shaped and adapted as games and competitions supporting technical education and training. Some selected examples at different educational levels are shown, from vocational training to university level courses. The potential benefit and perceived learning effect of this approach is also described and underpinned from comprehensive user feedback.

  19. Designing Serious Games for People with Disabilities: Game, Set and Match to the Wii™

    Science.gov (United States)

    Evett, Lindsay; Ridley, Allan; Keating, Liz; Merritt, Liz; Merritt, Patrick; Shopland, Nick; Brown, David

    2011-01-01

    Serious games are effective and engaging learning resources for people with disabilities, and guidelines exist to make games accessible to people with disabilities. During research into designing accessible interfaces and games, it was noted that people who are blind often report enjoying playing Wii Sports. These games are pick-upand- play games…

  20. Serious games for global education digital game-based learning in the english as a foreign language (EFL) classroom

    CERN Document Server

    Müller, Claudia

    2017-01-01

    The author of this book conducted different studies to investigate the potential of serious games for global education when used in EFL classrooms. The results show a clear contribution of serious games to global education when used with EFL learners, leading to a reference model of digital game-based learning in the EFL classroom.

  1. Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game

    NARCIS (Netherlands)

    Huizenga, J.; Admiraal, W.; Akkerman, S.; ten Dam, G.

    2009-01-01

    Using mobile games in education combines situated and active learning with fun in a potentially excellent manner. The effects of a mobile city game called Frequency 1550, which was developed by The Waag Society to help pupils in their first year of secondary education playfully acquire historical

  2. Computer Games in Pre-School Settings: Didactical Challenges when Commercial Educational Computer Games Are Implemented in Kindergartens

    Science.gov (United States)

    Vangsnes, Vigdis; Gram Okland, Nils Tore; Krumsvik, Rune

    2012-01-01

    This article focuses on the didactical implications when commercial educational computer games are used in Norwegian kindergartens by analysing the dramaturgy and the didactics of one particular game and the game in use in a pedagogical context. Our justification for analysing the game by using dramaturgic theory is that we consider the game to be…

  3. CANONICAL RELATIONS BETWEEN BASIC AND MOTOR - SITUATIONAL-MOTOR SKILLS IN SPORT GAMES

    Directory of Open Access Journals (Sweden)

    Bećir Šabotić

    2013-07-01

    Full Text Available The aim of this study was to establish the correlation between the predictor-basic motor and situational-motor tests in sports games. On the sample of 62 subjects of the first year of high school was carried out measurements which covered 12 basic and 6 motor variables and situational tests in volleyball and basketball.Based on the results of the canonical correlation analysis, it can be concluded that there is a significant relationship between the predictor variables and a set of criterion variables, situational-motor tests basketball and volleyball. These results are logical given the structure of movements from basketball and volleyball that require a high level of coordination and speed.

  4. Sport Education: Promoting Team Affiliation Through Physical Education

    Science.gov (United States)

    MacPhail, Ann; Kirk, David; Kinchin, Gary D.

    2004-01-01

    The development of feelings of identity, the sense of belonging to a team, and the growth of social skills are experiences that sport, if properly conducted, is well placed to offer (Siedentop, 1994). Evidence suggests that some characteristics of traditional, multiactivity forms of physical education work against realizing these goals (Locke,…

  5. Implementasi Rule Base System dan Fuzzy Logic Artifical Intelligence pada Game Kartu Capsa

    OpenAIRE

    Pangkatodi, Edo; Liliana, Liliana; Budhi, Gregorius Satia

    2016-01-01

    In the era of globalization today, science and technology is developing very fast, particularly in entertainment media, specifically in the gaming world. Today, games are not only used as an entertainment, but also can be used as an alternative in the world of work, education, and even sports. In the world of gaming, artificial intelligence, or AI is a factor that cannot be separated. With the right methods and the specific rules of the AI can walk like a human being doing a job. So it is not...

  6. Diabetic Mario: Designing and Evaluating Mobile Games for Diabetes Education.

    Science.gov (United States)

    Baghaei, Nilufar; Nandigam, David; Casey, John; Direito, Artur; Maddison, Ralph

    2016-08-01

    Traditionally, diabetes education has relied on written materials, with limited resources available for children with diabetes. Mobile games can be effective and motivating tools for the promotion of children's health. In our earlier work, we proposed a novel approach for designing computer games aimed at educating children with diabetes. In this article, we apply our game design to a mobile Android game (Mario Brothers). We also introduce four heuristics that are specifically designed for evaluating the mobile game, by adapting traditional usability heuristics. Results of a pilot study (n = 12) to evaluate gameplay over 1-week showed that the children found the game engaging and improved their knowledge of healthy diet and lifestyle.

  7. 76 FR 59304 - 2011-2012 Refuge-Specific Hunting and Sport Fishing Regulations; Correction

    Science.gov (United States)

    2011-09-26

    ..., upland game hunting, big game hunting, and sport fishing for the 2011-2012 season. Inadvertently, this...-0038; 93270-1265-0000-4A] RIN 1018-AX54 2011-2012 Refuge-Specific Hunting and Sport Fishing Regulations... our regulations concerning hunting and sport fishing programs at national wildlife refuges...

  8. Making Decisions about an Educational Game, Simulation or Workshop: A 'Game Theory' Perspective.

    Science.gov (United States)

    Cryer, Patricia

    1988-01-01

    Uses game theory to help practitioners make decisions about educational games, simulations, or workshops whose outcomes depend to some extent on chance. Highlights include principles for making decisions involving risk; elementary laws of probability; utility theory; and principles for making decisions involving uncertainty. (eight references)…

  9. ASPECTS REGARDING THE ORGANIZATIONAL STRUCTURE, QUALITY AND PERFORMANCE OF SPORT IN HIGHER EDUCATION IN ROMANIA

    Directory of Open Access Journals (Sweden)

    Sorin BUHAȘ

    2017-12-01

    Full Text Available This study addresses sport in higher education in rel ation to its organization structure, quality and sports performance. We have studied documents, normative acts and the way in which certain decisional factors involved in higher education sports activities are organized. The lack of a concrete strategy inthis respect, renders the information sources to be relatively limited. Particularly, our research was based on scientific documentation, historical method and document analysis. There is a small number of legitimated athletes related to the number of higher education students. Higher education sport is a non-functional system, it cannot generate a representative number of participants in the National University Championships, and the international representation is not a natural consequence of the internal competition. Therefore, it is imperative for higher education sports to be the foundation of performance sports. This involves changing both the approach to this phenomenon and its organizational structure. Also, the development of human resources and sports infrastructure are essential conditions for the development ofsports activity.

  10. Behavior Management in Physical Education, Recreation, and Sport: A Bibliography.

    Science.gov (United States)

    Lavay, Barry

    1986-01-01

    This bibliography contains references specifically pertaining to physical education, recreation, or sport and to behavior management. The references are classified into areas of behavior management overview, reinforcement systems, motor performance, physical fitness, recreation, and sport. (MT)

  11. She Got Game! Women in Sports.

    Science.gov (United States)

    Ruffle, Kathy

    2002-01-01

    Focuses on library collection development in the area of women in sports. Discusses Title IX, selecting titles, and prominent publishers in the field; and includes an annotated bibliography that includes encyclopedias, history, athletes, how-to books, coaching, general sports, magazines, and Web sites. (LRW)

  12. [Health education for puerperal women in neonatal rooming-in: knowledge acquisition with an educational game].

    Science.gov (United States)

    Fonseca, Luciana Mara Monti; Scochi, Carmen Gracinda Silvan; de Mello, Débora Falleiros

    2002-01-01

    The study aims at verifying knowledge acquisition through health education activities mediated by the use of an educational game on breast-feeding and basic care provided to the newborn, in rooming-in. Study accomplished at a philanthropic maternity of Ribeirão Preto-SP. Educational activities were accomplished in group, coordinated by the nurse, using board game. Through structured interview guided by a route before and after-game, the authors verified the knowledge acquisition, classifying the answers in insufficient (0-4), regular (5-9), good (10-14) and excellent (15-20). Of the mothers' previous knowledge, 16.7% of answers were excellent increasing for 77.8% after participation in the educational activity. They concluded that the game constituted in appropriate strategy to facilitate change of experiences between puerperas and the development of the health education through ludic-pedagogical activities.

  13. Toward an Analysis of Video Games for Mathematics Education

    Science.gov (United States)

    Offenholley, Kathleen

    2011-01-01

    Video games have tremendous potential in mathematics education, yet there is a push to simply add mathematics to a video game without regard to whether the game structure suits the mathematics, and without regard to the level of mathematical thought being learned in the game. Are students practicing facts, or are they problem-solving? This paper…

  14. Collecting, Organizing, and Managing Resources for Teaching Educational Games the Wiki Way

    Science.gov (United States)

    Johnson, Shelley Henson; Shelton, Brett; Wiley, David

    2008-01-01

    Recognizing the pedagogical value of gaming, academics along with game designers and educational content developers have begun producing resources to improve educational game design and make instructional games more accessible to teachers wanting to incorporate them into their classes. However, the rapid growth of such resources has made it…

  15. Creating Effective Educational Computer Games for Undergraduate Classroom Learning: A Conceptual Model

    Science.gov (United States)

    Rapeepisarn, Kowit; Wong, Kok Wai; Fung, Chun Che; Khine, Myint Swe

    2008-01-01

    When designing Educational Computer Games, designers usually consider target age, interactivity, interface and other related issues. They rarely explore the genres which should employ into one type of educational game. Recently, some digital game-based researchers made attempt to combine game genre with learning theory. Different researchers use…

  16. Investigating Youth Sport Coach Perspectives of an Asthma Education Module

    Directory of Open Access Journals (Sweden)

    Francesca S. Cardwell

    2018-01-01

    Full Text Available Physical activity can reduce symptoms and improve wellbeing in people who have asthma, and organized sport is one way for children and youth with asthma to engage in exercise. While asthmatic youth may experience a number of barriers to sport participation, healthy physical and social sport environments supported by coaches can help asthmatic youth athletes maintain long-term engagement in activity. This paper reports results of an assessment of an online coach education tool related to air quality, physical activity, and allergic disease (e.g., asthma. Focus groups with youth team sport coaches in southern Ontario (n=12 participants were conducted to explore how users experience the module and short- and medium-term outcomes of implementation. Although coaches perceive the module as relevant, it is considered less valuable in certain contexts (e.g., indoor environments or when compared with other coach education (e.g., tactical. Although broad asthma management behaviours (e.g., athlete medical forms were recognized, specific module-identified prevention and management techniques (e.g., the Air Quality Health Index were less frequently described. Ensuring environment and health coach education emphasizes athlete performance while reducing risk is critical to promoting module application and providing safe and enjoyable youth team sport spaces.

  17. Influence of information communicative technologies on students’ sport-oriented physical education interest

    Directory of Open Access Journals (Sweden)

    Oleg Olkhovy

    2015-08-01

    Full Text Available Purpose: determination the influence of information communicative technologies on students’ interest in regular exercise of sport-oriented physical education. Material and Methods: in the researches were involved 1–5 year basic department students of V. N Karazin Kharkov National University (n=36402. Methods: analysis of literature sources, formatted pedagogical experiment, sociological research, maths statistics. Results: through experimental research we found out that that usage of information communicative technologies in authors’ model of sport-oriented physical education in high schools had provided increase in amount of students, who engaged in chosen sports (moving activity, by 14,4% (1463 persons. Conclusion: the usage of information communicative technologies in educational process promoted increasing of student quantity in the sport-oriented groups

  18. 75 FR 32877 - Financial Assistance: Wildlife Restoration, Sport Fish Restoration, Hunter Education and Safety

    Science.gov (United States)

    2010-06-10

    ... resources, aquatic-life forms, and sport fishing; and (e) develop responsible attitudes and ethics toward..., Sport Fish Restoration, Hunter Education and Safety AGENCY: Fish and Wildlife Service, Interior. ACTION... governing the Wildlife Restoration, Sport Fish Restoration, and Hunter Education and Safety (Enhanced Hunter...

  19. [Medicine in sports or sport medicine?] ].

    Science.gov (United States)

    Heimer, S; Tonković-Lojović, M

    2001-01-01

    Sports medicine is a profession pertaining to primary health care of sport population (competitors, coaches, referees, participants in sports recreation). It embraces the physical and mental health protection and promotion of participants in relation to a particular sport activity and sport environment, directing athletes to a sport and adapting them to sport and the sport to them. Sports medicine takes part in selection procedure, training process planning and programming, and cares for epidemiological, hygienic, nutritional and other problems in sport. The Republic of Croatia belongs to those world states in which the field of sports medicine is regulated neither by a law or by profession. A consequence is that wide circle of physicians and paramedics work in clubs and various medical units without any legal or/and professional control not being adequately educated nor having licence for it. This review is an appeal to the Croatian Medical Chamber and the Ministry of Health to make efforts to promote the education and medical profession in sports medicine.

  20. Technology and Sport

    DEFF Research Database (Denmark)

    Møller, Rasmus Bysted; Møller, Verner

    2015-01-01

    The relationship between sport and technology is close and can be both fruitful and destructive. Technology has a constitutive function in sport as it makes the activity possible and it can enhance performance as well as the sporting experience. The use of football boots is clearly more comfortable...... and effective than playing in bare feet in a game of football. However, sport challenges its athletes by demanding the employment of less efficient means rather than more efficient means in pursuit of sport specific goals. Therefore technology can potentially subtract from the sporting experience and even...... threaten the internal logic of sport. If as an example very efficient hail cartridges were allowed for use in double trap shooting it would reduce the skills required to excel at that discipline reducing its value for participants and spectators alike. The use of forbidden performance enhancing substances...

