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Sample records for learning play sports

  1. 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

  2. The Effect Specialization and Diversification Involvement on Learning of Sports Skills According To Deliberate Practice and Deliberate Play

    Directory of Open Access Journals (Sweden)

    Mahdi Fahimi

    2016-12-01

    Full Text Available Objective: The aim was effect deliberate practice and deliberate play on sports skills with emphasis on specialization and diversification in boys 10-12. Methods: The 120 male students randomly divided into four groups of volleyball, soccer, basketball deliberate practice and deliberate play. Pretest and posttest were AAHPERD volleyball, soccer, and Basketball sports skills. Duration of the project was 16 weeks and 3 sessions per week and 90 minutes each session began. Data obtained from questionnaires and personal details about sports experience and test were adjusted using parametric tests, such as T-dependent test and MANOVA with Tukey post hoc test, and software Statistical SPSS19. Results: The results of the study showed that compared four groups, deliberate plays to other deliberate practices have a better motor skill in volleyball, soccer and Basketball sports skills (P<0.05. Volleyball and soccer deliberate practice group had developed Soccer Dribble Test and Control dribble and Defensive movement basketball skills test. Basketball deliberate practice group had not developed the others soccer and volleyball skills. Conclusion: The results showed that diversification participation in some exercises during the early stages of growth, can facilitate the development of general cognitive and physiological skills and create a rich environment for children.

  3. 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...

  4. 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.

  5. Learning, Play, and Your Newborn

    Science.gov (United States)

    ... Staying Safe Videos for Educators Search English Español Learning, Play, and Your Newborn KidsHealth / For Parents / Learning, ... Some Other Ideas Print What Is My Newborn Learning? Play is the chief way that infants learn ...

  6. Play. Learn. Innovate

    DEFF Research Database (Denmark)

    Sproedt, Henrik

    study were to better understand the theoretical foundations and practical implications of complex social interaction in organizational innovation settings. As I did not find any existing models or hypotheses that I was interested in testing I set out to discover how I could grasp complex social...... evidence that play and games could be interesting perspectives to take in order to understand complex social interaction. I come to the conclusion that – in innovation settings – the social dynamics that affect the process are essentially about transformation of knowledge across boundaries. I propose......„Play. Learn. Innovate. – Grasping the Social Dynamics of Participatory Innovation“ the title of this thesis describes how the complex interplay of unexpected events led to some burning questions and eventually to this thesis, which one could call an innovation*1*. During several years...

  7. Violence in youth sports: hazing, brawling and foul play.

    Science.gov (United States)

    Fields, S K; Collins, C L; Comstock, R D

    2010-01-01

    By separating hazing, brawling, and foul play and failing to recognise that their connection to sport binds them together into a cohesive subset of sport injury and youth violence, past research has failed to show how sports-related violence is a broad example of interpersonal violence. The acceptance of violence within the sporting culture may, in part, explain why sports-related violence has not yet been widely recognised as a public health concern. This review shows that sports-related violence, including hazing, brawling and foul play, occurs among youth athletes of all ages and in a variety of different sports. The few studies to address this issue have all acknowledged the dangers of sports-related violence; however, no incident tracking method has been developed. Future research must provide accurate national estimates of the incidence of sports-related violence among youth, identify associated risk factors, evaluate preventive interventions and identify effective methods of distributing and implementing evidence-based interventions. Monitoring the magnitude and distribution of the burden of sports-related violence and building the scientific infrastructure necessary to support the development and widespread application of effective sports-related prevention interventions are essential first steps toward a reduction in the incidence of sports-related violence.

  8. Competitive Sports: Helping Kids Play it Cool

    Science.gov (United States)

    ... with similar challenges throughout life. How Stress Affects Performance Sometimes sports-related stress is good — it prepares the body ... to eat well and get a good night's sleep, especially before games where the pressure's on. Do ...

  9. The challenges of playing abroad: How to support sports expatriates

    DEFF Research Database (Denmark)

    van Bakel, Marian; Salzbrenner, Susan

    Professional athletes moving abroad for their career is a novel phenomenon in IHRM. This exploratory paper charts the motives of sports expatriates to move abroad to play, as well as integration support and challenges. A survey was conducted with 108 sports expatriates in nine different sports....... Our paper contributes to the literature because it is one of the first studies focusing on sports expatriates from an international HR perspective. Our study provides information on a vulnerable group of expatriates; they are young and live under extreme performance pressure. Sports expatriates need...

  10. Playful Learning and Montessori Education

    Science.gov (United States)

    Lillard, Angeline S.

    2013-01-01

    Although Montessori education is often considered a form of playful learning, Maria Montessori herself spoke negatively about a major component of playful learning--pretend play, or fantasy--for young children. In this essay, the author discusses this apparent contradiction: how and why Montessori education includes elements of playful learning…

  11. Aetiology of phenomenon of fair play in sport through psychoanalytic discourse

    Directory of Open Access Journals (Sweden)

    Roman Vodeb

    2003-12-01

    Full Text Available When discussing fair play, sports experts nowadays mostly talk about how to "be a sport" on a sport field. It means telling and preaching to athletes to obey all the written rules of sport's ethic and those not written as well. Here we want to explore the other meaning of the term "fair play". We want to really learn about it, because fair play certainly is a psychological category. Psychoanalytic logic teaches us that roots of fair play should be sought in the infantile period of child's development. It seems, that the events caused by the Oedipus complex and the building Superego have the most sufficient impact on someone's sports behavior. Theoretically speaking, fair play cannot be considered as something gained from culture - it is mainly a construct, a symptom of returning infantile repressions in the context of father as a sexual concurrent. "Turning to the opposite side" (reaction-formation is an ego-defense mechanism that in the etiology of fair play ought to be pointed out in particularly. As we are talking about men in sports, let us tell, it is the boy's relation towards his father at the time when he's arrogating the boy's mother to himself, the most crucial for feeling and performing fair play. Fantasies and repressions, which happened in the psychical reality of a child, have the main impact on fair play in sports as well as in other situations.

  12. 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…

  13. Learning through the Adventure of Youth Sport

    Science.gov (United States)

    Newman, Tarkington J.; Kim, Melissa; Tucker, Anita R.; Alvarez, M. Antonio G.

    2018-01-01

    Background: Participation in youth sport is often associated with a variety of positive development outcomes. In order to effectively utilize sport as a context of learning and development, the sport must be intentionally designed and programed. One often-used approach is known as sport-based positive youth development (PYD). Recently, to further…

  14. 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.

  15. Motivation, Creativity, Play & Learning

    DEFF Research Database (Denmark)

    Petersson, Eva

    2005-01-01

    on their needs and desires. This paper presents results from SoundScapes body of research which is utilising technology in assistive (re)habilitation from Virtual Interactive Space (VIS); furthermore the paper describes what emerges in play scenarios that utilise enabling technology. The involved study exhibits...... implementation of robotic physical movement synchronously manipulated from sourced data movement information of a human. SoundScapes is a concept based on non-verbal communication and stimulation through interactive play with sounds and images, which is being realised in the production of a non-wearable sensor...

  16. Playing to Learn

    Directory of Open Access Journals (Sweden)

    Linda K. Schlosser

    2014-11-01

    Full Text Available The purpose of the study was to uncover teachers’ emerging beliefs and perceptions about developmentally oriented instruction as they participated in professional development workshops and applied the strategies learned with students in after-school clubs. Twenty experienced, urban teachers volunteered to attend monthly workshops where they engaged in math games, simulations, and problem-solving activities based on the Common Core and modeled by college faculty. Teachers used the activities to offer 90-min weekly math clubs for sixth-and seventh-grade students at their schools. Twelve pre-service teachers enrolled in a college course on adolescent development acted as volunteers at the clubs. Data were collected through (a questionnaires and rating scales, (b informal group interviews, and (c weekly electronic journals. Data collected revealed changes in teachers’ beliefs about and perceptions of effective instruction as they applied game-based activities in the after-school club settings. Eighty percent of the teachers reported high levels of student engagement and greater sustained interest in problem-solving, and connected their observations to beliefs about game-based learning as an effective and age-appropriate instructional strategy. Pre-service teacher volunteers reported similar observations: The majority of club members were actively engaged in solving complex problems during game-like activities, particularly when volunteers used scaffolding strategies to support students’ participation.

  17. The Transfer of Learning from Play Practices to Game Play in Young Adult Soccer Players

    Science.gov (United States)

    Holt, Josh E.; Ward, Phillip; Wallhead, Tristan L.

    2006-01-01

    Background: Physical educators and coaches face an ongoing problem of presenting fun and enjoyable practices that also provide efficient learning of technical and tactical sports skills. Effective instruction also promotes the transfer of learning from practice tasks to the real game. Play Practice (PP) describes a structure for teaching sports…

  18. Learning Arabic through play

    DEFF Research Database (Denmark)

    Papadopoulos, Pantelis M.; Ibrahim, Zeinab; Karatsolis, Andreas

    2015-01-01

    This paper presents the use of educational games in the context of the “Arabiyyatii” research project, a three-year project funded through Qatar National Research Fund. The scope of the project is teaching Modern Standard Arabic (MSA) to kindergarten students (5-6 years old) that are native...... speakers of the Qatari dialect. Part of the new curriculum envisioned in the project includes the use of simple educational games, specifically designed and developed for tabletop surface computers. The paper presents a naturalistic study design, following the activities of 18 students for a period of 9...... weeks in the project. The paper presents three of the most played games by the students, along with analysis on collected data, focusing on students’ performance and attitudes towards the new curriculum. Results analysis provided an encouraging image, suggesting that the conducted activity was able...

  19. Playing among the Stars: "Science in Sport, or the Pleasures of Astronomy" (1804)

    Science.gov (United States)

    Keene, Melanie

    2011-01-01

    In 1804, John Wallis published a game that converted learning about astronomy into a race to the Royal Observatory, Greenwich. This essay uses "Science in Sport" to explore the cultures of Georgian recreative science, analysing how the rules and conventions of playing a game affected the gaining of natural knowledge. New familial audiences and…

  20. Rapport. Play and Learn Innovation

    DEFF Research Database (Denmark)

    Larsen, Maria Neumann; Søgaard, Karoline

    Erfaringer og anbefalinger fra innovationsprojektet Play and Learn, hvor pædagoger har arbejdet med sprogstimulering af børn fra 3-9 år. Legende læring i daglige rutiner og pædagogiske aktiviteter har været fokuspunktet.......Erfaringer og anbefalinger fra innovationsprojektet Play and Learn, hvor pædagoger har arbejdet med sprogstimulering af børn fra 3-9 år. Legende læring i daglige rutiner og pædagogiske aktiviteter har været fokuspunktet....

  1. 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.

  2. Playful learning in higher education

    DEFF Research Database (Denmark)

    Nørgård, Rikke Toft; Toft-Nielsen, Claus; Whitton, Nicola

    2017-01-01

    in higher education through the metaphor of the ‘magic circle’. This approach stimulates intrinsic motivation and educational drive, creates safe spaces for academic experimentation and exploration, and promotes reflective risk-taking, ideation, and participation in education. We present a model of playful......Increased focus on quantifiable performance and assessment in higher education is creating a learning culture characterised by fear of failing, avoidance of risk, and extrinsic goal-oriented behaviours. In this article, we explore possibilities of a more playful approach to teaching and learning...... learning, drawing on notions of signature pedagogies, field literature, and two qualitative studies on learner conceptions of enjoyment and reasons for disengagement. We highlight the potential of this approach to invite a different mind-set and environment, providing a formative space in which failure...

  3. Children's perspective on the effectiveness of the Playing for Life philosophy in an after-school sport program

    OpenAIRE

    Ling, Fiona C.M.; Farrow, A.; Farrow, D.; Berry, J.; Polman, Remco C.J.