  1. EPIC: A Framework for Using Video Games in Ethics Education

    Science.gov (United States)

    Schrier, Karen

    2015-01-01

    Ethics education can potentially be supplemented through the use of video games. This article proposes a novel framework (Ethics Practice and Implementation Categorization [EPIC] Framework), which helps educators choose games to be used for ethics education purposes. The EPIC Framework is derived from a number of classic moral development,…

  2. Ethics in Physical and Sport Education.

    Science.gov (United States)

    Spencer, Albert F.

    1996-01-01

    This article focuses on ways to integrate ethical issues in physical and sport education into professional action without involving institutional control, considering an individual approach to teaching-coaching practices that builds students' ethical decision making skills and develops character. Issues for group discussion and individual…

  3. Determination of Media and Television Literacy Levels of Sport Consumers Filtered out of the Students of the School of Physical Education and Sports

    Science.gov (United States)

    Unal, Hakan

    2014-01-01

    This study is aimed to determine the literacy levels of media and television and the level of addiction of sport consumers filtered out of the students of the School of Physical Education and Sports and to investigate the relationship between these two levels. Sport consumers studying in Mugla University, School of Physical Education and Sports…

  4. "We Don't Need No Education": Video Game Preferences, Video Game Motivations, and Aggressiveness among Adolescent Boys of Different Educational Ability Levels

    Science.gov (United States)

    Bijvank, Marije Nije; Konijn, Elly A.; Bushman, Brad J.

    2012-01-01

    This research focuses on low educational ability as a risk factor for aggression and violent game play. We propose that boys of lower educational ability are more attracted to violent video games than other boys are, and that they are also higher in trait aggressiveness and sensation seeking. Participants were Dutch boys in public schools (N =…

  5. A qualitative review of sports concussion education: prime time for evidence-based knowledge translation.

    Science.gov (United States)

    Mrazik, Martin; Dennison, Christopher R; Brooks, Brian L; Yeates, Keith Owen; Babul, Shelina; Naidu, Dhiren

    2015-12-01

    Educating athletes, coaches, parents and healthcare providers about concussion management is a public health priority. There is an abundance of information on sports concussions supported by position statements from governing sport and medical organisations. Yet surveys of athletes, parents, coaches and healthcare providers continue to identify multiple barriers to the successful management of sports concussion. To date, efforts to provide education using empirically sound methodologies are lacking. To provide a comprehensive review of scientific research on concussion education efforts and make recommendations for enhancing these efforts. Qualitative literature review of sports concussion education. Databases including PubMed, Sport Discus and MEDLINE were searched using standardised terms, alone and in combination, including 'concussion', 'sport', 'knowledge', 'education' and 'outcome'. Studies measuring the success of education interventions suggest that simply presenting available information may help to increase knowledge about concussions, but it does not produce long-term changes in behaviour among athletes. Currently, no empirical reviews have evaluated the success of commercially available sports concussion applications. The most successful education efforts have taken steps to ensure materials are user-friendly, interactive, utilise more than one modality to present information and are embedded in mandated training programmes or support legislation. Psychosocial theory-driven methods used to understand and improve 'buy in' from intended audiences have shown promise in changing behaviour. More deliberate and methodologically sound steps must be taken to optimise education and knowledge translation efforts in sports concussion. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/

  6. Learning vocabulary through a serious game in Primary Education

    OpenAIRE

    Heitink, Maaike Christine; Fisser, Petra; Voogt, Joke; McBride, Ron; Searson, Michael

    2013-01-01

    This study explored the effect of a serious game on the vocabulary of students in primary education. 206 students and 10 teachers used the game during vocabulary lessons in three conditions: (a)online game and vocabulary instruction, (b)online game only, and (c)paper game and vocabulary instruction. Both immediate learning and retention effects were examined. Additionally a student questionnaire and teacher interview regarding their experiences has been employed. Results show a significant le...

  7. Digital Game-Based Learning for K-12 Mathematics Education: A Meta-Analysis

    Science.gov (United States)

    Byun, JaeHwan; Joung, Eunmi

    2018-01-01

    Digital games (e.g., video games or computer games) have been reported as an effective educational method that can improve students' motivation and performance in mathematics education. This meta-analysis study (a) investigates the current trend of digital game-based learning (DGBL) by reviewing the research studies on the use of DGBL for…

  8. Caught between passion for the game and the need for education: a study of elite-level female football players in Denmark

    DEFF Research Database (Denmark)

    Brandt-Hansen, Marianne; Ottesen, Laila

    2018-01-01

    This article focuses on the passion of Danish elite-level female football players for the game and the challenges they face. How do they manage to combine the tough demands of a football life with the need for education? A quantitative survey (2010) was sent out to female players in the Danish 3F...... by Victor Pestoff, we may be operating with a different form of elite in women’s football in Denmark. Future focal points for clubs and the Danish Football Association are to continue supporting the players’ passion for the game and Team Denmark’s focus on ‘the whole human being’ in athletes....... Ligaen and Danish national team players. The findings indicate challenges faced by players in pursuing their passion, as they struggle to combine everyday life, education and work with a football career, either as amateurs or on a playing contract. In the light of the Scandinavian sport model inspired...

  9. Breaking with fun, educational and realistic learning games

    DEFF Research Database (Denmark)

    Duus Henriksen, Thomas

    2009-01-01

    are commonly conceived as means for staging learning processes, and that thinking learning games so has an inhibiting effect in regard to creating learning processes. The paper draws upon a qualitative study of participants' experiences with ‘the EIS Simulation', which is a computer-based learning game......This paper addresses the game conceptions and values that learning games inherit from regular gaming, as well as how they affect the use and development of learning games. Its key points concern the issues of thinking learning games as fun, educative and realistic, which is how learning games...... for teaching change management and change implementation. The EIS is played in groups, who share the game on a computer, and played by making change decisions in order to implement an IT system in an organisation. In this study, alternative participatory incentives, means for creating learning processes...

  10. "Discovering the Cell": An Educational Game about Cell and Molecular Biology

    Science.gov (United States)

    Spiegel, Carolina N.; Alves, Gutemberg G.; Cardona, Tania da S.; Melim, Leandra M. C.; Luz, Mauricio R. M. P.; Araujo-Jorge, Tania C.; Henriques-Pons, Andrea

    2008-01-01

    The role of games within education becomes clearer as students become more active and are able to take decisions, solve problems and react to the results of those decisions. The educational board game "Discovering the Cell" ("Celula Adentro"), is based on problem-solving learning. This investigative game attempts to stimulate…

  11. Sports medicine and drug control programs of the U.S. Olympic Committee.

    Science.gov (United States)

    Clarke, K S

    1984-05-01

    The Amateur Sports Act of 1978 reconstituted the U.S. Olympic Committee ( USOC ), giving it new responsibilities and opportunities as a unifying force in amateur sports, including sports medicine. Sports medicine is the sum of attentions that promote and protect the health of the active person. Olympic sports medicine includes attention to the needs of both the elite athlete and the developing athlete. In some instances the attentions are the same; in others they are not. Those in Olympic sports medicine must thereby reduce the increasing array of general concepts and issues to the applicable specifics of the respective occasion, sport, and individual. The USOC Sports Medicine Program is guided by a 15-person volunteer Sports Medicine Council and implemented by a core Sports Medicine Division staff. Services are provided at the Olympic training centers in Colorado Springs and Lake Placid and extended through a budding network of colleagues in the field to clusters of athletes across the nations. Organizationally , the Division is composed of departments of biomechanics, sports physiology, clinical services, and educational services. Special projects are developed as warranted to provide focal attention to sports psychology, nutrition, chronobiology, vision enhancement, and drug control. The USOC Drug Control Program was born at the 1983 Pan American Games in Caracas after a long gestation period. Drug education in sports has been a frequent activity for the past 20 yr. sometimes focusing on illicit drugs (e.g., marijuana and cocaine) and sometimes on sports performance drugs (e.g., amphetamines and anabolic steroids).(ABSTRACT TRUNCATED AT 250 WORDS)

  12. Fidelity and Game-based Technology in Management Education

    Directory of Open Access Journals (Sweden)

    Edgard B. Cornacchione Jr.

    2012-04-01

    Full Text Available This study explores educational technology and management education by analyzing fidelity in game-basedmanagement education interventions. A sample of 31 MBA students was selected to help answer the researchquestion: To what extent do MBA students tend to recognize specific game-based academic experiences, interms of fidelity, as relevant to their managerial performance? Two distinct game-based interventions (BG1 andBG2 with key differences in fidelity levels were explored: BG1 presented higher physical and functional fidelitylevels and lower psychological fidelity levels. Hypotheses were tested with data from the participants, collectedshortly after their experiences, related to the overall perceived quality of game-based interventions. The findingsreveal a higher overall perception of quality towards BG1: (a better for testing strategies, (b offering betterbusiness and market models, (c based on a pace that better stimulates learning, and (d presenting a fidelity levelthat better supports real world performance. This study fosters the conclusion that MBA students tend torecognize, to a large extent, that specific game-based academic experiences are relevant and meaningful to theirmanagerial development, mostly with heightened fidelity levels of adopted artifacts. Agents must be ready andmotivated to explore the new, to try and err, and to learn collaboratively in order to perform.

  13. Sport électronique, agressivité motrice et sociabilités

    OpenAIRE

    BESOMBES, Nicolas

    2016-01-01

    This transdiciplinary work, at the intersection of motor praxeology, the sociology of sports and game studies, seeks to understand the phenomenon of “electronic sport” (Wagner, 2006; Taylor, 2012), using the fighting game Mortal Kombat X as its primary focus. The first chapter of this dissertation examines the competitive video gaming practice under four objective and operational criteria commonly used to define a sport: the physicality, the organization of competitions, the regulatory system...

  14. Childhood education student teachers responses to a simulation game on food security

    OpenAIRE

    Nadine Felicity Petersen

    2014-01-01

    This paper provides an account of student teachers responses to a simulation game about food scarcity and how the game served as a conversation starter about the influence of food scarcity on educational provisioning. The simulation game was utilised as part of a suite of activities during an educational excursion for first years in primary school teacher education. In this investigation data were generated via video recordings of the simulation game itself, summary notes of the key points of...

  15. First among Equals: Hybridization of Cognitive Diagnostic Assessment and Evidence-Centered Game Design

    Science.gov (United States)

    Leighton, Jacqueline P.; Chu, Man-Wai

    2016-01-01

    The objective of the present article is to explore differences and similarities between cognitive diagnostic assessment (CDA) and evidence-centered game design (ECgD) in the service of intentional hybridization. Although some testing specialists might argue that both are essentially the same given their origins in principled assessment design and…

  16. Ethical potentialities on physical education as a vehicle for ethical education through sports

    Directory of Open Access Journals (Sweden)

    Luísa Ávila da Costa

    2016-04-01

    Full Text Available Sports occupies an interesting ethical space from a pedagogic point of view, being included in physical education curricula in most Western countries (Renaud, 2014. The approach of physical education as vehicle for ethical education, is too limited when restricted to its minimal functional, constitutive and regulatory goals (Gagliardini Graça M.L. and Lacerda T.O., 2012. The aim of this essay is to argue to what extent the ethical potential of physical education extrapolates them in order to, with Sousa Santos, state against to what we consider a waste of sport’s experience (Sousa Santos, 2000.In order to achieve this, we present data from nineteen exploratory interviews with philosophy, sports and physical education experienced researchers and teachers concerning the ethical potentialities of physical education. The sample includes individuals from six different nationalities, whose work shows concerns with the subject under study.

  17. Combining collaboration and competition with prevocational game-based math education

    NARCIS (Netherlands)

    ter Vrugte, Judith; de Jong, Ton; Vandercruysse, Sylke; Wouters, Pieter; van Oostendorp, Herre; Elen, Jan

    2015-01-01

    The present study addressed the effectiveness of an educational math game for improving proportional reasoning in prevocational education, and examined the added value of face-to-face collaboration and competition. The study compared four conditions: the game with collaboration, with collaboration

  18. Kaiser captures spirit of games.

    Science.gov (United States)

    Herreria, J

    1998-01-01

    With a multi-media campaign, Kaiser Permanente blitzed its market area by becoming a sponsor of the Nike World Masters Games. The advertising campaign promoted Kaiser as the exclusive health care sponsor. Company officials are counting on this campaign to leverage the health care institution's commitment to the community. In addition to the advertising, Kaiser searched for local athletes to represent its "play the sports for life" theme. As part of a promotion to award 200 athlete sponsorships to the Games, Kaiser's own master athletes were invited to tell their stories. Some of the members shared stories about such topics as experiencing an accident, receiving assistance from a Kaiser physician and incorporating a lifestyle of sport for rehabilitation. From the hundreds of letters received, two members and one employee were selected for the television spots. The sporting event reinforces Kaiser's philosophy of fitness-oriented lifestyles among its members. The Nike World Masters Games are the largest participatory multi-sport competition in the world, gathering together more than 25,000 men and women from more than 100 countries.

  19. Role Playing Game (RPG on nursing undergraduate course: educational potentials

    Directory of Open Access Journals (Sweden)

    Amanda Nathale Soares

    2016-12-01

    Full Text Available The objective of this study was to evaluate the potential of a Role Playing Game as an educational strategy in Undergraduate Nursing course, emphasizing its subjective implications in understanding aspects of the profession. This is a qualitative study, conducted through an evaluative research, of deployment analysis type. Nursing students of the 3rd period participated. The instrument to collection was Memories of Game, reports prepared by students after game sessions. The game is a non-traditional educational strategy that enabled approach to students through professional practice, active participation, self-reflection and reflection on professional practice. This strategy favored individualization processes, allowing students to experience situations similar to the nursing practice and exercise skills such as teamwork and creativity. The expansion of studies that address the subjective processes in higher education, through simulation games, can contribute to better design of health development processes.

  20. The gender gap in sport performance: equity influences equality.

    Science.gov (United States)

    Capranica, Laura; Piacentini, Maria Francesca; Halson, Shona; Myburgh, Kathryn H; Ogasawara, Etsuko; Millard-Stafford, Mindy

    2013-01-01

    Sport is recognized as playing a relevant societal role to promote education, health, intercultural dialogue, and the individual development, regardless of an individual's gender, race, age, ability, religion, political affiliation, sexual orientation, and socioeconomic background. Yet, it was not until the 2012 Summer Olympic Games in London that every country's delegation included a female competitor. The gender gap in sport, although closing, remains, due to biological differences affecting performance, but it is also influenced by reduced opportunity and sociopolitical factors that influence full female participation across a range of sports around the world. Until the cultural environment is equitable, scientific discussion related to physiological differences using methods that examine progression in male and female world-record performances is limited. This commentary is intended to provide a forum to discuss issues underlying gender differences in sport performance from a global perspective and acknowledge the influence of cultural and sociopolitical factors that continue to ultimately affect female performance.

  1. Using Sport Education to Implement a CrossFit Unit

    Science.gov (United States)

    Sibley, Benjamin A.

    2012-01-01

    The sport education (SE) model has been used extensively to teach sports at the middle and high school levels, and the flexibility of the model has been demonstrated in its application to fitness units as well. Infusing new content into this well-established and familiar curricular model can increase student motivation and interest while…

  2. Positive Pedagogy for Sport Coaching

    Science.gov (United States)

    Light, Richard L.; Harvey, Stephen

    2017-01-01

    The literature suggests that, despite some challenges in their implementation, player/athlete-centred, inquiry-based approaches to teaching games and coaching team sport can improve game playing ability, increase player/athlete motivation and provide positive affective experiences of learning. A range of these approaches, including Teaching Games…

  3. Readability of sports medicine-related patient education materials from the American Academy of Orthopaedic Surgeons and the American Orthopaedic Society for Sports Medicine.

    Science.gov (United States)

    Ganta, Abhishek; Yi, Paul H; Hussein, Khalil; Frank, Rachel M

    2014-04-01

    Although studies have revealed high readability levels of orthopedic patient education materials, no study has evaluated sports medicine-related patient education materials. We conducted a study to assess the readability of sports medicine-related patient education materials from the American Academy of Orthopaedic Surgeons (AAOS) and the American Orthopaedic Society for Sports Medicine (AOSSM). All sports medicine patient education articles available online in 2012 from the AAOS and the AOSSM, including the Stop Sports Injuries Campaign (STOP), were identified, and their readability was assessed with the Flesch-Kinkaid (FK) readability test. Mean overall FK grade level of the 170 articles reviewed (104 from AAOS, 36 from AOSSM, 30 from STOP) was 10.2. Mean FK levels for the 3 sources were 9.5 (AAOS), 11.0 (AOSSM), and 11.5 (STOP) (P = .16). Fifteen (8.8%) of the 170 articles had a readability level at or below eighth grade (average reading level of US adults); only 2 (1.2%) of the 170 articles were at or below the recommended sixth-grade level. The majority of sports medicine-related patient education materials from AAOS and AOSSM had reading levels higher than recommended, indicating that the majority of the patient population may find it difficult to comprehend these articles.

  4. The Influence of an Educational Computer Game on Children's Cultural Identities

    Science.gov (United States)

    Chen, Hsiang-Ping; Lien, Chi-Jui; Annetta, Len; Lu, Yu-Ling

    2010-01-01

    This study develops an educational computer game, FORmosaHope (FH), to explore the influences that an educational computer game might have on children's cultural identities. FH is a role-playing game, in which children can actively explore a mini-world to learn about science, technology, and society. One hundred and thirty sixth-graders, about…

  5. Sport Technology

    CSIR Research Space (South Africa)

    Kirkbride, T

    2007-11-01

    Full Text Available Technology is transforming the games themselves and at times with dire consequences. Tony Kirkbride, Head: CSIR Technology Centre said there are a variety of sports technologies and there have been advances in material sciences and advances...

  6. Home advantage in the Winter Paralympic Games 1976-2014.

    Science.gov (United States)

    Wilson, Darryl; Ramchandani, Girish

    2017-01-01

    There is a limited amount of home advantage research concerned with winter sports. There is also a distinct lack of studies that investigate home advantage in the context of para sport events. This paper addresses this gap in the knowledge by examining home advantage in the Winter Paralympic Games. Using a standardised measure of success, we compared the performances of host nations at home with their own performances away from home between 1976 and 2014. Both country level and individual sport level analysis is conducted for this time period. Comparisons are also drawn with the Winter Olympic Games since 1992, the point from which both the Winter Olympic Games and the Winter Paralympic Games have been hosted by the same nations and in the same years. Clear evidence of a home advantage effect in the Winter Paralympic Games was found at country level. When examining individual sports, only alpine skiing and cross country skiing returned a significant home advantage effect. When comparing home advantage in the Winter Paralympic Games with the Winter Olympic Games for the last seven host nations (1992-2014), we found that home advantage was generally more pronounced (although not a statistically significant difference) in the case of the former. The causes of home advantage in the Winter Paralympic Games are unclear and should be investigated further.

  7. Agent-Based Personalisation and User Modeling for Personalised Educational Games

    NARCIS (Netherlands)

    Peeters, M.M.; Bosch, K. van den; Meyer, J.J.C.; Neerincx, M.A

    2016-01-01

    Personalisation can increase the learning efficacy of educational games by tailoring their content to the needs of the individual learner. This paper presents the Personalised Educational Game Architecture (PEGA). It uses a multi-agent organisation and an ontology to offer learners personalised

  8. Effective intervention or child's play? A review of video games for diabetes education.

    Science.gov (United States)

    DeShazo, Jonathan; Harris, Lynne; Pratt, Wanda

    2010-10-01

    The purpose of this study is (1) to identify diabetes education video games and pilot studies in the literature, (2) to review themes in diabetes video game design and evaluation, and (3) to evaluate the potential role of educational video games in diabetes self-management education. Studies were systematically identified for inclusion from Medline, Web of Science, CINAHL, EMBASE, Psychinfo, IEEE Xplore, and ACM Digital Library. Features of each video game intervention were reviewed and coded based on an existing taxonomy of diabetes interventions framework. Nine studies featuring 11 video games for diabetes care were identified. Video games for diabetes have typically targeted children with type 1 diabetes mellitus and used situation problem-solving methods to teach diet, exercise, self-monitored blood glucose, and medication adherence. Evaluations have shown positive outcomes in knowledge, disease management adherence, and clinical outcomes. Video games for diabetes education show potential as effective educational interventions. Yet we found that improvements are needed in expanding the target audience, tailoring the intervention, and using theoretical frameworks. In the future, the reach and effectiveness of educational video games for diabetes education could be improved by expanding the target audience beyond juvenile type 1 diabetes mellitus, the use of tailoring, and increased use of theoretical frameworks.

  9. Explaining Outsourcing in Health, Sport and Physical Education

    Science.gov (United States)

    Williams, Benjamin J.; Macdonald, Doune

    2015-01-01

    Outsourcing is a complex, controversial and pervasive practice that is increasingly becoming a matter of concern for educational researchers. This article contributes to this literature by examining outsourcing practices related to health, sport and physical education (HSPE). Specifically, it reports data on specialist health and physical…

  10. Middle school children's game playing preferences: Case studies of children's experiences playing and critiquing science-related educational games

    Science.gov (United States)

    Joseph, Dolly Rebecca Doran

    The playing of computer games is one of the most popular non-school activities of children, particularly boys, and is often the entry point to greater facility with and use of other computer applications. Children are learning skills as they play, but what they learn often does not generalize beyond application to that and other similar games. Nevertheless, games have the potential to develop in students the knowledge and skills described by national and state educational standards. This study focuses upon middle-school aged children, and how they react to and respond to computer games designed for entertainment and educational purposes, within the context of science learning. Through qualitative, case study methodology, the game play, evaluation, and modification experiences of four diverse middle-school-aged students in summer camps are analyzed. The inquiry focused on determining the attributes of computer games that appeal to middle school students, the aspects of science that appeal to middle school children, and ultimately, how science games might be designed to appeal to middle school children. Qualitative data analysis led to the development of a method for describing players' activity modes during game play, rather than the conventional methods that describe game characteristics. These activity modes are used to describe the game design preferences of the participants. Recommendations are also made in the areas of functional, aesthetic, and character design and for the design of educational games. Middle school students may find the topical areas of forensics, medicine, and the environment to be of most interest; designing games in and across these topic areas has the potential for encouraging voluntary science-related play. Finally, when including children in game evaluation and game design activities, results suggest the value of providing multiple types of activities in order to encourage the full participation of all children.

  11. Sports in elementary school: : physical education specialists vs. group teachers

    NARCIS (Netherlands)

    de Groot, Wouter; Moolenaar, Ben; Mombarg, Remo

    2014-01-01

    Introduction In elementary school, children have to learn fundamental motor skills to ensure a lifetime participation in sports. An essential part of this learning process is organized in physical education lessons and other sport activities during or after school time. The quality and quantity of

  12. Deliberate Practice of Creativity Game Series - A Creativity Training Material for Education

    DEFF Research Database (Denmark)

    Byrge, Christian

    2018-01-01

    The publication consists of two board games and one card game that enhances creative abilities. They are called "Ide kreativitetsbrætspil", "Skitsespillet" og "Mixspil". They are designed for educational purposes.......The publication consists of two board games and one card game that enhances creative abilities. They are called "Ide kreativitetsbrætspil", "Skitsespillet" og "Mixspil". They are designed for educational purposes....

  13. Sport Fan Motivation: Are You Going To The Game?

    OpenAIRE

    Johannes A. Wiid; Michael C. Cant

    2015-01-01

    Every individual or group consume sporting events for different reasons and are therefore motivated in different ways. People consuming sport events can be referred to as sport fans, someone who is enthusiastic about a particular sport, an athlete or someone who is motivated to make the effort to attend a live sporting event. Research on sport consumption motivation had led to the development of the Sport Fan Motivation Scale (SFMS), which consists of eight motives namely, eustress, self-este...

  14. Transferring an educational board game to a multi-user mobile learning game to increase shared situational awareness

    NARCIS (Netherlands)

    Klemke, Roland; Kurapati, Shalini; Kolfschoten, Gwendolyn

    2013-01-01

    Klemke, R., Kurapati, S., & Kolfschoten, G. (2013, 6 June). Transferring an educational board game to a multi-user mobile learning game to increase shared situational awareness. Presentation at the 3rd Irish Symposium on Game Based Learning, Dublin, Ireland. Please see also

  15. Current and Emerging Topics in Sports Video Processing

    NARCIS (Netherlands)

    Xinguo, Yu; Farin, D.S.

    2005-01-01

    Sports video processing is an interesting topic for research, since the clearly defined game rules in sports provide the rich domain knowledge for analysis. Moreover, it is interesting because many specialized applications for sports video processing are emerging. This paper gives an overview of

  16. Physical education of students from sports-oriented technologies

    Directory of Open Access Journals (Sweden)

    U.A. Dolinnyj

    2013-10-01

    Full Text Available In theory grounded and experimentally tested the efficiency of employments on physical education of students on the basis of sporting oriented technologies. In experiment participated 30 students of 3 courses. The improvement of growth of most physical indexes rate is marked: speed qualities (at run on 100 m, power (bending, unbending of hands in support lying, speed-power (broad jump from a place, flexibility (inclination in before from position sitting on the floor. Recommendations are resulted on education of student youth a sense of collectivism; to the persistence, decision, purposefulness; attention and speed of thought; perfections of ability to manage the emotions, to development of physical qualities. It is proved that physical education of students on the basis of sporting oriented technologies positively influences on development of physical qualities, skills and abilities that is necessary for the future specialist.

  17. Socio-educational assessment of electronic games

    OpenAIRE

    Gulbinas, Rokas; Rapkauskaitė, Gintarė

    2015-01-01

    This article presents social pedagogic opportunities of electronic games played by middle to high school students. Survey of 5th to 12th class students reveals electronical game properties and their correlations with student emotional state, social activity, ability to create and maintain social relations, delinquent traits and academic diffculties. Results and observations of this study are important for social pedagogues and the rest of educational process organizators, for parents trying t...

  18. Movement-based Sports Video Games: Investigating Motivation and Gaming Experience

    NARCIS (Netherlands)

    Reidsma, Dennis; Reidsma, D.; Pasch, Marco; Bianchi-Berthouze, Nadia; Nijholt, A.; Nijholt, Antinus; van Dijk, Elisabeth M.A.G.