    2016-01-01

    The Playing for Life (P4L) philosophy was developed based on the concept of game play. It emphasizes learning through games within the sporting context to promote sports participation. The main aim of the study was to qualitatively evaluate the effectiveness of the P4L philosophy in contributing to enjoyment and in encouraging continued participation in sports. A total of 97 children (aged 5–12 years), who participated in the Active After-school Communities program that adopted the P4L philos...

  4. Footballs versus Barbies: Childhood Play Activities as Predictors of Sport Participation by Women.

    Science.gov (United States)

    Guiliano, Traci A.; Popp, Kathryn E.; Knight, Jennifer L.

    2000-01-01

    Examined the extent to which women's childhood play activities predicted future sport participation. College athletes and nonathletes completed a survey on childhood play and adult sports experiences. Playing with masculine toys and games, playing in predominantly male or mixed groups, and being a tomboy characterized women who later became…

  5. SPORT SCIENCE STUDENTS‟ BELIEFS ABOUT LANGUAGE LEARNING

    Directory of Open Access Journals (Sweden)

    Suvi Akhiriyah

    2017-04-01

    Full Text Available There are many reasons for students of Sport Science to use English. Yet, knowing the importance of learning English is sometimes not enough to encourage them to learn English well. Based on the experience in teaching them, erroneous belief seems to be held by many of them. It arouses curiosity about the beliefs which might be revealed to help the students to be successful in language learning. By investigating sport science students‘ beliefs about language learning, it is expected that types of the beliefs which they hold can be revealed. Understanding students‘ beliefs about language learning is essential because these beliefs can have possible consequences for second language learning and instruction. This study is expected to provide empirical evidence. The subjects of this study were 1st semester students majoring in Sport Science of Sport Science Faculty. There were 4 classes with 38 students in each class. There were approximately 152 students as the population of the study. The sample was taken by using random sampling. All members of the population received the questionnaire. The questionnaire which was later handed back to the researcher is considered as the sample. The instrument in this study is the newest version of Beliefs About Language Learning Inventory (BALLI, version 2.0, developed by Horwitz to asses the beliefs about learning a foreign language.

  6. Gender identity and sport: is the playing field level?

    Science.gov (United States)

    Reeser, J C

    2005-10-01

    This review examines gender identity issues in competitive sports, focusing on the evolution of policies relating to female gender verification and transsexual participation in sport. The issues are complex and continue to challenge sport governing bodies, including the International Olympic Committee, as they strive to provide a safe environment in which female athletes may compete fairly and equitably.

  7. Direction of technical and tactical skill in athletes playing team sports, playing with light position

    Directory of Open Access Journals (Sweden)

    Doroshenko Eduard Iur'evich

    2011-10-01

    Full Text Available A new method for evaluating the effectiveness of technical and tactical activities in basketball. A distinctive feature of the technique is presented key components of the accounting games, length of stay in the athletes play and the specific features of the game line. Established the specific means of correction of the training process taking into account the magnitude and direction of the load. Identified ways of solving the problem of optimal evaluation of gaming activities, taking into account the length of stay player on the court and its role. Refine management training process in team sports.

  8. Sport and Exercise Pedagogy and Questions about Learning

    Science.gov (United States)

    Quennerstedt, Mikael; Öhman, Marie; Armour, Kathleen

    2014-01-01

    One important challenge ahead for sport and exercise pedagogy (SEP) researchers is to consider afresh questions about learning. Learning in the fields of sport, physical activity and physical education (PE) is a particularly complex business. Most existing theories of learning are defined cognitively, yet learning in sport and physical activity…

  9. Self-Play and Using an Expert to Learn to Play Backgammon with Temporal Difference Learning

    NARCIS (Netherlands)

    Wiering, Marco A.

    2010-01-01

    A promising approach to learn to play board games is to use reinforcement learning algorithms that can learn a game position evaluation function. In this paper we examine and compare three different methods for generating training games: 1) Learning by self-play, 2) Learning by playing against an

  10. High-Performance Sport, Learning and Culture: New Horizons for Sport Pedagogues?

    Science.gov (United States)

    Penney, Dawn; McMahon, Jenny

    2016-01-01

    Background: Research in sport coaching and sport pedagogy including studies published in this special issue bring to the fore the relationship between learning and culture in contexts of high-performance sport. This paper acknowledged that how learning, culture and their relationship are conceptualised is a crucial issue for researchers and…

  11. Evaluation of health risks of playing sports on synthetic turf pitches with rubber granulate

    NARCIS (Netherlands)

    Oomen AG; de Groot GM; CPV; M&V

    2017-01-01

    New research by the Dutch National Institute for Public Health and the Environment (RIVM) indicates that the health risk of playing sports on synthetic turf pitches with an infill of rubber granulate is virtually negligible. Therefore, it is considered safe for people to play sports on such pitches.

  12. Going abroad to play: Motivations, challenges, and support of sports expatriates

    DEFF Research Database (Denmark)

    van Bakel, Marian; Salzbrenner, Susan

    Professional athletes moving abroad for their career is a novel phenomenon in IHRM. This exploratory paper charts the motives of sports expatriates to move abroad to play, as well as adjustment challenges and support. A survey was conducted with 108 sports expatriates in 12 different sports....... Our paper contributes to the literature because it is one of the first studies focusing on sports expatriates from an international HR perspective. Our study provides information on a vulnerable group of expatriates; they are young in age and under extreme performance pressure. Sports expatriates need...

  13. Who Wants to Play? Sport Motivation Trajectories, Sport Participation, and the Development of Depressive Symptoms.

    Science.gov (United States)

    Wang, Ming-Te; Chow, Angela; Amemiya, Jamie

    2017-09-01

    Although sport involvement has the potential to enhance psychological wellbeing, studies have suggested that motivation to participate in sports activities declines across childhood and adolescence. This study incorporated expectancy-value theory to model children's sport ability self-concept and subjective task values trajectories from first to twelfth grade. Additionally, it examined if sport motivation trajectories predicted individual and team-based sport participation and whether sport participation in turn reduced the development of depressive symptoms. Data were drawn from the Childhood and Beyond Study, a cross-sequential longitudinal study comprised of three cohorts (N = 1065; 49% male; 92% European American; M ages for youngest, middle, and oldest cohorts at the first wave were 6.42, 7.39, and 9.36 years, respectively). Results revealed four trajectories of students' co-development of sport self-concept and task values: congruent stable high, incongruent stable high, middle school decreasing, and decreasing. Trajectory membership predicted individual and team-based sports participation, but only team-based sport participation predicted faster declines in depressive symptoms. The use of a person-centered approach enabled us to identify heterogeneity in trajectories of sport motivation that can aid in the development of nuanced strategies to increase students' motivation to participate in sports.

  14. Deep Learning for Video Game Playing

    OpenAIRE

    Justesen, Niels; Bontrager, Philip; Togelius, Julian; Risi, Sebastian

    2017-01-01

    In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique requirements that different game genres pose to a deep learning system and highlight important open challenges in the context of applying these machine learning methods to video games, such as general game playing, dealing with extremely large decision spaces...

  15. What's Next in Complex Networks? Capturing the Concept of Attacking Play in Invasive Team Sports.

    Science.gov (United States)

    Ramos, João; Lopes, Rui J; Araújo, Duarte

    2018-01-01

    The evolution of performance analysis within sports sciences is tied to technology development and practitioner demands. However, how individual and collective patterns self-organize and interact in invasive team sports remains elusive. Social network analysis has been recently proposed to resolve some aspects of this problem, and has proven successful in capturing collective features resulting from the interactions between team members as well as a powerful communication tool. Despite these advances, some fundamental team sports concepts such as an attacking play have not been properly captured by the more common applications of social network analysis to team sports performance. In this article, we propose a novel approach to team sports performance centered on sport concepts, namely that of an attacking play. Network theory and tools including temporal and bipartite or multilayered networks were used to capture this concept. We put forward eight questions directly related to team performance to discuss how common pitfalls in the use of network tools for capturing sports concepts can be avoided. Some answers are advanced in an attempt to be more precise in the description of team dynamics and to uncover other metrics directly applied to sport concepts, such as the structure and dynamics of attacking plays. Finally, we propose that, at this stage of knowledge, it may be advantageous to build up from fundamental sport concepts toward complex network theory and tools, and not the other way around.

  16. Play to Learn, Learn to Play: Language Learning through Gaming Culture

    Science.gov (United States)

    Ryu, Dongwan

    2013-01-01

    Many researchers have investigated learning through playing games. However, after playing games, players often go online to establish and participate in the online community where they enrich their game experiences, discuss game-related issues, and create fan-fictions, screenshots, or scenarios. Although these emerging activities are an essential…

  17. An Integrated Playful Music Learning Solution

    DEFF Research Database (Denmark)

    Jensen, Karl Kristoffer; Frimodt-Møller, Søren

    2015-01-01

    This paper presents an integrated solution using IT technologies to help a (young) musician learn a piece of music, or learn how to play an instru- ment. The rehearsal process is organized in sequences, consisting of various ac- tivities to be 'passed'. Several games are investigated that help...

  18. Playing SNES in the Retro Learning Environment

    OpenAIRE

    Bhonker, Nadav; Rozenberg, Shai; Hubara, Itay

    2016-01-01

    Mastering a video game requires skill, tactics and strategy. While these attributes may be acquired naturally by human players, teaching them to a computer program is a far more challenging task. In recent years, extensive research was carried out in the field of reinforcement learning and numerous algorithms were introduced, aiming to learn how to perform human tasks such as playing video games. As a result, the Arcade Learning Environment (ALE) (Bellemare et al., 2013) has become a commonly...

  19. Teaching Sociology of Sport: An Active Learning Approach.

    Science.gov (United States)

    Blinde, Elaine M.

    1995-01-01

    Asserts that sport is a pervasive aspect of society. Presents and describes four learning activities designed to help students understand the significance of sport as a social institution. Maintains that, while the activities focus on the institution of sport, they can be used in a variety of sociology courses. (CFR)

  20. Learning by Playing with Digital Technology

    DEFF Research Database (Denmark)

    Benjaminsen, Nana

    2006-01-01

    This paper presupposes the notion that there is potential for the integration of play into primary and secondary school activities, because it can stimulate and support the formal as well as informal learning that takes place in school. Digital technology could be a driver for this integration...... Construction Games in Schools. The project is an exploration of how elements of play can be integrated in a technology-based learning environment. I will use examples of empirical data gathered during spring 2006 to demonstrate that play can function as a useful learning strategy, and also point out barriers......, because many of children's play activities already takes place on, and through, digital platforms. The focus for this paper is on how playorientated environmental qualities can be used and might change the current school structure. The background for the paper is the PhD project entitled Computer based...

  1. 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.

  2. 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

  3. 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".

  4. Sport activities differentiating match-play improvement in elite youth footballers - a 2-year longitudinal study.

    Science.gov (United States)

    Güllich, Arne; Kovar, Peter; Zart, Sebastian; Reimann, Ansgar

    2017-02-01

    This study examined contributions of different types of sport activities to the development of elite youth soccer performance. Match-play performance of 44 German male players was assessed by expert coaches twice, 24 months apart (age 11.1-13.1 years), based on videotaped 5v5 matches. Player pairs were matched by identical age and initial performance at t 1 . Each player was assigned to a group of either "Strong" or "Weak Responders" based on a higher or lower subsequent performance improvement at t 2 within each pair (mean Δperformance 29% vs. 7%). A questionnaire recorded current and earlier amounts of organised practice/training and non-organised sporting play, in soccer and other sports, respectively. Group comparison revealed that "Strong Responders" accumulated more non-organised soccer play and organised practice/training in other sports, but not more organised soccer practice/training. Subsequent multivariate analyses (multiple linear regression analyses (MLR)) highlighted that higher resultant match-play performance at t 2 was accounted for R 2 adj  = 0.65 by performance at t 1 , together with more non-organised soccer play and organised engagement in other sports, respectively, and greater current, but less earlier volume of organised soccer. The findings suggest that variable early sporting experience facilitates subsequent soccer performance development in German elite youth footballers.