    2009-01-01

    Video game consoles that enable gamers to use active body movements are becoming increasingly popular. Yet, little is known about the influence of movement on how gamers experience such games. This study takes an exploratory approach, using different data collection methods. A theory about the

  19. Mathematical game theory and applications

    CERN Document Server

    Mazalov, Vladimir

    2014-01-01

    An authoritative and quantitative approach to modern game theory with applications from diverse areas including economics, political science, military science, and finance. Explores areas which are not covered in current game theory texts, including a thorough examination of zero-sum game.Provides introductory material to game theory, including bargaining, parlour games, sport, networking games and dynamic games.Explores Bargaining models, discussing new result such as resource distributions, buyer-seller instructions and reputation in bargaining models.Theoretical results are presented along

  20. Online, game-based education for melanoma recognition: A pilot study.

    Science.gov (United States)

    Maganty, Nishita; Ilyas, Muneeb; Zhang, Nan; Sharma, Amit

    2018-04-01

    To evaluate the effectiveness of a game-based learning (GBL) intervention, Tapamole, in improving recognition of the features of melanoma (MM) compared to a written education intervention. Tapamole, an online education intervention, was developed using GBL. Participants were voluntarily recruited from the Dermatology waiting room and randomized to three groups: game, pamphlet, and no intervention. Participants completed a pre-intervention survey, post-intervention survey, and test on MM recognition. Clustered binary data equations were used to calculate sensitivity, specificity, and accuracy for each group and GEE model with log link was used to compare measures between groups. Sixty participants were recruited. The sensitivity for MM recognition in the game group was 100% compared to 95% for the pamphlet group. The specificity (40.8% vs 53.3%) and accuracy (60.6% vs 67.2%) of the game and pamphlet groups were similar. Participants in the game group reported higher enjoyment than those in the pamphlet group. GBL was as effective as the written intervention in identifying features of MM. With increasing use of the Internet for health information, it is critical to have effective online education interventions. GBL education tools are effective, enjoyable, and should be used to improve MM patient education. Copyright © 2017 Elsevier B.V. All rights reserved.

  1. The Application of KINECT Motion Sensing Technology in Game-Oriented Study

    Directory of Open Access Journals (Sweden)

    Hui Yu Yang

    2014-03-01

    Full Text Available The learning environment based on the KINECT Motion Sensing technology is able to fully mobilize the learners' multi-sensory organs, closely combine study with sports and enhance human-computer interactions, which can be conducive to the learners' health, greatly increase the relishes of learning and promote effective learning in the game, and finally compensate for the shortage of human-computer interactions in the traditional mouse and keyboard mode. The article elaborates on the KINECT Motion Sensing Technology and its educational applications status by analyzing its effective supports for game-oriented studying environment, based on which the article establishes a game-oriented learning environment. Eventually the article reveals an applicable case of game-oriented teaching and learning as a reference for related researches.

  2. Relationship between Designing Computer-based Educational Games, and Learning Motivation among Elementary Students

    Directory of Open Access Journals (Sweden)

    Zahra Jamebozorg

    2017-12-01

    Full Text Available Background: Motivation is an important factor in learning. Educational games increase the learning motivation and understanding of students by creating a sense of joy, satisfaction and involvement. However, it is necessary to incorporate learning elements into the games, differently. In this study, the researcher tried to provide a model for designing educational games and determining its relationship with learning motivation. Materials and Methods:  Components of the model for designing educational games were first determined qualitatively. Then, the relationship between the educational games designed and students' learning motivation was determined. A self-made questionnaire, with elements of educational game designing along with another questionnaire was used to determine the learning motivation. The obtained data were analyzed using Pearson correlation coefficient and independent t-test. Results: The model, with 4 main components and 26 sub-components, was designed. That set of various elements, including: the rules, objectives, tools, results and feedbacks, accidents, challenges and interactions displayed in the context of the game, along with instructional design component such as analysis, design, development, utilization and evaluation were used. After implementation of the pattern and designing the "States of Matter" lesson in the science book for the third graders, the results showed that there is a significant correlation between the use of designed educational game and components of the students’ learning motivation (r= 0.85 and P=0.01. Conclusion: According to this study given the relationship between the use of educational games and motivation to learn, it can be concluded that the educational games designed according to scientific principles could lead to the improved students’ motivation and learning.

  3. Innovative Educational Scenarios in Game Based Teaching and Learning

    Directory of Open Access Journals (Sweden)

    Ion Smeureanu

    2017-08-01

    Full Text Available The didactical game can be considered part of an educational scenario in teaching and learning. This article aims to show how fundamental concepts from the economicmathematical modeling area can be visualized, how to organize knowledge in coherent scenarios, presented in an educational game manner, to gain the attention and influence students' spirit of competition. At the same time, benefitting from the 3D visualizations, the graphical interfaces for navigating in multidimensional spaces or projections are defined and thus imagination used for mental models construction is stimulated and human intuition is capitalized in the process of knowledge discovery, assisted by computer with analytic algorithms type. Exploration becomes a game feature and can be pursued both numerically and visually. 3D environments give realism to visualizations that are found in games, facilitating realimaginary relationship throughout the game and enhancing learning motivation. The innovative character of teaching is given by the method in which the teacher creates his own educational scenario by considering specific learning objectives, age particularities of students, time and space-related resources, the technical requirements of the game and the evaluation method. The paper makes several references to such projects, developed by the authors and implemented in working with students. Game based on demonstration (using simulation, modelling or visualization coordinates users to obtain relevant information; the multiple representations of knowledge are so used and compared through a multitude of examples.

  4. Technology in Paralympic sport: performance enhancement or essential for performance?

    Science.gov (United States)

    Burkett, Brendan

    2010-02-01

    People with disabilities often depend on assistive devices to enable activities of daily living as well as to compete in sport. Technological developments in sport can be controversial. To review, identify and describe current technological developments in assistive devices used in the summer Paralympic Games; and to prepare for the London 2012 Games, the future challenges and the role of technology are debated. A systematic review of the peer-reviewed literature and personal observations of technological developments at the Athens (2004) and Beijing (2008) Paralympic Games was conducted. Standard assistive devices can inhibit the Paralympians' abilities to perform the strenuous activities of their sports. Although many Paralympic sports only require technology similar to their Olympic counterparts, several unique technological modifications have been made in prosthetic and wheelchair devices. Technology is essential for the Paralympic athlete, and the potential technological advantage for a Paralympian, when competing against an Olympian, is unclear. Technology must match the individual requirements of the athlete with the sport in order for Paralympians to safely maximise their performance. Within the 'performance enhancement or essential for performance?' debate, any potential increase in mechanical performance from an assistive device must be considered holistically with the compensatory consequences the disability creates. To avoid potential technology controversies at the 2012 London Olympic and Paralympic Games, the role of technology in sport must be clarified.

  5. Management of Physical Education and Sport

    Science.gov (United States)

    Krotee, March; Bucher, Charles

    2006-01-01

    This book offers a solid foundation of management concepts, skills, and techniques that enable students to develop and test the leadership, decision-making, and problem-solving required for their role in the profession of physical education and sport. The thirteenth edition continues to focus on the management and administration of physical…

  6. The game as an educative pretext: educate and educate oneself in a health formation program

    Directory of Open Access Journals (Sweden)

    Cleidilene Ramos Magalhães

    2007-01-01

    Full Text Available This article is focused on a game-based educative experience, developed with students of the 1st year of the Medicine program of a federal public educational institution. The game was used as a privileged strategy to approach the students' communication, spontaneity and sensitiveness in the health education process. Through this game, it was possible to approach the theme "the students' mental health", where they could express their feelings as freshman students in the Medicine program. Such experience triggered learning opportunities for students and teachers, what, from Freire's perspective, is seen as a dialogic process of mutual formation with students. Its development favored the rethinking about the teaching practice in health, as well as subsidized the reorientation of the process of preventing and promoting mental health by means of proposals and supporting programs to students enrolled at the institution.

  7. Profit Allocation of Hybrid Power System Planning in Energy Internet: A Cooperative Game Study

    Directory of Open Access Journals (Sweden)

    Jicheng Liu

    2018-02-01

    Full Text Available The rapid development of Energy Internet (EI has prompted numbers of generators to participate, leading to a hybrid power system. Hence, how to plan the hybrid power system and allocate its profit becomes necessary. In this paper, the cooperative game theory is introduced to discuss this problem. We first design the basic structure of EI, and point out the object of this study—coal power plant-wind farm-photovoltaic power station-energy storage provider (CWPE alliance. Subsequently, average allocation strategy (AAS, capacity-based allocation strategy (CAS and Shapley value allocation strategy (SAS are proposed, and then the modified disruption propensity (MDP index is constructed to judge the advantages and disadvantages of the three schemes. Thirdly, taking a certain area of A Province as an example, the profits of CWPE under three strategies are calculated respectively. Finally, by analyzing individual rationality and collective rationality of cooperative game and the MDP index of the three profit allocation schemes, we find that SAS is the most stable.

  8. A view of politics and boycotts in modern Olympic games

    Directory of Open Access Journals (Sweden)

    Bengü Güven Karahan

    2015-12-01

    Full Text Available Aim: The aim of this study was to display and discuss the politics events and boycotts in modern Olympic Games. According to the literature, the events in the Olympic Games were discussed under the religious, racialist, ideological, politics and boycotts headlines. Methods: It was used historical research method in this study. Literature was reviewed and findings were discussed for this purpose. Results: Baron Pierre de Coubertin remanufactured the Ancient Greek Olympic games to modern. He didn’t approach the Olympic Games just international sport computations, he also purposed to educate the younger generations with spirit of friendship and comprehension by the Olympic Games. He had wanted to further to be sited more good and conciliatory world. Olympic Games is the biggest and the best social event in the world. Therefore, it was used by some countries for profits. These profits revelations variously like religious, racialist, ideological and politics events after a while. Conclusion: As a conclusion, it can be said that, It is necessary to rescue from politic events and sustain the games depending on Olympic philosophy. For this purpose, national and international Olympic committees must be necessary to be a sensitive and conscientious. Separately, countries education systems must be teach the olympism philosophy.

  9. Sport without game: Money laundering

    Directory of Open Access Journals (Sweden)

    Fijat Ljiljana M.

    2014-01-01

    Full Text Available Sport is firmly connected to politics in the whole world, the Republic of Serbia being no exception. Pronounced motives of profit in sport led to the appearance of new problems, like money laundering and business and moral unreliability of the participants. Some of anomalies are connected with politically exposed persons (PEP. Offering services within the banking industry, especially considering the private banking, entails a higher degree of discretion and confidentiality in comparison with the ordinary clients. Misuse of these business relationships by PEP has been identified. This paper surveys the statistically significant differences between domestic banks and the domestic banks with the foreign capital in relation to the groups of procedures concerning PEP based on the Recommendation 6 of the Financial Action Task Force on Money Laundering - FATF. Although the domestic banks with the foreign capital were obliged to apply the procedures related to the FATF's Recommendations to the same extent as the Main Office, significant differences between domestic and foreign banks were not found, in terms of Recommendation 6. Inadequacy of regulations and lack of enforcement procedures jeopardize the program of reforms, threatening, the privatisation in sports.

  10. Representation of the notion of competition in adapted sport by physical education and sports teachers in the centres of inclusive education in Timişoara and in the Timiş County

    Directory of Open Access Journals (Sweden)

    Simona Petracovschi

    2012-06-01

    Full Text Available The notion of competition has various connotations within adapted sports and varies from the Paralympic Sports to the Special Olympics. The purpose of this research is to analyse the way in which adapted sports is perceived by P.E. and sports teachers from the school centres of inclusive education in the Timiş county. The pupils of these centres have intellectual disabilities and can take part in sportive competitions such as the Special Olympics that are organized according to the athletes’ abilities by using ‘divisioning’ (splitting into value groups according to sportive abilities. By using the semi-directive interview method, 6 teachers (3 female, 3 male from Timişoara and the Timiş county were interviewed, each having between 8 and 40 years’ worth of teaching experience. The thematic analysis of the interviews has highlighted the fact that without a concrete specialization in the field of adaptive physical education and sports and only based on a course of special psycho-pedagogy, the teachers have tried to conceive by themselves a curriculum based on the one given the Ministry of Education on physical education and sports for general education schools, this being also reflected on the Special Olympics competitions in which teachers can take part with pupils in order to win, this representing the main objective of their involvement and participation in competitions.

  11. Technology-Enhanced Learning in Sports Education Using Clickers: Satisfaction, Performance and Immediacy

    Science.gov (United States)

    Constantinou, Vaso; Ioannou, Andri

    2016-01-01

    The article addresses ICT in Education by describing an empirical investigation of technology-enhanced sports education. The study examines the use of clickers by 162 Judo athletes during seminars on the rules and regulations of the sport. Results are based on quantitative data collected on athletes' performances and attitudes and qualitative data…

  12. Learning Movement Culture: Mapping the Landscape between Physical Education and School Sport

    Science.gov (United States)

    Ward, Gavin

    2014-01-01

    This article examines Movement Culture as an approach to support teachers in exploring the integration of Sport as a medium for learning within Physical Education. By avoiding the need to draw clearly defined lines between Physical Education and Sport, Movement Culture embraces both. It acknowledges the need for subject matter in Physical…

  13. Combat sports for persons with disabilities

    Directory of Open Access Journals (Sweden)

    Kasum Goran

    2011-01-01

    Full Text Available In literature, the term adapted sport indicates sports activities, modified and adapted to persons with disabilities. In spite of their highly prominent values, combat sports are underrepresented among persons with disabilities in Serbia. The benefits of combat sports practicing are numerous, and at some international hospitals, martial sports and arts already have an important role in the treatment of traumatized and disabled persons. Currently, the programme of Paralympic Games includes only two sports, these are fencing and judo, in male and female competition. Almost certainly, karate will also be included in the programme of Paralympic Games, and there are similar ambitions in the case of taekwondo as well. In addition to these sports, some martial arts, especially aikido, thai-chi-chuan and qigong, have obtained significant representation and interest among persons with disabilities. The reasons for weaker interest in other martial sports and arts, should be sought in the fact that they are underrepresented among this population, and that these persons are not offered the possibility of organized practice of such sports. Orientation towards a combat sport brings great refreshment and powerful emotional experience to each practitioner, and this fact has special significance to persons with disabilities. In Serbia, combat sports are not widely represented among persons with disabilities, and only the wrestlers with impaired hearing have achieved significant success on the international stage. On the other hand, the popularity of combat sports among persons with disabilities in the world is significantly growing. It is necessary to take concrete steps to make it so in Serbia as well.

  14. Factors Affecting Teachers' Adoption of Educational Computer Games: A Case Study

    Science.gov (United States)

    Kebritchi, Mansureh

    2010-01-01

    Even though computer games hold considerable potential for engaging and facilitating learning among today's children, the adoption of modern educational computer games is still meeting significant resistance in K-12 education. The purpose of this paper is to inform educators and instructional designers on factors affecting teachers' adoption of…

  15. Energy expenditure in adults with cerebral palsy playing Wii Sports.

    Science.gov (United States)

    Hurkmans, Henri L; van den Berg-Emons, Rita J; Stam, Henk J

    2010-10-01

    To determine energy expenditure of adults with bilateral spastic cerebral palsy while playing Wii Sports tennis and boxing. Cross-sectional study. University medical center. Five men and 3 women with bilateral spastic cerebral palsy and ambulatory ability (Gross Motor Function Classification System level I or II) participated. The mean participant age ± SD was 36±7 years. Exclusion criteria were comorbidities that affected daily physical activity and fitness, contraindications to exercise, or inability to understand study instructions owing to cognitive disorders or language barriers. Participants played Wii Sports tennis and boxing, each for 15 minutes in random order. By using a portable gas analyzer, we assessed energy expenditure by oxygen uptake (Vo(2)) while sitting and during Wii Sports game play. Energy expenditure is expressed in metabolic equivalents (METs), which were calculated as Vo(2) during Wii Sports play divided by Vo(2) during sitting. Mean ± SD energy expenditure during Wii Sports game play was 4.5±1.1METs for tennis and 5.0±1.1METs for boxing (P=.024). All participants attained energy expenditures greater than 3METs, and 2 participants attained energy expenditures greater than 6METs while playing Wii Sports tennis or boxing. Both Wii Sports tennis and boxing seem to provide at least moderate-intensity exercise in adults with bilateral spastic cerebral palsy (GMFCS level I or II). These games, therefore, may be useful as treatment to promote more active and healthful lifestyles in these patients. Further research is needed to determine the energy expenditures of other physically disabled patient groups while playing active video games, and to determine the effectiveness of these games in improving health and daily activity levels. Copyright © 2010 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights reserved.

  16. Recruitment Gaming: A New Tool at the Interface of Education and Employers

    Science.gov (United States)

    Porter, Gavin W.; Tanenbaum, Michael A.

    2015-01-01

    Recruitment gaming embodies an exciting new tool at the interface of the education and private sectors. Employers and recruitment platforms add new complications to the already problematic relationship between game designers and educators. To better understand the emerging recruitment aspects of gaming and identify areas for those in educational…

  17. Design Of An Educational Game For Training Learners In The Use ...

    African Journals Online (AJOL)

    Design Of An Educational Game For Training Learners In The Use Of 3D Visualization Skills. ... Educational games are one of the earliest forms of instructional technology. However, research focused ... AJOL African Journals Online. HOW TO ...

  18. Free time, play and game

    OpenAIRE

    Božović Ratko R.

    2008-01-01

    Free time and play are mutually dependent categories that are always realized together. We either play because we have free time or we have free time because we play (E. Fink). Play, no matter whether it is children's or artistic play or a spontaneous sports game (excluding professional sports) most fully complements human existence and thereby realizes free time as a time in freedom and freedom of time. Therefore, free time exists and is most prominent in play. Moreover, one game releases it...

  19. Computer games as a pedagogical tool in education

    OpenAIRE

    Maher, Ken

    1997-01-01

    Designing computer based environments is never easy, especially when considering young learners. Traditionally, computer gaming has been seen as lacking in educational value, but rating highly in satisfaction and motivation. The objective of this dissertation is to look at elements of computer based learning and to ascertain how computer games can be included as a means of improving learning. Various theories are drawn together from psychology, instructional technology and computer gaming, to...

  20. Discovering the Unequal Interest in Popular Online Educational Games and Its Implications: A Case Study

    Science.gov (United States)

    Zhang, Meilan

    2016-01-01

    Despite the growing scholarly interest in educational computer games, research on popular online educational games is rare. Little is known about which online educational games are popular and to what extent, what kind of users are more interested in these games and how interest in the games is related to academic performance. To fill this gap,…

  1. Activity Demands During Multi-Directional Team Sports: A Systematic Review.

    Science.gov (United States)

    Taylor, Jeffrey B; Wright, Alexis A; Dischiavi, Steven L; Townsend, M Allison; Marmon, Adam R

    2017-12-01

    Late-stage rehabilitation programs often incorporate 'sport-specific' demands, but may not optimally simulate the in-game volume or intensity of such activities as sprinting, cutting, jumping, and lateral movement. The aim of this review was to characterize, quantify, and compare straight-line running and multi-directional demands during sport competition. A systematic review of PubMed, CINAHL, SPORTDiscus, and Cochrane Central Register of Controlled Trials databases was conducted. Studies that reported time-motion analysis data on straight-line running, accelerations/decelerations, activity changes, jumping, cutting, or lateral movement over the course of an entire competition in a multi-directional sport (soccer, basketball, lacrosse, handball, field hockey, futsal, volleyball) were included. Data was organized based on sport, age level, and sex and descriptive statistics of the frequency, intensity, time, and volume of the characteristics of running and multi-directional demands were extracted from each study. Eighty-one studies were included in the review (n = 47 soccer, n = 11 basketball, n = 9 handball, n = 7 field hockey, n = 3 futsal, n = 4 volleyball). Variability of sport demand data was found across sports, sexes, and age levels. Specifically, soccer and field hockey demanded the most volume of running, while basketball required the highest ratio of high-intensity running to sprinting. Athletes change activity between 500 and 3000 times over the course of a competition, or once every 2-4 s. Studies of soccer reported the most frequent cutting (up to 800 per game), while studies of basketball reported the highest frequency of lateral movement (up to 450 per game). Basketball (42-56 per game), handball (up to 90 per game), and volleyball (up to 35 per game) were found to require the most jumping. These data may provide an incomplete view of an athlete's straight-line running load, considering that only competition and not practice data was

  2. Attractiveness of Real Time Strategy Games

    OpenAIRE

    Xiong, Shuo; Iida, Hiroyuki

    2014-01-01

    Game refinement idea is a unique theory that has been proposed based on the uncertainty of game outcome. A game refinement measure was derived from the game information progress model and has been applied in the domains such as board games and sports games. The present challenge is to apply the game refinement theory in the domain of RTS games. To do so, we use StarCraft II as a testbed and introduce a concept of strategy tree in order to construct a game tree of a RTS game. Then, game refine...

  3. Transferring an educational board game to a multi-user mobile learning game to increase shared situational awareness

    NARCIS (Netherlands)

    Klemke, Roland; Kurapati, Shalini; Kolfschoten, Gwendolyn

    2013-01-01

    Klemke, R., Kurapati, S., & Kolfschoten, G. (2013, 6 June). Transferring an educational board game to a multi-user mobile learning game to increase shared situational awareness. In P. Rooney (Ed.), Proceedings of the 3rd Irish Symposium on Game Based Learning (pp. 8-9). Dublin, Ireland. Please see

  4. Perceptions of sport science students on the potential applications and limitations of blended learning in their education: a qualitative study.

    Science.gov (United States)

    Keogh, Justin W L; Gowthorp, Lisa; McLean, Michelle

    2017-09-01

    This study sought to gain insight into blended learning-naive sports science students' understanding and perceptions of the potential benefits and limitations of blended (hybrid) learning, which has been defined as the thoughtful integration of face-to-face and online instructional approaches. Five focus groups, each comprising 3-4 students from either the undergraduate or postgraduate sports science programmes were conducted. The focus groups were facilitated by a researcher who was not involved in sports science. Audio recordings of the focus groups were transcribed verbatim. NVivo software was used to code the transcripts to identify the themes and subthemes. Students generally had little initial understanding of blended learning. When provided with a definition, they believed that blended learning could improve educational outcomes and assist those who were legitimately unable to attend a session. Their reservations about blended learning mainly related to some students not being sufficiently autonomous to undertake independent study, timetabling considerations and access to reliable Internet services. For blended learning to be effective, students felt the online material had to be interactive, engaging and complement the face-to-face sessions. Better understanding the perceptions of the students in the current study may assist educators who are considering implementing blended learning in their teaching.

  5. Virtual Gaming Simulation in Nursing Education: A Focus Group Study.

    Science.gov (United States)

    Verkuyl, Margaret; Hughes, Michelle; Tsui, Joyce; Betts, Lorraine; St-Amant, Oona; Lapum, Jennifer L

    2017-05-01

    The use of serious gaming in a virtual world is a novel pedagogical approach in nursing education. A virtual gaming simulation was implemented in a health assessment class that focused on mental health and interpersonal violence. The study's purpose was to explore students' experiences of the virtual gaming simulation. Three focus groups were conducted with a convenience sample of 20 first-year nursing students after they completed the virtual gaming simulation. Analysis yielded five themes: (a) Experiential Learning, (b) The Learning Process, (c) Personal Versus Professional, (d) Self-Efficacy, and (e) Knowledge. Virtual gaming simulation can provide experiential learning opportunities that promote engagement and allow learners to acquire and apply new knowledge while practicing skills in a safe and realistic environment. [J Nurs Educ. 2017;56(5):274-280.]. Copyright 2017, SLACK Incorporated.

  6. Survey report on awareness and participation behavior in disabled sports and disability understanding after Tokyo's bid for the 2020 Olympics and Paralympics.

    Science.gov (United States)

    Shiota, Kotomi

    2018-01-01

    [Purpose] This study analyzes awareness and participation behavior in disabled sports and disability understanding after Tokyo's bid for the 2020 Olympics and Paralympics. [Subjects and Methods] The study conducted a cross survey on 220 registrants of an Internet research firm. It analyzed: the awareness of citizens and their behavioral changes, in the aftermath of the allocation of Olympic and Paralympic Games; subject attributes and education level; recognition of disabled sports; and the awareness and behavior of participants, with regard to disabled sports. The analysis was conducted using SPSS Ver. 21 (IBM). [Results] The subjects were not interested in watching (72.2%), participating (76.8%), or volunteering (71.8%) in disabled sports. In addition, 76.8% of the subjects exhibited no behavioral changes-such as by watching, participating, or volunteering in disabled sports-after the Olympics and Paralympics bid decision. [Conclusion] This study's subjects had no confidence in their disability knowledge and no opportunities to interact with disabled persons. Furthermore, the bids for mega-events such as the Olympic and Paralympic Games did not lead to behavioral changes concerning disabled sports. Therefore, disability understanding should promote and deepen participation behavior in disabled sports.

  7. Sports Physicals

    Science.gov (United States)

    ... Staying Safe Videos for Educators Search English Español Sports Physicals KidsHealth / For Teens / Sports Physicals What's in ... beginning of your sports season. What Is a Sports Physical? In the sports medicine field, the sports ...

  8. Assessment of adolescent self-constructed material use in physical education

    Directory of Open Access Journals (Sweden)

    Fernández-Río, Javier

    2012-07-01

    Full Text Available the goals of this research project were three: study how secondary education students value self-made materials, assess their effects while used to teach sport, and analyze how the students’ perspective on these materials change over age and gender. Students from a high school in the north part of Spain agreed to participate. They belonged to 1st, 2nd, and 4th year of secondary education. They were asked to build their own self-made cardboard ringo with recycled materials to use it during an ultimate learning unit. A hybrid instructional method (tactical games + sport education was used along 8-10 sessions. After the intervention, subjects filled out a 15-item questionnaire (1-5 likert point scale. Overall results showed that subjects did not consider that building the ringo was hard. Finding the material was not difficult, either. They also thought that using the ringo was more fun than using the traditional Frisbee. Younger students valued the experience higher than older subjects. The usage of self-made materials was more attractive, motivating and useful for 1st year subjects. They also though that this type of material had helped them improve their throwing and catching skills. They even wanted to use it in extracurricular settings

  9. Investigating Organizational Culture Perception of Students Studying in School of Physical Education and Sports in Turkey

    Science.gov (United States)

    Mutlu, T. Osman

    2013-01-01

    The aim of this study is to determine organisational culture of the students studying in School of Physical Education and Sports (SPES) in Turkey. The study group of the research is composed of 216 students studying in the third and fourth year of Physical Education and Sports Teaching, Sports Administration, Coaching Education and Recreation…

  10. Experimenting with Educational Games using the Xbox, PC, and iPad

    Science.gov (United States)

    Rohrlick, D.; Kilb, D. L.; Peach, C. L.; Simms, E.; Yang, A.; Layman, C.; Deutscher, R.