  5. Mentoring as a Formalized Learning Strategy with Community Sports Volunteers

    Science.gov (United States)

    Griffiths, Mark; Armour, Kathleen

    2012-01-01

    The aim of our study was to examine formalized mentoring as a learning strategy for volunteer sports coaches and to consider implications for other volunteer groups in the community. Despite the increasingly popular use of mentoring as a learning and support strategy across professional domains, and the sheer scale of volunteer sports coach…

  6. Allocation of Playing Time within Team Sports--A Problem for Discussion

    Science.gov (United States)

    Lorentzen, Torbjørn

    2017-01-01

    The background of the article is the recurrent discussion about allocation of playing time in team sports involving children and young athletes. The objective is to analyse "why" playing time is a topic for discussion among parents, coaches and athletes. The following question is addressed: Under which condition is it "fair" to…

  7. Energy expenditure in chronic stroke patients playing Wii Sports: a pilot study

    Directory of Open Access Journals (Sweden)

    Stam Henk J

    2011-07-01

    Full Text Available Abstract Background Stroke is one of the leading causes of long-term disability in modern western countries. Stroke survivors often have functional limitations which might lead to a vicious circle of reduced physical activity, deconditioning and further physical deterioration. Current evidence suggests that routine moderate- or vigorous-intensity physical activity is essential for maintenance and improvement of health among stroke survivors. Nevertheless, long-term participation in physical activities is low among people with disabilities. Active video games, such as Nintendo Wii Sports, might maintain interest and improve long-term participation in physical activities; however, the intensity of physical activity among chronic stroke patients while playing Wii Sports is unknown. We investigated the energy expenditure of chronic stroke patients while playing Wii Sports tennis and boxing. Methods Ten chronic (≥ 6 months stroke patients comprising a convenience sample, who were able to walk independently on level ground, were recruited from a rehabilitation centre. They were instructed to play Wii Sports tennis and boxing in random order for 15 minutes each, with a 10-minute break between games. A portable gas analyzer was used to measure oxygen uptake (VO2 during sitting and during Wii Sports game play. Energy expenditure was expressed in metabolic equivalents (METs, calculated as VO2 during Wii Sports divided by VO2 during sitting. We classified physical activity as moderate (3-6 METs or vigorous (> 6 METs according to the American College of Sports Medicine and the American Heart Association Guidelines. Results Among the 10 chronic stroke patients, 3 were unable to play tennis because they had problems with timing of hitting the ball, and 2 were excluded from the boxing group because of a technical problem with the portable gas analyzer. The mean (± SD energy expenditure during Wii Sports game play was 3.7 (± 0.6 METs for tennis and 4.1 (

  8. Playful Learning Culture in the Museum

    DEFF Research Database (Denmark)

    Marchetti, Emanuela

    2013-01-01

    not undergone much investigation. This study was conducted in cooperation with two historical museums, these being the Transport Museum in Coventry, England and The Viking Museum in Ribe, Denmark. A new learning platform called MicroCulture has been created, aimed at eliciting a sociocultural understanding......Museum learning culture is going through a paradigmatic change. Two main positions are dominant: the modernist, emphasizing the need for assessment and uniform learning outcomes, and the postmodern, encouraging dialogue and multiple learning outcomes. A critical factor is the potential contribution...... of history in young visitors. This study indicates that museum learning culture could be enriched by the introduction of mediated play as a resource for conceptual thinking and social interaction....

  9. "Doping, Fair Play, and the Dilemmas of Government Sponsored Sport Institutions"

    DEFF Research Database (Denmark)

    Christiansen, Ask Vest

    2005-01-01

    The article inquires into the moral dilemmas public sport institutions are facing when they on the one hand officially argue that the important thing in sport is fair play and sportsmanship while their raison d'etre on the other hand is to help the athletes to achieve the best possible results....... The article demonstrates that a public institution like Team Danmark in its relations with the public as well as with the athletes runs a high risk for exposing hypocrisy and double standards when they ignore that it is the will to victory and not the virtues of the English gentleman sport that is the driving...... on the international arenas. The problems of the governement sponsored elite sport institution Team Danmark', is not only seen in their moral panic following doping cases that hardly can be surprising, but also in the institutions ambiguous handling of and advisory to athletes about the use of grey area products...

  10. Going abroad to play: Motivations, challenges, and support of sports expatriates

    DEFF Research Database (Denmark)

    van Bakel, Marian

    2019-01-01

    Professional athletes moving abroad for their career is a novel phenomenon in IHRM. This exploratory paper charts the motivations of sports expatriates to move abroad to play, as well as adjustment challenges and sources of support. A survey was conducted with 77 professional athletes in 10 diffe...... expatriates need all the support they can get, and yet, little professional support is offered....... different sports. The main motivations to move abroad were an interest to experience life abroad, followed by the search for new challenges. In terms of challenges, different coaching style and communication issues were most often mentioned. Support was mainly informal, through team mates rather than...... professional providers. Our paper contributes to the literature because it is one of the first studies focusing on sports expatriates from an international HR perspective. Our study provides information on a vulnerable group of expatriates; they are young in age and under extreme performance pressure. Sports...

  11. Using Sport to Engage and Motivate Students to Learn Mathematics

    Science.gov (United States)

    Robinson, Carol L.

    2012-01-01

    This article describes how technology has been used to motivate the learning of mathematics for students of Sports Technology at Loughborough University. Sports applications are introduced whenever appropriate and Matlab is taught to enable the students to solve realistic problems. The mathematical background of the students is varied and the…

  12. Playing with heart and soul…and genomes: sports implications and applications of personal genomics.

    Science.gov (United States)

    Wagner, Jennifer K

    2013-01-01

    unknown significance in any one of the genes associated with hypertrophic cardiomyopathy (HCM), long QT syndrome (LQTS), Marfan's syndrome, and other conditions is not inconsequential, and how this information is reported, interpreted, and used may ultimately prevent the individual from participation in competitive sports. Due to the distribution of genetic diversity that reflects our evolutionary and demographic history (including the discernible effects of restricted gene flow and genetic drift associated with cultural constructs of race) and in recognition of previous policies for "leveling" the playing field in competitive sports based on "natural" athletic abilities, preliminary recommendations are provided to discourage genetic segregation of sports and to develop best practice guidelines for genomic sports medicine programs that will facilitate player success, promote player safety, and avoid genetic discrimination within and beyond the program.

  13. A soil technological study on effectuating and maintaining adequate playing conditions of grass sports fields

    NARCIS (Netherlands)

    Wijk, van A.L.M.

    1980-01-01

    Playing conditions of grass sports fields have been studied focusing on top layer soil strength meeting the requirements of usage. In a field investigation a reproducible soil strength criterion was found from firmness appraisals and simultaneous measurements of soil strength. From

  14. Law, pregnancy and sport: what are the repercussions when a pregnant lady plays?

    Science.gov (United States)

    Werren, Julia

    2006-08-01

    This article reflects on the issue of pregnancy and sport that was brought to the fore in Gardner v National Netball League (2001) 182 ALR 408; [2001] FMCA 50 and Gardner v All Australia Netball Association Ltd (2003) 174 FLR 452. It suggests that these cases did not provide a definitive discussion of the tortious liability implications that initially led Netball Australia to introduce a ban on pregnant players. In an attempt to fill some of these gaps, other case law that deals with liability of sporting organisations and prenatal injury is discussed. The article primarily focuses on whether the unborn child when born alive will have an action against her or his mother as a result of injury occasioned while the mother was playing sport when pregnant. This examination is undertaken in light of recent Australian tort reform as well as changes in policy direction. The article summarises the legal position of the parties involved in sport--sporting organisations, medical practitioners, other participants and the pregnant mother--and argues that, with reference to the guidelines and case law, in only a very small number of cases would liability be found against the sporting organisation or pregnant mother as a result of injuries incurred prenatally.

  15. Alcohol industry sponsorship and hazardous drinking in UK university students who play sport.

    Science.gov (United States)

    O'Brien, Kerry S; Ferris, Jason; Greenlees, Ian; Jowett, Sophia; Rhind, Daniel; Cook, Penny A; Kypri, Kypros

    2014-10-01

    To examine whether receipt of alcohol industry sponsorship is associated with problematic drinking in UK university students who play sport. University students (n = 2450) participating in sports were invited to complete a pen-and-paper questionnaire by research staff approaching them at sporting facilities and in university settings. Respondents were asked whether they, personally, their team and/or their club were currently in receipt of sponsorship (e.g. money, free or subsidized travel or sporting products) from an alcohol-related industry (e.g. bars, liquor stores, wholesalers), and whether they had solicited the sponsorship. Drinking was assessed using the Alcohol Use Disorders Identification Test (AUDIT). Questionnaires were completed by 2048 of those approached (response rate = 83%). Alcohol industry sponsorship was reported by 36% of the sample. After accounting for confounders (age, gender, disposable income and location) in multivariable models, receipt of alcohol sponsorship by a team (adjusted βadj  = 0.41, P = 0.013), club (βadj  = 0.73, P = 0.017), team and club (βadj  = 0.79, P = 0.002) and combinations of individual and team or club sponsorships (βadj  = 1.27, P 8). Respondents who sought out sponsorship were not at greater risk than respondents, or whose teams or clubs, had been approached by the alcohol industry. University students in the United Kingdom who play sport and who personally receive alcohol industry sponsorship or whose club or team receives alcohol industry sponsorship appear to have more problematic drinking behaviour than UK university students who play sport and receive no alcohol industry sponsorship. Policy to reduce or cease such sponsorship should be considered. © 2014 Society for the Study of Addiction.

  16. Social Inclusion Through Para sport: A Critical Reflection on the Current State of Play.

    Science.gov (United States)

    Bantjes, Jason; Swartz, Leslie

    2018-05-01

    Medicine has played an integral role in both the inception and development of the Paralympic Games. Sports physicians are well positioned to continue to influence the development of the paralympic movement and to help focus the movement on its agenda to promote social inclusion. This article looks critically at some of the key challenges that the paralympic movement faces in its quest to promote social inclusion, and considers the role of sports medicine in this process. Copyright © 2018 Elsevier Inc. All rights reserved.

  17. Learning, Play, and Your 4- to 7-Month-Old

    Science.gov (United States)

    ... Staying Safe Videos for Educators Search English Español Learning, Play, and Your 4- to 7-Month-Old ... for Encouraging Learning Print What Your Baby Is Learning By 4 months old, your baby has learned ...

  18. Learning, Play, and Your 1- to 3-Month-Old

    Science.gov (United States)

    ... Staying Safe Videos for Educators Search English Español Learning, Play, and Your 1- to 3-Month-Old ... Baby to Learn Print What Your Baby Is Learning After learning to recognize your voice, your face, ...

  19. Creative and Playful Learning: Learning through Game Co-Creation and Games in a Playful Learning Environment

    Science.gov (United States)

    Kangas, Marjaana

    2010-01-01

    This paper reports on a pilot study in which children aged 7-12 (N = 68) had an opportunity to study in a novel formal and informal learning setting. The learning activities were extended from the classroom to the playful learning environment (PLE), an innovative playground enriched by technological tools. Curriculum-based learning was intertwined…

  20. Sex Differences in Time to Return-to-Play Progression After Sport-Related Concussion.

    Science.gov (United States)

    Stone, Sarah; Lee, Bobby; Garrison, J Craig; Blueitt, Damond; Creed, Kalyssa

    2016-10-03

    Recently, female sports participation has increased, and there is a tendency for women to experience more symptoms and variable presentation after sport-related concussion (SRC). The purpose of this study was to determine whether sex differences exist in time to begin a return-to-play (RTP) progression after an initial SRC. After initial SRC, female athletes (11-20 years old) would take longer to begin an RTP progression compared with age-matched male athletes. Retrospective cohort study. Level 3. A total of 579 participants (365 males [mean age, 15.0 ± 1.7 years], 214 females [mean age, 15.2 ± 1.5 years]), including middle school, high school, and collegiate athletes who participated in various sports and experienced an initial SRC were included and underwent retrospective chart review. The following information was collected: sex, age at injury, sport, history of prior concussion, date of injury, and date of initiation of RTP progression. Participants with a history of more than 1 concussion or injury sustained from non-sport-related activity were excluded. Despite American football having the greatest percentage (49.2%) of sport participation, female athletes took significantly longer to start an RTP progression after an initial SRC (29.1 ± 26.3 days) compared with age-matched male athletes (22.7 ± 18.3 days; P = 0.002). On average, female athletes took approximately 6 days longer to begin an RTP progression compared with age-matched male athletes. This suggests that sex differences exist between athletes, ages 11 to 20 years, with regard to initiation of an RTP progression after SRC. Female athletes may take longer to recover after an SRC, and therefore, may take longer to return to sport. Sex should be considered as part of the clinical decision-making process when determining plan of care for this population. © 2016 The Author(s).

  1. Perceptual learning during action video game playing.

    Science.gov (United States)

    Green, C Shawn; Li, Renjie; Bavelier, Daphne

    2010-04-01

    Action video games have been shown to enhance behavioral performance on a wide variety of perceptual tasks, from those that require effective allocation of attentional resources across the visual scene, to those that demand the successful identification of fleetingly presented stimuli. Importantly, these effects have not only been shown in expert action video game players, but a causative link has been established between action video game play and enhanced processing through training studies. Although an account based solely on attention fails to capture the variety of enhancements observed after action game playing, a number of models of perceptual learning are consistent with the observed results, with behavioral modeling favoring the hypothesis that avid video game players are better able to form templates for, or extract the relevant statistics of, the task at hand. This may suggest that the neural site of learning is in areas where information is integrated and actions are selected; yet changes in low-level sensory areas cannot be ruled out. Copyright © 2009 Cognitive Science Society, Inc.

  2. Learning in Action and Adventure Sports

    Science.gov (United States)

    Ellmer, Eva; Rynne, Steven

    2016-01-01

    The exponential growth in action and adventure sport (e.g. snowboarding, bicycle motorcross (BMX), surfing, parkour) participation over the past two decades has been showcased in world championship events and the inclusion in Olympic programs. Yet, by virtue of their alternative, escapist and/or adventure-based origins, these sports do not fully…

  3. START TO PLAY TENNIS LIKE INCETIVE TO DEVELOPMENT SPORTS IN MONTENEGRO

    Directory of Open Access Journals (Sweden)

    Dimitrije Rašović

    2006-06-01

    Full Text Available At the end of 19 centuries tenis like popular game has srarted to play in Vojvodina. At 1880 tennis grassy courts was built in Senta and from that year it started to play in Vojvodina. Austrohungarion officers propageted tennis who were built tennis courts in their barracks but they was built courts in city parks. At 1892 the first tennis competition organised which mean that the first clubs probably had establishment befor thet year. Later at 1894 tennis started to play at palace of greand duke Nikola in Cetinje. Later tennis started to play in srbia at 1900. At that year people organised the first tennis tournament in vrsac. Momcilo Tapavica the first sout slovenion who was montegrion descent who was participat at first modern olimpic’s games in atina at 1896 he gave great countrabucsion developeted tennis sport in Montenegro. Momcilo Tapavica come to palase of graund duke’s Nikola at 1902 and ofter thet date his all family moved to Herceg-Novi and they spent all time to secound world war. At first olimpic’s games Momcilo Tapavica took parr in these sports/tennis, life weights, wrestling. Certain thet like talented sportman he gave great contabution not only in tennis than he gave contribution in the other sports in Montenegro.

  4. ACHIEVEMENT GOALS AND INTENSIVITY OF PHYSICAL ACTIVITY DURING FREE PLAY IN CHILDREN: THE MODERATING ROLE OF PERCEIVED SPORT CONFIDENCE

    Directory of Open Access Journals (Sweden)

    R. Lochbaum Marc

    2015-11-01

    Full Text Available Purpose: to examine the moderating role of sport confidence and resultant the achievement goal profile with physical activity intensity during free play. Material: participants were 28 children participating in an after-school program. The 28 children completed measures of task and ego goal orientations and sport confidence two weeks prior to having their heart rate monitored during a free play session. Results: indicated that children with high sport confidence were characterized ( p 1.10 by higher task and ego orientations and average heart rate over the course of the free play session when compared to the low sport confidence children. The moderate sport confidence children were not significantly different than the other groups expect for ego orientation though effect sizes indicated this group tended towards being more similar to the high sport confidence group. The results were confounded as all children in the low sport confidence condition were girls. Conclusions: Sport confidence moderates physical activity intensity during free play in children and is characterized by a higher ego orientation and generally higher task orientation. But given all of the low confident children were females, intervention work is needed at early ages with girls to build sport confidence and motivations for both goal orientations to hopefully increase physical activity intensity during free play.

  5. 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.

  6. The Power of Play: Learning What Comes Naturally

    Science.gov (United States)

    Elkind, David

    2008-01-01

    Although under attack from some goal-oriented politicians and parents and ofen considered superfluous by school administrators and teachers, free play remains vital to human health and creativity. Contrary to the notion that play should serve utilitarian ends or consist primarily of organized sports, the author makes a case for self-initiated…

  7. Does cheating and gamesmanship to be reconsidered regarding fair-play in grassroots sports?

    OpenAIRE

    Ponseti Verdaguer, Francisco Javier

    2017-01-01

    The aim of this study was to analyze the attitudes towards fair play, playing foul/hard, and the acceptability of teams' antisocial behaviour, such as cheating and gamesmanship, in the context of grassroots sports teams. The sample included 48 teams of basket, football, handball, volleyball and rugby, including 1333 adolescents (1013 boys and 320 girls) with a mean age of 12.50 years (Range: 10-15; SD = 2.09 years). In order to study these psychological variables, the athletes answered the Pr...

  8. The Comparison of assertiveness level of physically disabled athletes who played in different sport branches.

    Directory of Open Access Journals (Sweden)

    Gonca İNCE

    2017-03-01

    Full Text Available Aim: The aim of this study was the comparison of assertiveness level of physically disabled athletes who played in different sport branches. Material and Methods: Totally 60 disabled athletes (35 athletes, 25 swimmers joined in to the study voluntarily. The means of ages, sports year and sport statues were found 19.73±5.08, 2.48±1.75 years, day number in per week:3.63±1.52, hour numberin per day: 2.91±1.53 respectively. Rathus Assertiveness Schedule was used for evaluating assertiveness and questionnaire of athletes' demograpic features was performed by researcher. For statistical analyses, the SPSS 11.5 computer packet program (frequency, mean, standard deviation and independent t test was performed. Results: We say that no association was detected between branches (p>0.05. The means of assertiveness of swimmers and athletes were found 14.67±6.62, 12.70±4.67 respectively. Both swimming (19 person, %76 and athletics (25 person, %71.4 were seen shyness more than assertiveness. Conclusions: We think that branches of different sports may be alike effect on the assertiveness characteristics of the physically disabled individuals.

  9. The "State of Play" in Australia: Early Childhood Educators and Play-Based Learning

    Science.gov (United States)

    Sumsion, Jennifer; Grieshaber, Sue; McArdle, Felicity; Shield, Paul

    2014-01-01

    This article provides an overview of the Education Meets Play study that will investigate early childhood educators' use of play-based learning, now mandatory under the "National Quality Standard". By building on what can be gleaned about educators' approaches to play-based learning prior to the implementation of the "Early Years…

  10. Ludokrebs: playing with and learning energetic metabolism

    Directory of Open Access Journals (Sweden)

    A.V. Pereira

    2013-05-01

    Full Text Available Introduction: The teaching-learning process of the contents and processes involving metabolism in the disciplines of biochemistry is complex and abstract, with high number of connected simultaneous reactions. One strategy (that has been widely employed is the use of educational games (electronic or printed. In this work, a game called LudoKrebs, about ATP production, was developed and applied. It involves the glycolytic pathway, Krebs cycle and the electron transport chain. Material and Methods: The game was to provide a better way to understanding the main steps of ATP production, as well as the perception of the reactions simultaneity and interdependence. It was developed as a puzzle and two boards integrated (one inside the other. The two boards are played simultaneously. On the board outside, the player moves the pawn in order to raise essential cards so that the pawn of the internal tray can be moved completing the glycolytic pathway and the Krebs cycle. Also, on the external board, the players get pieces for assembling the puzzle collaboratively. The game was applied in a biochemistry discipline part of a distance course of Biological Sciences, and subsequently an online survey with questions has been applied, addressing educational, affective and technical aspects. Results and Discussion: The results indicated that the game contributed positively to learning, with good evaluations in all areas covered by the survey. It was also motivating and has contributed for the understanding of the dynamic processes, being the main reasons for this type of game design with simultaneous boards. Conclusions: The results of the building, implementation and evaluation of the game indicate the strategy as significant for learning as well as motivating, being an evidence for the development this kind of games for the theme to be continued.

  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 genetics moving forward: lessons learned from medical research.

    Science.gov (United States)

    Mattsson, C Mikael; Wheeler, Matthew T; Waggott, Daryl; Caleshu, Colleen; Ashley, Euan A

    2016-03-01

    Sports genetics can take advantage of lessons learned from human disease genetics. By righting past mistakes and increasing scientific rigor, we can magnify the breadth and depth of knowledge in the field. We present an outline of challenges facing sports genetics in the light of experiences from medical research. Sports performance is complex, resulting from a combination of a wide variety of different traits and attributes. Improving sports genetics will foremost require analyses based on detailed phenotyping. To find widely valid, reproducible common variants associated with athletic phenotypes, study sample sizes must be dramatically increased. One paradox is that in order to confirm relevance, replications in specific populations must be undertaken. Family studies of athletes may facilitate the discovery of rare variants with large effects on athletic phenotypes. The complexity of the human genome, combined with the complexity of athletic phenotypes, will require additional metadata and biological validation to identify a comprehensive set of genes involved. Analysis of personal genetic and multiomic profiles contribute to our conceptualization of precision medicine; the same will be the case in precision sports science. In the refinement of sports genetics it is essential to evaluate similarities and differences between sexes and among ethnicities. Sports genetics to date have been hampered by small sample sizes and biased methodology, which can lead to erroneous associations and overestimation of effect sizes. Consequently, currently available genetic tests based on these inherently limited data cannot predict athletic performance with any accuracy. Copyright © 2016 the American Physiological Society.

  13. A Comparison between Learning Style Preferences, Gender, Sport and Achievement in Elite Team Sport Athletes

    Directory of Open Access Journals (Sweden)

    Andrea Braakhuis

    2015-11-01

    Full Text Available Athletes have preferences for the way in which they internalize and process information, whether that is visual, aural, by-doing (kinesthetic, reading or a mixture of preferences. Health professionals that interact with athletes rarely consider the individual learning style prior to any communication or education, despite mounting evidence for the benefits of learning-style tailored education. The aim of this study was to characterize athletes with regards to their preferred learning style. Athletes (n = 93 from 24 sports and various sport achievement levels completed a questionnaire, including the visual (V, auditory (A, reading/writing (R, kinesthetic (K/(VARK Questionnaire for Athletes. Questionnaire outcomes were analysed by X2 analysis on SPSS. The main findings were: (1 very few athletes have a visual learning-style preference; (2 there was a significant relationship between gender and VARK preference (X2 = 13.84, p = 0.003; (3 and between athletic status and VARK preference (X2 = 9.2, p = 0.025; (4 there was a trivial association between individual/ team sport athletes and assessed VARK preference (X2 = 3.95, p = 0.265. Our findings show significant variation in learning-style preference between males and females, and those of different athletic status. Health professionals should be aware of the inadequacy of visual information presentation when working with athletes. Furthermore, health professionals working with elite and female athletes should be comfortable using a mixture of learning styles (multi-modal.