    2012-12-01

    Daniel Rohrlick, Alan Yang, Eric Simms, Debi Kilb, Cheryl Peach, Charina Layman, Rebecca Deutscher 1. Scripps Institution of Oceanography, La Jolla, CA, USA 2. Harvard University Center for the Environment, Cambridge, MA, USA 3. Birch Aquarium at Scripps, La Jolla, CA, USA 4. The Lawrence Hall of Science, University of California Berkeley, Berkeley, CA, USA As videogames continue to grow in popularity, especially with today's youth, it is becoming clear that gaming can be a potent learning tool. But what is the best way to engage a player in learning from a videogame? Based on our five years of developing and testing our own educational games, we experimented with various forms of gaming techniques and player interaction. Our first game, "Deep-sea Extreme Environment Pilot (DEEP)", is an Xbox 360 game where players learn about deep-sea environments while controlling a Remotely Operated Vehicle (ROV). DEEP is a "traditional" videogame where players interact with a controller and a TV screen. The second game we developed for the PC is called the "Quake Catcher Network (QCN)" game. With the gameplay focused on earth sciences, players must quickly deploy seismic sensors to record aftershocks from a large earthquake. Instead of using a game controller to play the QCN game, we instead incorporate the Microsoft Kinect motion sensor for the game input. Finally, the "Glider Game" is our third and most recent game designed for use on the mobile device platform such as iPods and iPads. In this game players control ocean gliders and must complete missions while battling ocean currents, power consumption, and other unanticipated problems. Here, the gameplay is aimed toward the casual gamer using touch-screen based controls in the hope that players can easily pick up and play this game with little gaming experience. After testing our games numerous times in museums, informal science learning centers, and classrooms we have been able to track qualitatively which educational

  11. Access for all: the rise of the Paralympic Games.

    Science.gov (United States)

    Gold, John R; Gold, Margaret M

    2007-05-01

    The Paralympic, or Parallel, Games for athletes with disabilities have played a major role over the past half century in changing attitudes towards disability and accelerating the agenda for inclusion. This article charts their development from small beginnings as a competition for disabled ex-servicemen and women in England founded shortly after the Second World War to the present day ambulatory international festival of Summer and Winter Games organized in conjunction with the Olympic Games. The Paralympic Games trace their origins to the work of Dr (later Sir) Ludwig Guttmann at the National Spinal Injuries Unit at Stoke Mandeville Hospital in Buckinghamshire who used sport as an integral part of the treatment of paraplegic patients. A sports competition was held at the hospital to coincide with the Opening Ceremony of the London Games in July 1948. This became an annual event attracting the first international participation in 1952, after which it became the International Stoke Mandeville Games. From 1960 onwards attempts were made to hold every fourth Games in the Olympic host city. Despite initial success in staging the 1960 Games in Rome and the 1964 Games in Tokyo, subsequent host cities refused to host the competitions and alternative locations were found where a package of official support, finance and suitable venues could be assembled. In 1976, the scope of the Games was widened to accept other disabilities. From 1988 onwards, a process of convergence took place that saw the Paralympics brought into the central arena of the Olympics, both literally and figuratively. In the process they have embraced new sports, have encompassed a wider range of disabilities, and helped give credence to the belief that access to sport is available to all. The Paralympics also underline the change from sport as therapeutic competition to that of elite events that carry intrinsic prestige, with growing rivalry over medal tables. For the future, however, questions remain as

  12. Towards an affordable alternative educational video game input device

    CSIR Research Space (South Africa)

    Smith, Andrew C

    2008-05-01

    Full Text Available The authors present the prototype design results of an alternative physical educational video gaming input device. The device elicits increased physical activity from the players as compared to the compact gaming controller. Complicated...

  13. Integrating ICT with education: using computer games to enhance ...

    African Journals Online (AJOL)

    Integrating ICT with education: using computer games to enhance learning mathematics at undergraduate level. ... This research seeks to look into ways in which computer games as ICT tools can be used to ... AJOL African Journals Online.

  14. NON-TRADITIONAL SPORTS AT SCHOOL. BENEFITS FOR PHYSICAL AND MOTOR DEVELOPMENT

    Directory of Open Access Journals (Sweden)

    AMADOR J. LARA-SÁNCHEZ

    2010-12-01

    Full Text Available Physical Education teachers have been using some very classic team sports, like football, basketball, handball, volleyball, etc. for many years in order to develop their education work at school. As a consequence of this, the benefits of this kind of activities on Physical Education lessons have not been as notable as we mighthave expected, since, even if they are increasing, their development and application are still low. There are many and very varied new non-traditional sports that have emerged and extended across Spain in recent years. To mention an example, we could refer to a newly created non-traditional sport such as kin-ball. This sport wascreated for the purpose of achieving a way to combine several factors such as health, team-work and competitiveness. Three teams of four players each participate. This way, every player can participate to a great extent in all the moves of the match, for each of them must defend one area of their half in order to achieve a common objective. Besides, kin-ball helps to develop motor skills at school in an easy way; that is, coordination, balance and perception. There is a large variety of non-traditional games and sports that are similar to kin-ball, such as floorball, intercrosse, mazaball, tchoukball, ultimate, indiaca, shuttleball... All of them show many physical, psychic and social advantages, and can help us to make the Physical Education teaching-learning process more motivating, acquiring the recreational component that it showed some years ago and which hasnow disappeared

  15. Educational Game Development Approach to a particular case: the donor's evaluation.

    Science.gov (United States)

    Borro Escribano, B; del Blanco, A; Torrente, J; Borro Mate, J M; Fernandez Manjon, B

    2015-01-01

    Serious games are a current trend nowadays. Almost every sector has used serious games in recent years for different educational purposes. The eLearning research team of the Complutense University of Madrid main focus of research is the development of low-cost serious games. During the past 10 years, we have been working with and developing serious games, paying special attention to those related to healthcare. From all these studies, a methodology was defined-the Educational Game Development Approach (EGDA)-to design, develop, and evaluate game-like simulations or serious games in healthcare. We present the application of the EGDA to a particular case, the development of a serious game representing the donor's evaluation in an intensive care unit from the point of view of a hospital coordinator following the EGDA methodology. In this simulation, we changed the strategy of selection of teaching cases by exponentially increasing the number of teaching cases. This kind of educational content provides several benefits to students as they learn while playing; they receive immediate feedback of mistakes and correct moves and an objective assessment. These simulations allow the students to practice in a risk-free environment. Moreover, the addition of game elements increases engagement and promotes the retention of important information. A game-like simulation has been developed through the use of this methodology. This simulation represents a complex medical procedure. Copyright © 2015 Elsevier Inc. All rights reserved.

  16. Game based learning for computer science education

    NARCIS (Netherlands)

    Schmitz, Birgit; Czauderna, André; Klemke, Roland; Specht, Marcus

    2011-01-01

    Schmitz, B., Czauderna, A., Klemke, R., & Specht, M. (2011). Game based learning for computer science education. In G. van der Veer, P. B. Sloep, & M. van Eekelen (Eds.), Computer Science Education Research Conference (CSERC '11) (pp. 81-86). Heerlen, The Netherlands: Open Universiteit.

  17. Diabetes City: How Urban Game Design Strategies Can Help Diabetics

    Science.gov (United States)

    Knöll, Martin

    Computer Games are about to leave their “electronic shells” and enter the city. So-called Serious Pervasive Games (SPGs) [1] allow for hybrid - simultaneously physical and virtual - experiences, applying technologies of ubiquitous computing, communication and “intelligent” interfaces. They begin to focus on non-entertaining purposes. The following article a) presents game design strategies as a missing link between pervasive computing, Ambient Intelligence and user’s everyday life. Therefore it spurs a discussion how Pervasive Healthcare focusing on the therapy and prevention of chronic diseases can benefit from urban game design strategies. b) Moreover the article presents the development and work in progress of “DiabetesCity“ - an educational game prototype for young diabetics.

  18. Usability Testing Analysis on The Bana Game as Education Game Design References on Junior High School

    Directory of Open Access Journals (Sweden)

    F. Adnan

    2017-04-01

    Full Text Available Learning media is one of the important elements in the learning process. Technological development support makes learning media more varied. The approach of using digital technology as a learning media has a better and more effective impact than other approaches. In order to increase the students’ learning interest, it requires the support of an interesting learning media. The use of gaming applications as learning media can improve learning outcomes. The benefits of using the maximum application cannot be separated from the determination of application design. The Bana game aims to increase the ability of critical thinking of the junior high school students. The usability-testing analysis on the Bana game application is used in order to get the design reference as an educational game development. The game is used as an object of the analysis because it has the same characteristics and goals with the game application to be developed. Usability Testing is a method used to measure the ease of use of an application by users. The Usability Testing consists of learnability, efficiency, memorability, errors, and satisfaction. The results of the analysis obtained will be used as a reference for educational game applications that will be developed.

  19. Towards a service-oriented architecture framework for educational serious games

    NARCIS (Netherlands)

    Brandao Carvalho, M.; Bellotti, F.; Hu, J.; Baalsrud Hauge, J.; Berta, R.; De Gloria, A.; Rauterberg, G.W.M.; Sampson, D.G.; Huang, R.; Hwang, G.-J.

    2015-01-01

    Producing educational serious games can be costly and time-consuming. The Service-Oriented Architecture (SOA) approach of software development can offer a solution to reduce costs and foment serious games development. In this work, we apply a model called Activity Theory-based Model of Serious Games

  20. Mr. Eduard Zeman, Minister of Education, Youth and Sport, Czech Republic

    CERN Multimedia

    Patrice Loïez

    2001-01-01

    Mr Eduard Zeman (third from left), Minister of Education, Youth and Sport, Czech Republic, visiting CERN's permanent exhibition, Microcosm, with (from left to right) Dr Rupert Leitner, ATLAS Tile Calorimetry Project Leader; Mr P. Cink, Ministry of Education, Youth and Sport; Dr Ivan Lehraus, Committee for Collaboration of the Czech Republic with CERN; and H.E. Mr Milan Hovorka, Ambassador, permanent representative of the Czech Republic to the United Nations in Geneva.

  1. The Effects of an Educational Video Game on Mathematical Engagement

    Science.gov (United States)

    Chang, Mido; Evans, Michael A.; Kim, Sunha; Norton, Anderson; Deater-Deckard, Kirby; Samur, Yavuz

    2016-01-01

    In an effort to maximizing success in mathematics, our research team implemented an educational video game in fifth grade mathematics classrooms in five schools in the Eastern US. The educational game was developed by our multi-disciplinary research team to achieve a hypothetical learning trajectory of mathematical thinking of 5th grade students.…

  2. Medical student attitudes toward video games and related new media technologies in medical education

    Science.gov (United States)

    2010-01-01

    Background Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. Methods Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1) demographic characteristics; 2) differences between the two universities; 3) how video game play differs across gender, age, degree program and familiarity with computers; and 4) characteristics of students who play most frequently. Results 217 medical students participated. About half were female (53%). Respondents liked the idea of using technology to enhance healthcare education (98%), felt that education should make better use of new media technologies (96%), and believed that video games can have educational value (80%). A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%), and if they helped to develop skill in patient interactions (90%). However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. Conclusions Overall, medical student respondents, including many who do not play video games, held highly favorable views about

  3. Medical student attitudes toward video games and related new media technologies in medical education.

    Science.gov (United States)

    Kron, Frederick W; Gjerde, Craig L; Sen, Ananda; Fetters, Michael D

    2010-06-24

    Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1) demographic characteristics; 2) differences between the two universities; 3) how video game play differs across gender, age, degree program and familiarity with computers; and 4) characteristics of students who play most frequently. 217 medical students participated. About half were female (53%). Respondents liked the idea of using technology to enhance healthcare education (98%), felt that education should make better use of new media technologies (96%), and believed that video games can have educational value (80%). A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%), and if they helped to develop skill in patient interactions (90%). However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. Overall, medical student respondents, including many who do not play video games, held highly favorable views about the use of video games and related new

  4. What Makes Sports Fans Interactive? Identifying Factors Affecting Chat Interactions in Online Sports Viewing.

    Science.gov (United States)

    Ko, Minsam; Yeo, Jaeryong; Lee, Juyeong; Lee, Uichin; Jang, Young Jae

    2016-01-01

    Sports fans are able to watch games from many locations using TV services while interacting with other fans online. In this paper, we identify the factors that affect sports viewers' online interactions. Using a large-scale dataset of more than 25 million chat messages from a popular social TV site for baseball, we extract various game-related factors, and investigate the relationships between these factors and fans' interactions using a series of multiple regression analyses. As a result, we identify several factors that are significantly related to viewer interactions. In addition, we determine that the influence of these factors varies according to the user group; i.e., active vs. less active users, and loyal vs. non-loyal users.