  14. Playing with Mathematics: Play in Early Childhood as a Context for Mathematical Learning

    Science.gov (United States)

    Mathematics Education Research Group of Australasia, 2010

    2010-01-01

    Play is an essential part of young children's lives. This symposium highlights the integral role of play in young children's mathematics learning and examines the teacher's role in facilitating and extending this. Papers examine key tenets of play, contributing to theoretical understandings and presenting data on teacher's perceptions of play and…

  15. Male Patient Visits to the Emergency Department Decline During the Play of Major Sporting Events

    Directory of Open Access Journals (Sweden)

    Jerrard, David A

    2009-05-01

    Full Text Available OBJECTIVES: To study whether emergency department (ED visits by male patients wane simultaneously with the play of scheduled professional and college sports events.METHODS: Retrospective cohort analysis looked at ED male patient registration rates during a time block lasting from two hours before, during, and two hours after the play of professional football games (Monday night, Sundays, post-season play, major league baseball, and a Division I college football and basketball team, respectively. These registration rates were compared to rates at similar times on similar days of the week during the year devoid of a major sporting contest. Games were assumed to have a play time of three hours. Data was collected from April 2000 through March 2003 at an urban academic ED seeing 33,000 male patients above the age of 18 years annually.RESULTS: A total of 782 games were identified and used for purposes of the study. Professional football game dates had a mean of 17.9 males (95% confidence interval [CI] 17.4-18.4 registering vs. 26.8 males (95% CI 25.9-27.6 on non-game days. A registration rate for major league baseball was 18.4 patients (95% CI 17.6-18.4. The mean for registration on comparable non-game days was 23.9 patients (95% CI 22.8-24.3. For the regional Division I college football team, the mean number of patients registering on game days and non-game days was 21.7 (95% CI 20.9-22.4 and 23.4 (95% CI 22.9-23.7, respectively. Division I college basketball play for game and non-game days had mean rates of registration of 14.5 (95% CI 13.9-15.1 and 15.5 (95% CI 15.1-15.9 patients, respectively. For all sports dates collectively, a comparison of two means yielded a mean of 18.2 patients (95% CI 17.4-18.8 registering during the study hours on game days vs. 23.3 patients (95% CI 22.0-23.7 on non-game days. The mean difference was 5.1 patients (95% CI 3.7 to 7.0 with p < .000074.CONCLUSION: Male patient visits to the ED decline during major sporting

  16. Metaphoric Perceptions of the Students of the Sports Sciences Faculty Regarding the Concept of Fair-Play

    Science.gov (United States)

    Çaglayan, Hakan Salim; Gül, Özgür

    2017-01-01

    The objective of this study is to reveal the perceptions of the students of the sports sciences faculty regarding the concept of "Fair-Play" by means of metaphors. 275 students [male[subscript (n = 173)], female [subscript (n = 102)

  17. On-field management and return-to-play in sports-related concussion in children: Are children managed appropriately?

    Science.gov (United States)

    Haran, Harini P; Bressan, Silvia; Oakley, Ed; Davis, Gavin A; Anderson, Vicki; Babl, Franz E

    2016-03-01

    On-field management and return-to-play guidelines aim to ensure the identification and appropriate management of the concussed athlete. Compliance with current guidelines in many settings is unknown. We assessed whether key components of current concussion guidelines are being followed in child athletes. Prospective observational study. Data were collected from children (5-18 years) presenting to a paediatric emergency department with sport-related concussion via researcher-administered surveys in the emergency department and during a follow up phone call. On hospital discharge all patients received a return to sports fact sheet based on the International Concussion in Sports Group. Ninety-three had sustained a concussion (mean age 12.7 (±0.27) years, 83% male). Sports played included Australian Football (47%), soccer (12%), rugby (9%) basketball (8%), other (25%). 82% participated in organised sports. Concussive signs or symptoms included loss of consciousness (41%), disorientation (36%), vomiting (23%), amnesia (30%), headache (60%). For concussive injury in organised sports (n=76), overall 42% were not managed according to recommended guidelines: 19% were not immediately removed from play, 29% were allowed to return to play on the same day and 27% were not assessed by qualified personnel. 93% of parents and 96% of patients were unaware of concussion or return-to-play guidelines from their organisations. Overall, 72% were compliant with provided return-to-play guidelines. Many children with sports related-concussion are not formally assessed on-field and continue to play. On-field concussion management and return to play practices are often suboptimal. Awareness and education of coaches, teachers, parents and children need to be improved. Copyright © 2015 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  18. Knowledge Sharing Practice in a Play-Like Learning Environment

    DEFF Research Database (Denmark)

    Benjaminsen, Nana

    2007-01-01

    The topic of this paper is play-like learning as it occurs when technology based learning environments is invited into the classroom. Observations of 5th grade classes playing with Lego Robolab, is used to illustrate that different ways of learning becomes visible when digital technology...

  19. 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...

  20. A National Sports Institute as a Learning Culture

    Science.gov (United States)

    Lee, Jessica; Price, Nathan

    2016-01-01

    Background and purpose: The aim of this study was to describe the learning culture for elite athletes who resided at the Australian Institute of Sport (AIS) from the perspective of the athletes themselves. As a government entity, the AIS is highly regulated by policies and strategies concerning allocation of funding, facilities, services, and…

  1. Learning to Play Efficient Coarse Correlated Equilibria

    KAUST Repository

    Borowski, Holly P.

    2018-03-10

    The majority of the distributed learning literature focuses on convergence to Nash equilibria. Coarse correlated equilibria, on the other hand, can often characterize more efficient collective behavior than even the best Nash equilibrium. However, there are no existing distributed learning algorithms that converge to specific coarse correlated equilibria. In this paper, we provide one such algorithm, which guarantees that the agents’ collective joint strategy will constitute an efficient coarse correlated equilibrium with high probability. The key to attaining efficient correlated behavior through distributed learning involves incorporating a common random signal into the learning environment.

  2. Learning, Play, and Your 8- to 12-Month-Old

    Science.gov (United States)

    ... Staying Safe Videos for Educators Search English Español Learning, Play, and Your 8- to 12-Month-Old ... these next few months. What Is My Child Learning? Your little one will make great strides in ...

  3. Playing styles based on experiential learning theory

    NARCIS (Netherlands)

    Bontchev, Boyan; Vassileva, Dessislava; Aleksieva-Petrova, Adelina; Petrov, Milen

    2018-01-01

    In recent years, many researchers have reported positive outcomes and effects from applying computer games to the educational process. The main preconditions for an effective game-based learning process include the presence of high learning interest and the desire to study hard. Therefore,

  4. Learning through Play: Portraits, Photoshop, and Visual Literacy Practices

    Science.gov (United States)

    Honeyford, Michelle A.; Boyd, Karen

    2015-01-01

    Play has a significant role in language and literacy learning. However, even when valued in schools, opportunities for play are limited beyond early childhood education. This study of an after-school program for adolescents looks closely at several forms of play that students engaged in to produce self-portraits. The study suggests that play and…

  5. Cats and Portals: Video Games, Learning, and Play

    Science.gov (United States)

    Gee, James Paul

    2008-01-01

    The author builds on arguments he has made elsewhere that good commercial video games foster deep learning and problem solving and that such games in fact promote mastery as a form of play. Here he maintains that some good video games engage players with an important type of play, namely of play as discovery, of play as surmising new possibilities…

  6. "If You Let Me Play Sports": How Might Sport Participation Influence the Self-Esteem of Adolescent Females?

    Science.gov (United States)

    Richman, Erin L.; Shaffer, David R.

    2000-01-01

    Investigated links between female precollege sport participation and college self-esteem. Students surveys indicated that participation in sports positively correlated with body image, perceived physical competencies, gender identity, global self-esteem, and other psychosocial variables, thus predicting college self-esteem. In the absence of such…

  7. The Effects of Playing Multiple High School Sports on National Basketball Association Players' Propensity for Injury and Athletic Performance.

    Science.gov (United States)

    Rugg, Caitlin; Kadoor, Adarsh; Feeley, Brian T; Pandya, Nirav K

    2018-02-01

    Athletes who specialize in their sport at an early age may be at risk for burnout, overuse injury, and reduced attainment of elite status. Timing of sport specialization has not been studied in elite basketball athletes. National Basketball Association (NBA) players who played multiple sports during adolescence would be less likely to experience injury and would have higher participation rates in terms of games played and career length compared with single-sport athletes. Descriptive epidemiology study. First-round draft picks from 2008 to 2015 in the NBA were included in the study. From publically available records from the internet, the following data were collected for each athlete: participation in high school sports, major injuries sustained in the NBA, percentage of games played in the NBA, and whether the athlete was still active in the NBA. Athletes who participated in sports in addition to basketball during high school were defined as multisport athletes and were compared with athletes who participated only in basketball in high school. Two hundred thirty-seven athletes were included in the study, of which 36 (15%) were multisport athletes and 201 (85%) were single-sport athletes in high school. The multisport cohort played in a statistically significantly greater percentage of total games (78.4% vs 72.8%; P NBA (94% vs 81.1%; P = .03). While a minority of professional basketball athletes participated in multiple sports in high school, those who were multisport athletes participated in more games, experienced fewer major injuries, and had longer careers than those who participated in a single sport. Further research is needed to determine the reasons behind these differences.

  8. Learning to Play Efficient Coarse Correlated Equilibria

    KAUST Repository

    Borowski, Holly P.; Marden, Jason R.; Shamma, Jeff S.

    2018-01-01

    The majority of the distributed learning literature focuses on convergence to Nash equilibria. Coarse correlated equilibria, on the other hand, can often characterize more efficient collective behavior than even the best Nash equilibrium. However

  9. Motivation and Learning Engagement through Playing Math Video Games

    Science.gov (United States)

    Barreto, Daisyane; Vasconcelos, Lucas; Orey, Michael

    2017-01-01

    Purpose: With video games being a source of leisure and learning, educators and researchers alike are interested in understanding children's motivation for playing video games as a way to learn. This study explores student motivation and engagement levels in playing two math video games in the game "Club Penguin." Method: This is a…

  10. How play enhances creativity in problem based learning

    DEFF Research Database (Denmark)

    Thorsted, Ann Charlotte

    2015-01-01

    This article draws on 20 Danish university students’ reflections in and on a Problem-based Learning process (PBL). The study showed how a more playful approach changed how the students collaborated, communicated, and approached a given task. They felt more creative, open minded and engaged compared...... between play and creativity in higher education learning processes?...

  11. 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.

  12. Why Play Sports? How Organized Sports Participation Can Contribute to the Healthy Development of Adolescent Hispanic Girls

    Directory of Open Access Journals (Sweden)

    Megan A. Horst

    2008-12-01

    Full Text Available This study addressed the research question, “What is meaningful to Hispanic girls about their organized sports participation during the first year of high school?” Purposeful sampling (Maxwell, 1996 was used to select 15 9th-grade girls to participate in individual interviews about their organized sport participation. Transcripts were analyzed via inductive coding. Findings showed that organized sports offered Hispanic girls in this sample a venue for healthy youth development, including opportunities for the “5 C’s” – competence, confidence, connection, character, and caring (Lerner, Fisher, & Weinberg, 2000. This article highlights the salience of connection, caring, and competence in adolescent Hispanic girls’ organized sports experiences. Insights from girls’ narratives may help coaches and other educators structure athletic programs to best meet the needs of Hispanic girls during adolescence (AAUW, 1991; Brown & Gilligan, 1992; Erkut, Fields, Sing, & Marx, 1996; Gil & Vazquez, 1996; Sadker & Sadker, 1994.

  13. Professional development in sport psychology : relating learning experiences to learning outcomes

    NARCIS (Netherlands)

    Hutter, R. I. (Vana); Oldenhof-Veldman, Tanja; Pijpers, J. R. (Rob); Oudejans, Raôul R.D.

    2017-01-01

    To enhance the training of sport psychology consultants, it is important to know which learning experiences are useful for which components of professional development. We interviewed 15 novice consultants on their learning experiences related to 13 different topics. Traditional learning experiences

  14. Innovation and learning facilitated by play

    DEFF Research Database (Denmark)

    Hansen, Poul H. Kyvsgård; O´Connor, Rory

    2008-01-01

    "This paper describes an approach to facilitate interaction between students and industrial companies in a problem based learning environment. The approach is adapted from a methodology developed at the LEGO Company and relies on an improved ability to communicate complex problems when using...

  15. Relationships Play Primary Role in Boys' Learning

    Science.gov (United States)

    Reichert. Michael; Hawley. Richard

    2013-01-01

    There is a pantheon of literature and popular panic pointing toward the academic ascent of girls and the decline of boys. On the contrary, the reality is different: Boys are learning and succeeding in many places. Two studies find that the places where boys excel have several common characteristics, including teachers who relate to the boys…

  16. Learning Recycling from Playing a Kinect Game

    Science.gov (United States)

    González Ibánez, José de Jesús Luis; Wang, Alf Inge

    2015-01-01

    The emergence of gesture-based computing and inexpensive gesture recognition technology such as the Kinect have opened doors for a new generation of educational games. Gesture based-based interfaces make it possible to provide user interfaces that are more nature and closer to the tasks being carried out, and helping students that learn best…

  17. Children's Perspectives of Play and Learning for Educational Practice

    Science.gov (United States)

    Theobald, Maryanne; Danby, Susan; Einarsdóttir, Jóhanna; Bourne, Jane; Jones, Desley; Ross, Sharon; Knaggs, Helen; Carter-Jones, Claire

    2015-01-01

    Play as a learning practice increasingly is under challenge as a valued component of early childhood education. Views held in parallel include confirmation of the place of play in early childhood education and, at the same time, a denigration of the role of play in favor for more teacher-structured and formal activities. As a consequence,…

  18. Learning by playing, animating words and images

    DEFF Research Database (Denmark)

    Carpe Pérez, Inmaculada Concepción; Pedersen, Hanne

    2015-01-01

    ? Visual narrative is a "language" as valid as writing or speaking. Sometimes, a more valuable tool when there's an impediment to use verbal communication. Animation is a feeling and visual thinking media which allows us to "translate" words into images, sentences into stories and scripts into movies....... It teaches visual literacy, as any other curricula, together with emotional intelligence. It's a source of knowledge and for producing knowledge. Not only educators but filmmakers, as George Lucas or Martin Scorsese, agree in the importance of teaching how to read images, in the same way we are taught....... The persisting vision). We are aware of the resistance that alternative learning tools suffer from the most traditional school systems, as Sir Ken Robinson claims; we need to change the old teachings paradigms. At the Animated Learning Lab, together, with some of the newest results from other schools...

  19. Children Learning to Use Technologies through Play: A Digital Play Framework

    Science.gov (United States)

    Bird, Jo; Edwards, Susan

    2015-01-01

    Digital technologies are increasingly acknowledged as an important aspect of early childhood education. A significant problem for early childhood education has been how to understand the pedagogical use of technologies in a sector that values play-based learning. This paper presents a new framework to understand how children learn to use…

  20. Role-playing in the problem-based learning class.

    Science.gov (United States)

    Chan, Zenobia C Y

    2012-01-01

    Learning and teaching have been conceptualized and executed in many styles, such as self-learning, peer learning, and interaction between the learner and mentor. Today, openness to alternative ideas and embracing innovative approaches in nursing education are encouraged in order to meet students' learning interests and needs, and to address ever-changing healthcare requests. Problem-based learning has been widely adopted in nursing education, with various positive effects on students' learning, such as motivated learning, team work, problem-solving skills and critical thinking. Role-plays have been demonstrated as an effective learning strategy that includes an active and experiential feature that facilitates students' autonomy in their health-related learning. However, there is a lack of discussion of whether and how role-play can be used in problem-based learning (PBL). This paper shows the development of a classroom-based innovation using role-play in the PBL class for higher diploma year-one nurse students (a total of 20 students, five per group). This paper consists of five sections: a) the literature on PBL and nurse education, and role-plays as the innovation; b) the PBL case scenario with the illustration of the two role-play scripts, c) student evaluation on role-play in the PBL class; d) discussions on both achievements and limitations of this innovation, and e) the conclusion. It is hoped that this paper will be an example to other nurse educators who are keen on exploring interactive and student-driven learning and teaching strategies in the PBL class. Copyright © 2011 Elsevier Ltd. All rights reserved.

  1. Designing for Learning and Play - The Smiley Model as Framework

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2016-01-01

    digital games. The Smiley Model inspired and provided a scaffold or a heuristic for the overall gamified learning design –- as well as for the students’ learning game design processes when creating small games turning the learning situation into an engaging experience. The audience for the experiments......This paper presents a framework for designing engaging learning experiences in games – the Smiley Model. In this Design-Based Research project, student-game-designers were learning inside a gamified learning design - while designing and implementing learning goals from curriculum into the small...... was adult upper secondary general students as well as 7th grade primary school students. The intention with this article is to inspire future learning designers that would like to experiment with integrating learning and play....

  2. Reinforcement Learning in the Game of Othello: Learning Against a Fixed Opponent and Learning from Self-Play

    NARCIS (Netherlands)

    van der Ree, Michiel; Wiering, Marco

    2013-01-01

    This paper compares three strategies in using reinforcement learning algorithms to let an artificial agent learnto play the game of Othello. The three strategies that are compared are: Learning by self-play, learning from playing against a fixed opponent, and learning from playing against a fixed

  3. Cooperative learning with role play in Chinese pharmacology education.

    Science.gov (United States)

    Wang, Jun; Hu, Xiamin; Xi, Jinglei

    2012-03-01

    Cooperative learning (CL) and role play are both efficient educational tools for enhancing Chinese student active learning and communication skills. This study was designed to obtain student feedback on the format of CL together with role play in the study of pharmacology in Chinese pharmaceutical undergraduates. CL was used in the self-study of new drugs used clinically but neglected in textbook and class teaching, so that groups of students were assigned to become "specialists" in one area of new drugs. Then, these "specialists" taught their new-found knowledge to other groups in role play approach involving an interaction between the pharmacist and a patient. Student perceptions of CL together with role play were examined using an eight-item survey instrument. Students were satisfied with CL together with role play. Majority of the students believed this teaching method enhanced their learning experience, made them gain more pharmacological expertise, increased the awareness of their career in future and self-educational abilities, and fostered their cooperation spirit and confidence. The materials on CL and role play were also believed pertinent. Only 63.4-76.5% and 63.1-37.3% of the students thought "CL and role-play were very funny" and "I felt very relaxed during CL together with role-play", respectively. CL together with role play is an efficient educational tool for enhancing student active-learning and communication skills. But Chinese students will take some time to adapt to this new teaching method.

  4. The virtual education of antidoping as a strategy to develop the culture of fair play in the Mexican sport: a gender study

    Directory of Open Access Journals (Sweden)

    Omar Iván Gavotto Nogales

    2014-06-01

    Full Text Available The purpose of this study is to analyze the level of knowledge and awareness on doping among elite female athletes in Mexico in order to educate women athletes and training teams on fair play, through psychopedagogical actions that facilitate meaningful learning, preventing athletes from voluntarily or involuntarily using prohibited methods or substances. The main question that guided the research was: What level of knowledge and awareness on doping do elite female athletes have in Mexico? For the field research, we designed a questionnaire with 22 questions to explore the level of knowledge and awareness that elite athletes belonging to the State or National team sports of gymnastics, archery, and field hockey have. The answers show that not much is known about some aspects of doping, and this reveals the need for further education on antidoping programs. It is stated that this ignorance on the matter is a threat to athletes who may unconsciously use prohibited substances and methods in sport.

  5. Police Bodies and Police Minds: Professional Learning through Bodily Practices of Sport Participation

    Science.gov (United States)

    Lindberg, Ola; Rantatalo, Oscar; Stenling, Cecilia

    2017-01-01

    The purpose of this paper is to contribute to the literature concerned with bodily perspectives on professional learning by reporting on a study of Swedish police officers' sport participation as a form of occupational learning. The study seeks to answer how ideals of work practice and sport participation intersect, how professional learning is…

  6. Learning Physics through Play in an Augmented Reality Environment

    Science.gov (United States)

    Enyedy, Noel; Danish, Joshua A.; Delacruz, Girlie; Kumar, Melissa

    2012-01-01

    The Learning Physics through Play Project (LPP) engaged 6-8-year old students (n = 43) in a series of scientific investigations of Newtonian force and motion including a series of augmented reality activities. We outline the two design principles behind the LPP curriculum: 1) the use of socio-dramatic, embodied play in the form of participatory…

  7. Cognitive Play and Mathematical Learning in Computer Microworlds.

    Science.gov (United States)

    Steffe, Leslie P.; Wiegel, Heide G.

    1994-01-01

    Uses the constructivist principle of active learning to explore the possibly essential elements in transforming a cognitive play activity into mathematical activity. Suggests that for such transformation to occur, cognitive play activity must involve operations of intelligence that, yield situations of mathematical schemes. Illustrates the…

  8. Moving into and out of High-Performance Sport: The Cultural Learning of an Artistic Gymnast

    Science.gov (United States)

    Barker-Ruchti, Natalie; Schubring, Astrid

    2016-01-01

    Background: High-performance sport has been described as a formative environment through which athletes learn sporting skills but also develop athletic selves. Within this process, career movements related to selection for and de-selection from representative teams constitute critical moments. Further, retirement from sport can be problematic as…

  9. 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

  10. Perceiving patterns of play in dynamic sport tasks: investigating the essential information underlying skilled performance.

    Science.gov (United States)

    Willams, A Mark; Hodges, Nicola J; North, Jamie S; Barton, Gabor

    2006-01-01

    The perceptual-cognitive information used to support pattern-recognition skill in soccer was examined. In experiment 1, skilled players were quicker and more accurate than less-skilled players at recognising familiar and unfamiliar soccer action sequences presented on film. In experiment 2, these action sequences were converted into point-light displays, with superficial display features removed and the positions of players and the relational information between them made more salient. Skilled players were more accurate than less-skilled players in recognising sequences presented in point-light form, implying that each pattern of play can be defined by the unique relations between players. In experiment 3, various offensive and defensive players were occluded for the duration of each trial in an attempt to identify the most important sources of information underpinning successful performance. A decrease in response accuracy was observed under occluded compared with non-occluded conditions and the expertise effect was no longer observed. The relational information between certain key players, team-mates and their defensive counterparts may provide the essential information for effective pattern-recognition skill in soccer. Structural feature analysis, temporal phase relations, and knowledge-based information are effectively integrated to facilitate pattern recognition in dynamic sport tasks.

  11. Case studies and role play: learning strategies in nursing.

    Science.gov (United States)

    Cogo, Ana Luísa Petersen; Pai, Daiane Dal; Aliti, Graziella Badin; Hoefel, Heloísa Karnas; Azzolin, Karina de Oliveira; Busin, Lurdes; Unicovsky, Margarita Ana Rubin; Kruse, Maria Henriqueta Luce

    2016-01-01

    to report professors' experience in a public university of Southern region of Brazil using case studies and role play as learning strategies for nursing care of hospitalized adults. learning experience report from the Nursing Care of Adults I class of nursing undergraduate course. the development of case studies and role play considered health care needs from epidemiological profile of chronic noncommunicable diseases morbidity and mortality, nursing as an assisting method, and social aspects of hospitalized individuals. Role play planning was made by creating a stage in laboratory of practices and dialogues comprising students and professors interaction. case studies and role play encouraged students to active search for learning and brought theory closer to real health care situations.

  12. Beyond the playing field: experiences of sport, social capital and integration among Somalis in Australia

    NARCIS (Netherlands)

    Spaaij, R.