  5. Digital Game-Based Language Learning in Foreign Language Teacher Education

    Directory of Open Access Journals (Sweden)

    Yunus ALYAZ

    2016-10-01

    Full Text Available New technologies including digital game-based language learning have increasingly received attention. However, their implementation is far from expected and desired levels due to technical, instructional, financial and sociological barriers. Previous studies suggest that there is a strong need to establish courses in order to support adaptation of game-based learning pedagogy through helping teachers experience digital games themselves before they are expected to use them in teaching. This study was conducted to investigate educational digital games in foreign language teaching, to identify the determining reasons behind the pittfalls in applications and to explore the contribution of a serious game to the development of professional language skills of pre-service teachers. Pre- and post-tests were applied to measure the contribution of the game to the development of their language skills. In addition, a game diary and semi-structured interviews were used to elicit information about the problems pre-service teachers had and their perceptions on the whole process. The analysis of the data illustrated that there was great improvement in pre-service teachers’ professional language skills and attitudes towards using these games while teaching in the future. This is important in foreign language teacher education in terms of enhancing digital game-based language learning pedagogy for teachers.

  6. Learning to Play Games or Playing Games to Learn? A Health Education Case Study with Soweto Teenagers

    Science.gov (United States)

    Amory, Alan

    2010-01-01

    The aim of this study was to investigate the use of an educational computer video game in teaching and learning. Cultural-historical activity theory is used heuristically to explore the social and cultural interactions during game play. It is argued that knowledge construction occurs when video games function as a tool to mediate learning rather…

  7. eSport: Den professionella sidan och vägen dit

    OpenAIRE

    Lahti, Daniel; Nyström, Per

    2012-01-01

    Computer games is a growing market with over millions of players that are playing and/or enjoying the play of games on a daily basis. The nerdy gamers that once were, are now becoming professional athletes in the virtual world called eSport. We have identified a lack of studies in this area which implies that there is little data of what it is. In this paper we have focused on the phenomena that is eSport and more closely on the game series Starcraft made by Blizzard Entertainment. Our focus ...

  8. Online Video Gaming: What Should Educational Psychologists Know?

    Science.gov (United States)

    Griffiths, Mark

    2010-01-01

    Based on a significant increase in correspondence to the author from parents, teachers and psychologists concerning "addiction" to online video games like "World of Warcraft", this paper provides a brief overview of the main issues surrounding excessive video game playing among adolescents. As an aid to educational psychologists, and based on two…

  9. The Table Tennis Triathlon: An Integrated Sport Education Season

    Science.gov (United States)

    Buchanan, Alice M.; Barrow, Brook

    2016-01-01

    This article describes an integrated, 10-day unit that was designed using the sport education model in physical education. English language arts and social responsibility were integrated into a unit of table tennis in fifth-grade physical education. The student roles were adapted to best fit the needs of the unit. Through the integration of three…

  10. State of development of sport and technical and applied sports in the sports organizations of Ukraine

    Directory of Open Access Journals (Sweden)

    N.V. Tikhonova

    2014-10-01

    Full Text Available Purpose : the study of the development of sport and technical and applied sports in the sports organizations of Ukraine. Material : the results of analysis of scientific and methodical literature, statistical reports of the Ministry of Youth and Sports, controls for Physical Culture and Sport, the governing bodies of education and science, society websites promoting Defence of Ukraine, the Sports Committee of Ukraine. Results : technical sports solve complex health and educational problems, promote patriotic education of children. In Ukraine today gaining popularity of sports-technical and applied sports. According to statistics the number of students enrolled in 2013 increased by 6% (1720 people in relation to 2012. Total 30484 person. The most popular among children and adolescents are: military-sport all-around (amount involved is 23.9% of the total number of pupils, fire-applied sports (8.8%, parachute (8.7%, automotive (8.1 %, model aircraft (7.8%, underwater (5.8%, radio sport (7.1%. The most abundant component in the number of sports clubs have engaged in occupations which covered 18264 children and adolescents. Conclusions : Implementation of measures for further development of sports engineering, aviation and military applied sports will foster a versatile development, hardened physically, technically trained people. As the formation of the younger generation of sustained interest and needs in the classroom technical creativity, provide training for young people for military service and active labor.

  11. [Historical compendium of physical activity and sport].

    Science.gov (United States)

    Rodríguez Rodríguez, Luis Pablo

    2004-01-01

    The Historical Compendium of Physical Activity and Sport analyses, from a scientific perspective, past events in the array of tasks or manoeuvres comprising body movement, in a setting of human liberty and creative capacity. Sport is examined as a result of the evolution of games and in a context of these games. This book contemplates sports, whose selection criteria have included specific features of their individual or team qualities, or combat or opposition characteristics, or those related to their artistic features or to instrumentation or adaptation, or other connotations. 1st authors are 36 professors, from the universities of Barcelona, (Central), Granada, Jaen, Las Palmas de Gran Canaria, León, Madrid (Complutense), Málaga, Murcia, Oviedo, País Vasco, Salamanca, Valencia and Zaragoza.

  12. HOW LOCALS REGARD SPORT EVENTS IN TERMS OF TOURISM DEVELOPMENT? A RESEARCH ON XVII MEDITERRANEAN GAMES IN MERSIN WITH IN THE FRAME OF ALTRUISTIC SURPLUS PHENOMENON

    Directory of Open Access Journals (Sweden)

    Ozan GULER

    2016-07-01

    Full Text Available The aim of this study is to (1 investigate locals’ perceptions of the positive and negative impacts of the XVII Mediterranean Games; (2 identify which perceptions of these impacts would predict locals’ intention to support future sporting events and (3 discussing locals’ support intentions towards future sporting events within the context of altruistic surplus phenomenon. The data was obtained through stratified sampling by gathering one on one questionnaire from 422 participants, which were then analyzed by exploratory factor analysis, confirmatory factor analysis and multiple regression analysis. The results show that while locals mostly benefit from the XVII Mediterranean Games in the areas of “tourism infrastructure development” and ‘image enhancement-consolidation’, they are complaining about uncovered economic expectations. As a result of regression analysis “tourism resource development and urban revitalization” and “image enhancement and consolidation” variables have significantly predicted the locals’ support intentions for the future sporting events. It is understood that the locals’ positive perceptions far outweighed the effects of negative perceptions in terms of intentions to support hosting future sport events. When it comes to local’s positive outlooks, effects of negative perceptions on support intention become insignificant which could be explained by the altruistic surplus phenomenon.

  13. Meaningful Experiences in Physical Education and Youth Sport: A Review of the Literature

    Science.gov (United States)

    Beni, Stephanie; Fletcher, Tim; Ní Chróinín, Déirdre

    2017-01-01

    The purpose of this research is to review the literature about young people's meaningful experiences in physical education and youth sport. We reviewed 50 empirical peer-reviewed articles published in English since 1987. Five themes were identified as central influences to young people's meaningful experiences in physical education and sport:…

  14. Assessment of Communication Skills of Physical Education and Sport Students in Turkish Universities

    Science.gov (United States)

    Aydin, Ali Dursun

    2015-01-01

    This study assessed the communication skills of the students studying in physical education and sports schools in various universities in Turkey. A total of 1,854 Physical Education and Sports students in five Turkish universities participated in the study. The instrument used to gather information for this study comprised the demographic…

  15. Tools and approaches for simplifying serious games development in educational settings

    OpenAIRE

    Calvo, Antonio; Rotaru, Dan C.; Freire, Manuel; Fernandez-Manjon, Baltasar

    2016-01-01

    Serious Games can benefit from the commercial video games industry by taking advantage of current development tools. However, the economics and requirements of serious games and commercial games are very different. In this paper, we describe the factors that impact the total cost of ownership of serious games used in educational settings, review the specific requirements of games used as learning material, and analyze the different development tools available in the industry highlighting thei...

  16. The game's historical become as educative procedure: The ideal and the reality

    Directory of Open Access Journals (Sweden)

    Pedro R. GARFELLA ESTEBAN

    2013-11-01

    Full Text Available The game has historically been shown as an educative resource exploted by men since antiquity and right of way outside of the education formal ways. In this way, we study the théorie bases that underlie the game and the toy, as formative means, in the ideal of the education's history and we pick up some that have supposed and súpose a stimulus for the infantile personality development. At family and scholastic ambit, the education has been characterizised by its little atractive and the scarce use of ludic procedures. Nevertheless have had théorie and practic proposals that recommend make use of games, toys and ludic materials for education, and that in the end will facilitate the educative game's development by the hand of Pestalozzi and Froebel, the special education and the psychologicexperimental School, the Father Manjón interesting contributions, and the toy industry, basically. At the present infantile education and the toy libraries couldn't be explained without this contributions.

  17. An overview of game-based learning in building services engineering education

    Science.gov (United States)

    Alanne, Kari

    2016-03-01

    To ensure proper competence development and short graduation times for engineering students, it is essential that the study motivation is encouraged by new learning methods. In game-based learning, the learner's engagement is increased and learning is made meaningful by applying game-like features such as competition and rewarding through virtual promotions or achievement badges. In this paper, the state of the art of game-based learning in building services engineering education at university level is reviewed and discussed. A systematic literature review indicates that educational games have been reported in the field of related disciplines, such as mechanical and civil engineering. The development of system-level educational games that realistically simulate work life in building services engineering is still in its infancy. Novel rewarding practices and more comprehensive approaches entailing the state-of-the-art information tools such as building information modelling, geographic information systems, building management systems and augmented reality are needed in the future.

  18. Educating Future Leaders of the Sport-Based Youth Development Field

    Science.gov (United States)

    Whitley, Meredith A.; McGarry, Jennifer Bruening; Martinek, Thomas; Mercier, Kevin; Quinlan, Melissa

    2017-01-01

    In recent years, a substantial surge has occurred in the number of initiatives, events and organizations focused on using sport as a tool for development, peacebuilding and humanitarian efforts. This has created a growing need for educated leaders in the sport-based youth development field as the job market in this field continues to expand. The…

  19. Elderly people's perceptions of using Wii sports bowling - A qualitative study.

    Science.gov (United States)

    Glännfjord, Fredrik; Hemmingsson, Helena; Larsson Ranada, Åsa

    2017-09-01

    The Nintendo Wii is a gaming console with motion-sensitive controls that is making inroads into health care and rehabilitation. However, there is still limited knowledge on how elderly people perceive the use of such a product. The aim of this study was to examine how the use of the Wii Sports Bowling in an activity group was perceived by elderly people. The data consisted of observations and interviews with participants who used Wii Sports Bowling and was analysed with content analysis. The findings are described in three themes; 'The use of the Wii Sports game', 'Engagement in the game' and 'Social interaction around the activity'. Wii Sports Bowling was described as easier to play compared to real-life bowling and was enjoyable and a social activity. The opportunity to meet the group each week was important for the participants. Playing the game resulted in signs of immersion and a flow-like state. The Wii was perceived to be easy to use, to provide a way to socialize with peers and to give opportunities to participate in activities in a new way. More studies regarding elderly people's experiences and apprehensions regarding new technology such as gaming consoles and virtual reality are needed.

  20. A Game Theoretic Optimization Method for Energy Efficient Global Connectivity in Hybrid Wireless Sensor Networks

    Directory of Open Access Journals (Sweden)

    JongHyup Lee

    2016-08-01

    Full Text Available For practical deployment of wireless sensor networks (WSN, WSNs construct clusters, where a sensor node communicates with other nodes in its cluster, and a cluster head support connectivity between the sensor nodes and a sink node. In hybrid WSNs, cluster heads have cellular network interfaces for global connectivity. However, when WSNs are active and the load of cellular networks is high, the optimal assignment of cluster heads to base stations becomes critical. Therefore, in this paper, we propose a game theoretic model to find the optimal assignment of base stations for hybrid WSNs. Since the communication and energy cost is different according to cellular systems, we devise two game models for TDMA/FDMA and CDMA systems employing power prices to adapt to the varying efficiency of recent wireless technologies. The proposed model is defined on the assumptions of the ideal sensing field, but our evaluation shows that the proposed model is more adaptive and energy efficient than local selections.

  1. A Game Theoretic Optimization Method for Energy Efficient Global Connectivity in Hybrid Wireless Sensor Networks

    Science.gov (United States)

    Lee, JongHyup; Pak, Dohyun

    2016-01-01

    For practical deployment of wireless sensor networks (WSN), WSNs construct clusters, where a sensor node communicates with other nodes in its cluster, and a cluster head support connectivity between the sensor nodes and a sink node. In hybrid WSNs, cluster heads have cellular network interfaces for global connectivity. However, when WSNs are active and the load of cellular networks is high, the optimal assignment of cluster heads to base stations becomes critical. Therefore, in this paper, we propose a game theoretic model to find the optimal assignment of base stations for hybrid WSNs. Since the communication and energy cost is different according to cellular systems, we devise two game models for TDMA/FDMA and CDMA systems employing power prices to adapt to the varying efficiency of recent wireless technologies. The proposed model is defined on the assumptions of the ideal sensing field, but our evaluation shows that the proposed model is more adaptive and energy efficient than local selections. PMID:27589743

  2. Mobile Game Based Learning: Can it enhance learning of marginalized peer educators?

    OpenAIRE

    Roy, Anupama; Sharples, Mike

    2015-01-01

    This paper describes an investigatory project to pilot an SMS based game to enhance the training of peer educators of MSM (Males having Sex with Males) groups in India. The objective of this research was to increase the efficacy of the MSM peer educators by bridging the gap between the training needs and their real life experiences. An SMS based game was designed using participatory approaches as a learning support, upholding their real life experiences in game form. The game was designed on ...

  3. THE EFFECT OF A LEISURE TIME SPORT ACTIVITY IN DEVELOPING MOTOR SKILLS OF YOUNG PEOPLE

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    Rodica PRODAN

    2016-05-01

    Full Text Available The research aimed to see how the family members’ involvement in the practice of leisure movement games (tennis raises the children’s movement wish and psychomotor skills: coordination, balance, rhythm, precision of movement. In conducting this research were used the survey method, the observation method, the measurement-evaluation method and the statistical-mathematical method. Data was collected during 10 months from 76 children, aged from 10 to 13 years (±3 months and enrolled in a leisure movement game program. Descriptive statistics indicate a significant effect of the variables: medicine ball throwing, speed running, endurance running and throwing target with the tennis ball. One can see a positive effect due to the Evaluation – Intervention interaction: medicine ball throwing η²=0.12, speed running η² = 0.13, endurance running η²=0.16, throwing target with the tennis ball η²=0.21. Educational leisure time sport movement games raise the level of driving skill development and psychomotor qualities, based on a greater involvement in the correct performance of sport activities.

  4. The Application of Cognitive Diagnostic Approaches via Neural Network Analysis of Serious Educational Games

    Science.gov (United States)

    Lamb, Richard L.

    2013-01-01

    Serious Educational Games (SEGs) have been a topic of increased popularity within the educational realm since the early millennia. SEGs are generalized form of Serious Games to mean games for purposes other than entertainment but, that also specifically include training, educational purpose and pedagogy within their design. This rise in popularity…

  5. Playing for Climate Change: An Educational Alternative Realty Game (ARG) in Second Life

    Science.gov (United States)

    Law, Sandra Kim

    Learner engagement in the learning process is a challenge faced by educators, instructional designers, administrators and policy makers (Barab, Sadler, Heiselt, & Zuiker, 2007b; Van Eck, 2006). One area in which learner engagement is particularly problematic is science education; participation rates in sciences at the post-secondary level are significantly lower than in other disciplines (Fox & Stephan, 2001; Industry Canada, 2007; Kennepohl, 2009). Learners who are enrolled in science programs at postsecondary institutions also have deficits in their scientific illiteracy, specifically in their ability to understand the language of science and evaluate scientific claims in journal articles and reports. This design-based research study represents the first phase of an ongoing project exploring the role that digital educational games designed to support knowledge building within small groups can play in addressing issues of engagement and literacy in science education. A set of game design principles derived from the existing literature was used to inform the development of a prototype of the game. The prototype was evaluated by a group (N=18) of educational technology graduate students at a local university. As this was a first phase of a study in a field (i.e. game-based learning) that is still contested, it is felt that qualitative research methods can provide a representative view of the effectiveness of the game design principles and types of interactions observed between players as well as between players and artefacts in environment. The data collection methods used in this study included participant observation, data player characteristics survey, interviews, and content analysis. The final products of this study are game design principles and a game prototype. Data gathered from this study will be used to inform the design of the next version of the game, and future research in the area of digital game design and implementation (e.g., learning analytics

  6. Systematizing game learning analytics for serious games

    NARCIS (Netherlands)

    Alonso-Fernandez, Cristina; Calvo Morata, Antonio; Freire, Manuel; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar

    2017-01-01

    Applying games in education provides multiple benefits clearly visible in entertainment games: their engaging, goal-oriented nature encourages students to improve while they play. Educational games, also known as Serious Games (SGs) are video games designed with a main purpose other than

  7. The Effect of Computer Games on Students’ Critical Thinking Disposition and Educational Achievement

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    Mohammad Seifi

    2015-10-01

    Full Text Available The main aim of this research was to investigate the effect of computer games on student’ critical thinking disposition and educational achievement. The research method was descriptive, and its type was casual-comparative. The sample included 270 female high school students in Andimeshk town selected by multistage cluster method. Ricketts questionnaire was used to test critical thinking and the researcher made questionnaires were used to test computer games. T-test and one-way ANOVA were employed to analysis of the data. The findings of the study showed that playing computer games has no significant effect on critical thinking, however, there were a significant effect of playing computer games on students’ educational achievement (P<0/05. Furthermore, the results showed that the type of computer game has no significant effect on students’ disposition to critical thinking and their educational achievement. Keywords: Computer games, disposition to critical thinking, educational achievement, secondary students

  8. Design Strategies for Balancing Exertion Games

    DEFF Research Database (Denmark)

    Jensen, Mads Møller; Grønbæk, Kaj

    2016-01-01

    In sports, if players' physical and technical abilities are mismatched, the competition is often uninteresting for them. With the emergence of exertion games, this could be changing. Player balancing, known from video games, allows players with different skill levels to compete, however, it is un......In sports, if players' physical and technical abilities are mismatched, the competition is often uninteresting for them. With the emergence of exertion games, this could be changing. Player balancing, known from video games, allows players with different skill levels to compete, however......, it is unclear how balancing mechanisms should be applied in exertion games, where physical and digital elements are fused. In this paper, we present an exertion game and three approaches for balancing it; a physical, an explicit-digital and an implicit-digital balancing approach. A user study that compares...... these three approaches is used to investigate the qualities and challenges within each approach and explore how the player experience is affected by them. Based on these findings, we suggest four design strategies for balancing exertion games, so that players will stay engaged in the game and contain...

  9. Att göra (e)sport : om datorspel och sportifiering

    OpenAIRE

    Thiborg, Jesper

    2011-01-01

    Competitive computer gaming, under the name e-sport, have become a popular activity inSweden and worldwide. Within the e-sport community the question about the relationbetween the e-sport and sport has been discussed. Despite of this, very few sport scientistshave studied e-sport. The aim of this licentiate thesis is to create an understanding of thephenomenon e-sport. As a theoretical framework the concept of sportification was used. Inthree articles aspects of sportification in e-sport was ...

  10. Historical Perspectives on Games and Education from the Learning Sciences

    Science.gov (United States)

    Shelton, Brett E.; Satwicz, Tom; Caswell, Tom

    2011-01-01

    This paper reviews three classic theorists' writing on games, learning, and development. Piaget, Vygotsky, and Bruner all wrote about games and play as important to thinking and learning. This review attempts to synthesize their perspectives as a means to revisit underused theoretical perspectives on the role of games in education. The views of…

  11. Using Data Mining Results to Improve Educational Video Game Design

    Science.gov (United States)

    Kerr, Deirdre

    2015-01-01

    This study uses information about in-game strategy use, identified through cluster analysis of actions in an educational video game, to make data-driven modifications to the game in order to reduce construct-irrelevant behavior. The examination of student strategies identified through cluster analysis indicated that (a) it was common for students…

  12. Playing and understanding chemistry: Reinterpreting a traditional game for educational use

    Directory of Open Access Journals (Sweden)

    Ana Carolina Rosa da Silva

    2017-12-01

    Full Text Available The importance of using educational games in the school context cannot be denied. Therefore, this article describes a study about the contributions of a game for teaching colligative properties. The game was used with a second-year class in a high school located in southeast Piauí, Brazil. It is a qualitative study; it used questionnaires for data collection and direct observation about phenomenological aspects that emerged during the application of the game. The results showed that the use of educational games is not common for the subjects observed. Their views on that use lead us to infer that the proposed playful activity has contributed to strengthen distinct aspects needed to improve the teaching and learning process in Chemistry

  13. The Challenge of Audience Reception: A Developmental Model for Educational Game Engagement

    Science.gov (United States)

    Sherry, John L.

    2013-01-01

    According to educational gaming advocates, the engaging nature of games encourages sustained game play and enhanced attention to learning outcomes among players. Because children's and adolescents' play time varies by game genre, engagement with a game likely reflects the match between the genre and the player's preferences and needs. Youth learn…

  14. Race, Cultural Capital, and the Educational Effects of Participation in Sports.

    Science.gov (United States)

    Eitle, Tamela McNulty; Eitle, David J.

    2002-01-01

    Considers whether cultural capital, household educational resources, family structure, and race relate to participation in football, basketball, or other sports and whether the effects of participation on academic achievement differ by race and sport. Suggests that cultural disadvantage contributes to increased interest in basketball and football…

  15. Hemoaction game: an educational step to improve hemophilia children and nurses self-efficacy

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    NOOASHIN BEHESHTIPOOR

    2016-10-01

    Full Text Available As hemophilia is a chronic bleeding disease and can interfere with daily performance of children, these children require continuous training to prevent bleeding and take timely action (1. Since children nurses play an important role in the education of involved children and their Selfefficacy and also due to today’s approach which is using educational computer games, the use of educational games in respect to teach hemophilia children how to have self-efficacy can be effective (2. Hemoaction game is a computerized educational game designed by the World Federation of Hemophilia to educate hemophilia disease and related procedures to the care of children with hemophilia. By the use of this game children with hemophilia (aged 8-12 and also nursing experts were educated how to increase self efficacy. Nursing School of Shiraz University of Medical Sciences has used this game for the first time after its publishing, in the world (3. The results of the mentioned study demonstrates that after the Hemophilia disease and its related procedures were instructed to children with hemophilia and nursing experts in order to know how to increase patients’ self efficacy by modern approaches, self efficacy of hemophilia children and nurses were both improved. This educational method is a novel way to enhance both Hemophilia children and nursing staff, as major participants in routine and lifelong education process, self-efficacy. Due to nurses’ important role in improving children with hemophilia self-efficacy by different instructions and world leading educational approaches towards use of modern technology in education, using Hemoaction educational game, published by World Federation of Hemophilia and used by Nursing and Midwifery College of Shiraz University of Medical Sciences for the first time, can fulfill hemophilia children needs of care.

  16. Athletic and sporting interests of students in the physical education classes

    Directory of Open Access Journals (Sweden)

    Kosyns’kyi E.O.

    2013-08-01

    Full Text Available Athletic and sporting interests of students in the physical education classes. The aim is to study the structure of sports and sporting interests and motivation for physical activities first year students. An anonymous questionnaire was attended by 209 students (116 girls, 93 boys. The presence of additional independent study of organized physical activity, lack of missed classes. High self-esteem health of boys and girls due to the high level of interest in physical training. The main condition for the formation of interest in physical culture is the introduction of innovative technologies in physical education and attracting students to sports events. The highest level of interest in girls revealed their studies shaping, the young men - martial arts. Found that the high level of interest indicated 44.19% of the boys, the average - 51.16%, low - 4.65%. Found that the high level of interest indicated 15.15% of the girls, the average - 77.27%, low - 7.58%.

  17. Facing temptation: The neural correlates of gambling availability during sports picture exposure.

    Science.gov (United States)

    Brevers, Damien; Herremans, Sarah C; He, Qinghua; Vanderhasselt, Marie-Anne; Petieau, Mathieu; Verdonck, Dimitri; Poppa, Tasha; De Witte, Sara; Kornreich, Charles; Bechara, Antoine; Baeken, Chris

    2018-04-26

    Nowadays, sports betting has become increasingly available and easy to engage in. Here we examined the neural responses to stimuli that represent sporting events available for betting as compared to sporting events without a gambling opportunity. We used a cue exposure task in which football (soccer) fans (N = 42) viewed cues depicting scheduled football games that would occur shortly after the scanning session. In the "betting" condition, participants were instructed to choose, at the end of each block, the game (and the team) they wanted to bet on. In the "watching" condition, participants chose the game they would prefer to watch. After the scanning session, participants completed posttask rating questionnaires assessing, for each cue, their level of confidence about the team they believed would win and how much they would enjoy watching the game. We found that stimuli representing sport events available for betting elicited higher fronto-striatal activation, as well as higher insular cortex activity and functional connectivity, than sport events without a gambling opportunity. Moreover, games rated with more confidence towards the winning team resulted in greater brain activations within regions involved in affective decision-making (ventromedial prefrontal cortex), cognitive inhibitory control (medial and superior frontal gyri) and reward processing (ventral and dorsal striatum). Altogether, these novel findings offer a sensible simulation of how the high availability of sports betting in today's environment impacts on the reward and cognitive control systems. Future studies are needed to extend the present findings to a sample of football fans that includes a samilar proportion of female and male participants.

  18. Review of the Instruments Most Frequently Employed to Assess Tactics in Physical Education and Youth Sports

    Science.gov (United States)

    Arias, Jose L.; Castejon, Francisco Javier

    2012-01-01

    Investigators' increased interest in teaching game tactics requires generalizable assessment instruments that are appropriate to whatever is needed by the tactic. This literature review aims to provide information about the instruments most frequently used to assess tactics in youth sports. We found that very few studies used instruments that…

  19. Generalization of Tactics in Tag Rugby from Practice to Games in Middle School Physical Education

    Science.gov (United States)

    Lee, Myung-Ah; Ward, Phillip

    2009-01-01

    Background: Many of the issues relating to game performance of students found in the physical education literature can be considered a failure of generalization from practices to games, and from games to games. However, no study in secondary physical education has examined generalization effects as a result of effective game pedagogy in the…

  20. Arm Chair Activism: Serious Games Usage by INGOs for Educational Change

    Science.gov (United States)

    Arora, Payal; Itu, Sorina

    2012-01-01

    The battle between educators and entertainers continues when it comes to gaming. While this is so, the edutainment battleground has expanded to include actors outside formal schooling agencies, namely International Non-Governmental Organizations (INGOs). These actors employ digital games with the aim to educate and activate towards specific social…