    2012-01-01

    This paper explores the role of recreational sport as a means and marker of social integration by analysing the lived experiences of Somali people from refugee backgrounds with sport. Drawing on a three-year multi-sided ethnography, the paper examines the extent to and ways in which participation in

  13. 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…

  14. Mild Traumatic Brain Injury: Lessons Learned from Clinical, Sports, and Combat Concussions

    Directory of Open Access Journals (Sweden)

    Judy C. Kelly

    2012-01-01

    Full Text Available Over the past forty years, a tremendous amount of information has been gained on the mechanisms and consequences of mild traumatic brain injuries. Using sports as a laboratory to study this phenomenon, a natural recovery curve emerged, along with standards for managing concussions and returning athletes back to play. Although advances have been made in this area, investigation into recovery and return to play continues. With the increase in combat-related traumatic brain injuries in the military setting, lessons learned from sports concussion research are being applied by the Department of Defense to the assessment of blast concussions and return to duty decision making. Concussion management and treatment for military personnel can be complicated by additional combat related stressors not present in the civilian environment. Cognitive behavioral therapy is one of the interventions that has been successful in treating symptoms of postconcussion syndrome. While we are beginning to have an understanding of the impact of multiple concussions and subconcussive blows in the sports world, much is still unknown about the impact of multiple blast injuries.

  15. Leading from the Centre: A Comprehensive Examination of the Relationship between Central Playing Positions and Leadership in Sport

    Science.gov (United States)

    Haslam, S. Alexander; Mallett, Cliff J.; Steffens, Niklas K.; Peters, Kim; Boen, Filip

    2016-01-01

    Research aims The present article provides a comprehensive examination of the relationship between playing position and leadership in sport. More particularly, it explores links between leadership and a player’s interactional centrality—defined as the degree to which their playing position provides opportunities for interaction with other team members. This article examines this relationship across different leadership roles, team sex, and performance levels. Results Study 1 (N = 4443) shows that athlete leaders (and the task and motivational leader in particular) are more likely than other team members to occupy interactionally central positions in a team. Players with high interactional centrality were also perceived to be better leaders than those with low interactional centrality. Study 2 (N = 308) established this link for leadership in general, while Study 3 (N = 267) and Study 4 (N = 776) revealed that the same was true for task, motivational, and external leadership. This relationship is attenuated in sports where an interactionally central position confers limited interactional advantages. In other words, the observed patterns were strongest in sports that are played on a large field with relatively fixed positions (e.g., soccer), while being weaker in sports that are played on a smaller field where players switch positions dynamically (e.g., basketball, ice hockey). Beyond this, the pattern is broadly consistent across different sports, different sexes, and different levels of skill. Conclusions The observed patterns are consistent with the idea that positions that are interactionally central afford players greater opportunities to do leadership—either through communication or through action. Significantly too, they also provide a basis for them to be seen to do leadership by others on their team. Thus while it is often stated that “leadership is an action, not a position,” it is nevertheless the case that, when it comes to performing that

  16. TOOLS FOR COLABORATIVE LEARNING: A ROLE-PLAYING PRACTICE

    Directory of Open Access Journals (Sweden)

    Marta Ortiz-de-Urbina Criado

    2010-11-01

    Full Text Available Role-playing is an active participation tool that facilitates cooperative learning. It has also proved to be more effective in developing competencies than traditional methods. This technique is essential to make theory and practice compatible as is required in order to adapt subjects to the new education system based on the Bolonia’s agreement, especially in Social Sciences disciplines. Consequently, the objective of this paper is to show the effect and use of role-playing applied to management area. Therefore, we analyze and design the role-playing, putting it in practice in the classroom in Human Resource Management subject of different academic degrees. To conclude, this paper has shown the importance of role-playing as a learning tool and development of skills like work cooperation, problem and conflict solving, decision making, and managing complex systems.

  17. The Relative Fitness Value of Sports Played by Canadian Forces Personnel,

    Science.gov (United States)

    1982-01-01

    the competitors, the sports were ranked in the following descending order: (for males) volleyball, marathon running, hockey, broomball, badminton ...competitors who participated in the final CF championship events in the following sports: Male participants - badminton bowling broomball curling hockey...Age Height Weight (yrs) (cU) (kg) Badminton 67 38 * 8 174 t 6 76 t 8 Bowling 40 39 t 6 173 t 6 78 t 11 Broomball 85 29 6 175 t 7 76 k 9 Curling 13 33

  18. 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...

  19. Children's Play and Culture Learning in an Egalitarian Foraging Society.

    Science.gov (United States)

    Boyette, Adam H

    2016-05-01

    Few systematic studies of play in foragers exist despite their significance for understanding the breadth of contexts for human development and the ontogeny of cultural learning. Forager societies lack complex social hierarchies, avenues for prestige or wealth accumulation, and formal educational institutions, and thereby represent a contrast to the contexts of most play research. Analysis of systematic observations of children's play among Aka forest foragers (n = 50, ages 4-16, M = 9.5) and Ngandu subsistence farmers (n = 48, ages 4-16, M = 9.1) collected in 2010 illustrates that while play and work trade off during development in both groups, and consistent patterns in sex-role development are evident, Aka children engage in significantly less rough-and-tumble play and competitive games than children among their socially stratified farming neighbors. © 2016 The Authors. Child Development © 2016 Society for Research in Child Development, Inc.

  20. Children's Play and Culture Learning in an Egalitarian Foraging Society

    Science.gov (United States)

    Boyette, Adam H.

    2016-01-01

    Few systematic studies of play in foragers exist despite their significance for understanding the breadth of contexts for human development and the ontogeny of cultural learning. Forager societies lack complex social hierarchies, avenues for prestige or wealth accumulation, and formal educational institutions, and thereby represent a contrast to…

  1. Provisions for Outdoor Play and Learning in Slovene Preschools

    Science.gov (United States)

    Kos, Marjanca; Jerman, Janez

    2013-01-01

    This study examined play and learning in the natural environment and on the playgrounds of Slovene preschools. It included 140 preschool teachers and 264 parents of children who attended preschools in 21 Slovene towns. Data were collected through questionnaires with questions referring to time spent outdoors, children's outdoor activities,…

  2. A reflection on using play to facilitate learning

    Directory of Open Access Journals (Sweden)

    Margaret Martin

    2016-05-01

    Full Text Available Background: At the South Eastern Sydney Local Health District Nursing and Midwifery Practice and Workforce Unit, we use the framework of CARE (a compound acronym of Capacity, cApability, collaboRation and culturE to inform all aspects of work. The principles of practice development (Manley et al., 2008 also inform our work, a major focus of which is the use of coaching, action learning sets and active learning techniques. The use of questions and questioning is key to these. These techniques are part of our person-centred approach to professional development and learning. This article describes my reflections, using Gibbs’ model (1988, on the development of a questioning tool aimed at enhancing learning through play. The tool is an origami ‘chatterbox’, which was originally developed as part of a ‘poster’ presentation at the 2014 International Practice Development Conference in Toronto. Aims and objectives: This article aims to share a critical reflection on developing and using the chatterbox and to describe how this experience led to deeper reflections on the role of play in adult learning. Conclusions and implications for practice: The chatterbox has provided a simple and effective tool for introducing, practising and reinforcing the use of enabling questions. Its development allowed the categorisation of enabling questions. Personal reflections undertaken as part of the development of the tool inspired me to explore the literature about the role of play in adult learning. It has implications for supporting the learning of people who are interested in using enabling questions, by increasing their skill and confidence.

  3. Sports dance artistic expression culture analysis

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    Chen Zegang

    2017-01-01

    Full Text Available At present, the sports dance has entered every stage of the people’s life, has become the public’s favorite sport. Sports dance has been well developed. This article mainly uses the literature material law to carry on the detailed analysis to the sports dance constitution, elaborated in detail the sports dance artistic expression. The composition of sports dance elements; sports dance is a form of dance art show; sports dance through the dance art can be divided into three aspects, namely, form, music, shape of the expressive force. In this paper, the study will be more in-depth excavation of the cultural connotation of sports dance, and promote the development of sports dance can be more comprehensive. In 20s of last century, Chinese Sports Dance Association officially joined the International Sports Dance Association, which also makes our country’s sports dance and international exchange more frequent. However, due to China’s sports dance sports dance learning time is not long, while learning is influenced by Chinese traditional culture, the sports dance movements are too conservative, there is a very large gap and international enthusiasm, bold and unrestrained, the pursuit of individual sports dance in the dance style, music and performance hand. Sports dance originated from abroad, it is produced in the daily life of people in foreign countries. China’s domestic sports dance players in learning dance at the same time, the production and the connotation of dance is not very understanding, therefore, it is difficult to better reflect the emotional expression of sports dance. Although the sports dance is a kind of similar to the competitive projects, but it is also a kind of dance culture, and to constitute a force from the dance art show a detailed study, detailed mining playing officer of sports dance performance further, reducing China’s sports dance and international sports dance gap.

  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. Learning about water resource sharing through game play

    Science.gov (United States)

    Ewen, Tracy; Seibert, Jan

    2016-10-01

    Games are an optimal way to teach about water resource sharing, as they allow real-world scenarios to be enacted. Both students and professionals learning about water resource management can benefit from playing games, through the process of understanding both the complexity of sharing of resources between different groups and decision outcomes. Here we address how games can be used to teach about water resource sharing, through both playing and developing water games. An evaluation of using the web-based game Irrigania in the classroom setting, supported by feedback from several educators who have used Irrigania to teach about the sustainable use of water resources, and decision making, at university and high school levels, finds Irrigania to be an effective and easy tool to incorporate into a curriculum. The development of two water games in a course for masters students in geography is also presented as a way to teach and communicate about water resource sharing. Through game development, students learned soft skills, including critical thinking, problem solving, team work, and time management, and overall the process was found to be an effective way to learn about water resource decision outcomes. This paper concludes with a discussion of learning outcomes from both playing and developing water games.

  6. Learning about water resource sharing through game play

    Directory of Open Access Journals (Sweden)

    T. Ewen

    2016-10-01

    Full Text Available Games are an optimal way to teach about water resource sharing, as they allow real-world scenarios to be enacted. Both students and professionals learning about water resource management can benefit from playing games, through the process of understanding both the complexity of sharing of resources between different groups and decision outcomes. Here we address how games can be used to teach about water resource sharing, through both playing and developing water games. An evaluation of using the web-based game Irrigania in the classroom setting, supported by feedback from several educators who have used Irrigania to teach about the sustainable use of water resources, and decision making, at university and high school levels, finds Irrigania to be an effective and easy tool to incorporate into a curriculum. The development of two water games in a course for masters students in geography is also presented as a way to teach and communicate about water resource sharing. Through game development, students learned soft skills, including critical thinking, problem solving, team work, and time management, and overall the process was found to be an effective way to learn about water resource decision outcomes. This paper concludes with a discussion of learning outcomes from both playing and developing water games.

  7. The Outsourcing of Health, Sport and Physical Educational Work: A State of Play

    Science.gov (United States)

    Williams, Benjamin James; Hay, Peter James; Macdonald, Doune

    2011-01-01

    Background: The outsourcing of health, sport and physical educational (HSPE) work has been a feature of physical education (PE) "futures talk" for over 20 years. However, HSPE work outsourcing has been the focus of little empirical research and only occasional commentary. That small amount of empirical research that has been conducted…

  8. Sports Safety

    Science.gov (United States)

    Playing sports can be fun, but it can also be dangerous if you are not careful. You can help ... you are healthy before you start playing your sport Wearing the right shoes, gear, and equipment Drinking ...

  9. Playing together: the role of sport organisations in supporting migrants’ integration

    Directory of Open Access Journals (Sweden)

    Antonio Borgogni

    2015-01-01

    Full Text Available The paper presents the research methodology and the main findings of the study carried out to monitor and assess the UISP –the largest sport for all Italian association– national project named Diritti in campo (Rights in the field. The project had the overall goals to use sport-based programs to support the process of integration of migrants living in eight selected Italian cities. The aims of the research study were: the assessment of the impact of the project on migrants’ social inclusion; the identification of specific determinants for success of a program using sport as main mean of intervention; the proposition of a qualitative methodological approach in the domain of migration studies in Italy. The research methodology was based on the case-study paradigm (Yin, 2009 and combined several tools interpolating direct observations, semi-structured and in-depth interviews, focus groups, and documentary analysis. Based on the main findings of the study, eight specific determinants for success as well as four general organizational determinants were highlighted: the relevance of ludodiversity (Renson, 2004, the changes needed in the organizational culture, the requirement of an entire system of integration built as a network, the management of the spaces.

  10. Assessing the playing field: a prospective longitudinal study of internet sports gambling behavior.

    Science.gov (United States)

    LaBrie, Richard A; LaPlante, Debi A; Nelson, Sarah E; Schumann, Anja; Shaffer, Howard J

    2007-09-01

    Internet gambling is growing rapidly, as is concern about its possible effect on the public's health. This paper reports the results of the first prospective longitudinal study of actual Internet sports gambling behavior during eight study months. Data include recorded fixed-odds bets on the outcome of sporting contests and live-action bets on the outcome of events within contests for 40,499 Internet sports gambling service subscribers who enrolled during February 2005. We tracked the following primary gambling behaviors: daily totals of the number of bets made, money bet, and money won. We transformed these variables into measures of gambling involvement. We analyzed behavior for both fixed-odds and live-action bets. The median betting behavior of the 39,719 fixed-odds bettors was to place 2.5 bets of 4 euro (approximately $5.3 US) every fourth day during the median 4 months from first to last bet. This typical pattern incurred a loss of 29% of the amount wagered. The median betting behavior of the 24,794 live-action bettors was to place 2.8 wagers of 4 euro every fourth day during the median duration of 6 weeks at a loss of 18% of the amount wagered. We also examined the behavior of empirically determined groups of heavily involved bettors whose activity exceeded that of 99% of the sample.

  11. Sports Business Unit Meets Cross-Curricular Learning Goals: Grades 9-12

    Science.gov (United States)

    Curriculum Review, 2006

    2006-01-01

    A new online learning tool called the eCommSports Kit links a seven-step sports marketing curriculum with a school team to give students real-life experience in developing and executing a plan to boost game attendance. The kit, available through http://www.ecommsports.com, takes teens on a cross-curricular journey through conducting business…

  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. Sport and Re/creation: What Skateboarders Can Teach Us about Learning

    Science.gov (United States)

    Jones, Rodney H.

    2011-01-01

    This paper explores the role of digital media and creativity in the processes of learning that occur in groups of urban skateboarders. In particular, it examines how the production and consumption of amateur videos contribute to both skaters' mastery of the techniques of the sport and their integration into the culture of the sport. The data come…

  14. Teaching Sport Management Through Service-Learning: An Undergraduate Case Study.

    Science.gov (United States)

    Jackowski, Mick; Gullion, Laurie

    1998-01-01

    Students in an undergraduate sport management writing course experienced a service learning component via outreach with local sport organizations. Class instructors supported students and evaluated student logs, class presentations, student memorandums, product review, and interviews with agency personnel and students. Results indicated that…

  15. Can Visual Illusions Be Used to Facilitate Sport Skill Learning?

    Science.gov (United States)

    Cañal-Bruland, Rouwen; van der Meer, Yor; Moerman, Jelle

    2016-01-01

    Recently it has been reported that practicing putting with visual illusions that make the hole appear larger than it actually is leads to longer-lasting performance improvements. Interestingly, from a motor control and learning perspective, it may be possible to actually predict the opposite to occur, as facing a smaller appearing target should enforce performers to be more precise. To test this idea the authors invited participants to practice an aiming task (i.e., a marble-shooting task) with either a visual illusion that made the target appear larger or a visual illusion that made the target appear smaller. They applied a pre-post test design, included a control group training without any illusory effects and increased the amount of practice to 450 trials. In contrast to earlier reports, the results revealed that the group that trained with the visual illusion that made the target look smaller improved performance from pre- to posttest, whereas the group practicing with visual illusions that made the target appear larger did not show any improvements. Notably, also the control group improved from pre- to posttest. The authors conclude that more research is needed to improve our understanding of whether and how visual illusions may be useful training tools for sport skill learning.

  16. Are children who play a sport or a musical instrument better at motor imagery than children who do not?

    Science.gov (United States)

    Dey, Abhishikta; Barnsley, Nadia; Mohan, Rahul; McCormick, Marianne; McAuley, James H; Moseley, G Lorimer

    2012-10-01

    Playing a sport or a musical instrument is presumed to improve motor ability. One would therefore predict that children who play a sport or music are better at motor imagery tasks, which rely on an intact cortical proprioceptive representation and precise motor planning, than children who do not. The authors tested this prediction. This study involved an online questionnaire and then a motor imagery task. The task measured the reaction time (RT) and the accuracy for left/right-hand judgements in children aged 5 to 17 years. Forty pictured hands (20 left), held in various positions and rotated zero, 90°, 180° or 270°, were displayed on a screen. Participants indicated whether the displayed hands were left or right by pressing keys on a keyboard. Fifty-seven children (30 boys; mean±SD age=10±3.3 years) participated. The mean±SD RT was 3015.4±1330.0 ms and the accuracy was 73.9±16.6%. There was no difference in RT between children who played sport, music, neither or both (four-level one-way analysis of variance, p=0.85). There was no difference in accuracy between groups either (Kruskal-Wallis, p=0.46). In a secondary analysis, participants whose parents rated them as being 'clumsy' were no slower (n.s.) but were about 25% less accurate than those rated coordinated or very coordinated (pmusic is associated with better cortical proprioceptive representation and motor planning. Secondary analyses suggest that parent-rated clumsiness is negatively related to motor imagery performance.

  17. An actor-based model of social network influence on adolescent body size, screen time, and playing sports.

    Directory of Open Access Journals (Sweden)

    David A Shoham

    Full Text Available Recent studies suggest that obesity may be "contagious" between individuals in social networks. Social contagion (influence, however, may not be identifiable using traditional statistical approaches because they cannot distinguish contagion from homophily (the propensity for individuals to select friends who are similar to themselves or from shared environmental influences. In this paper, we apply the stochastic actor-based model (SABM framework developed by Snijders and colleagues to data on adolescent body mass index (BMI, screen time, and playing active sports. Our primary hypothesis was that social influences on adolescent body size and related behaviors are independent of friend selection. Employing the SABM, we simultaneously modeled network dynamics (friendship selection based on homophily and structural characteristics of the network and social influence. We focused on the 2 largest schools in the National Longitudinal Study of Adolescent Health (Add Health and held the school environment constant by examining the 2 school networks separately (N = 624 and 1151. Results show support in both schools for homophily on BMI, but also for social influence on BMI. There was no evidence of homophily on screen time in either school, while only one of the schools showed homophily on playing active sports. There was, however, evidence of social influence on screen time in one of the schools, and playing active sports in both schools. These results suggest that both homophily and social influence are important in understanding patterns of adolescent obesity. Intervention efforts should take into consideration peers' influence on one another, rather than treating "high risk" adolescents in isolation.

  18. Learning Particle Physics with DIY Play Dough Model

    Science.gov (United States)

    Thunyaniti, T.; Toedtanya, K.; Wuttiprom, S.

    2017-09-01

    The scientists once believed an atom was the smallest particle, nothing was smaller than this tiny particle. Later, they discovered an atom which consists of protons, neutrons and electrons, and they believed that these particles cannot be broken into the smaller particles. According to advanced technology, the scientists have discovered these particles are consisted of a smaller particles. The new particles are called quarks leptons and bosons which we called fundamental particle. Atomic structure cannot be observed directly, so it is complicated for studying these particles. To help the students get more understanding of its properties, so the researcher develops the learning pattern of fundamental particles from Play Dough Model for high school to graduate students. Four step of learning are 1) to introduces the concept of the fundamental particles discovery 2) to play the Happy Families game by using fundamental particles cards 3) to design and make their particle in a way that reflects its properties 4) to represents their particles from Play Dough Model. After doing activities, the students had more conceptual understanding and better memorability on fundamental particles. In addition, the students gained collaborative working experience among their friends also.

  19. Why Do Athletes Drink Sports Drinks? A Learning Cycle to Explore the Concept of Osmosis

    Science.gov (United States)

    Carlsen, Brook; Marek, Edmund A.

    2010-01-01

    Why does an athlete reach for a sports drink after a tough game or practice? The learning cycle presented in this article helps students answer this question. Learning cycles (Marek 2009) are designed to guide students through direct experiences with a particular concept. In this article, students learn about "osmosis," or the moving of water into…

  20. Letting The Child Work: Real Learning, Real Play In School

    Directory of Open Access Journals (Sweden)

    Deb OROURKE

    2012-12-01

    Full Text Available Unschoolers, and those who practice democratic, free, and progressive education philosophies, are often uncomfortable with a particular choice their children make: as Summerhills A. S. Neill observed: Every child under freedom plays most of the time for years (1964, p. 116. Those who see children as active, motivated learners can be disappointed when, given an environment rich with fascinating choices, their children spend most of their time in fantasy. The families discomfort can result in a reversion to more conventional schooling. Beginning with an early encounter with educational democracy during the 1970s at Torontos ALPHA Alternative School, supported with commentary from educators from schools that took a parallel path, and from psychologists and education critics both historic and contemporary, this article gathers arguments that support play as not only a pleasure but a necessity for growth, learning and mental health.

  1. Games people play: How video games improve probabilistic learning.

    Science.gov (United States)

    Schenk, Sabrina; Lech, Robert K; Suchan, Boris

    2017-09-29

    Recent research suggests that video game playing is associated with many cognitive benefits. However, little is known about the neural mechanisms mediating such effects, especially with regard to probabilistic categorization learning, which is a widely unexplored area in gaming research. Therefore, the present study aimed to investigate the neural correlates of probabilistic classification learning in video gamers in comparison to non-gamers. Subjects were scanned in a 3T magnetic resonance imaging (MRI) scanner while performing a modified version of the weather prediction task. Behavioral data yielded evidence for better categorization performance of video gamers, particularly under conditions characterized by stronger uncertainty. Furthermore, a post-experimental questionnaire showed that video gamers had acquired higher declarative knowledge about the card combinations and the related weather outcomes. Functional imaging data revealed for video gamers stronger activation clusters in the hippocampus, the precuneus, the cingulate gyrus and the middle temporal gyrus as well as in occipital visual areas and in areas related to attentional processes. All these areas are connected with each other and represent critical nodes for semantic memory, visual imagery and cognitive control. Apart from this, and in line with previous studies, both groups showed activation in brain areas that are related to attention and executive functions as well as in the basal ganglia and in memory-associated regions of the medial temporal lobe. These results suggest that playing video games might enhance the usage of declarative knowledge as well as hippocampal involvement and enhances overall learning performance during probabilistic learning. In contrast to non-gamers, video gamers showed better categorization performance, independently of the uncertainty of the condition. Copyright © 2017 Elsevier B.V. All rights reserved.

  2. Learning Landscapes: Playing the Way to Learning and Engagement in Public Spaces

    Directory of Open Access Journals (Sweden)

    Brenna Hassinger-Das

    2018-05-01

    Full Text Available Children from under-resourced communities regularly enter formal schooling lagging behind their peers. These deficits in areas such as language development, reading readiness, and even in the kind of spatial skills that predict later mathematical knowledge, may persist throughout their lifespan. To address such gaps, policymakers have focused largely on schooling as the great equalizer. Yet, children only spend 20% of their waking hours in school. How can developmental scientists and educators address this “other 80%” for the benefit of children’s development? One answer is the Learning Landscapes initiative, which involves crafting carefully planned play experiences that focus on learning outcomes, particularly for children and families from under-resourced communities. Playful learning, a broad pedagogical approach featuring child-directed play methods, provides a unique way to foster learning and engagement organically within the built environment. Learning Landscapes already incorporates several well-documented projects. The Ultimate Block Party brought over 50,000 people to Central Park to engage in playful learning activities. Supermarkets became hotspots for caregiver-child interaction by simply adding prompts for caregiver-child interaction through signage in everyday “trapped” experiences. Urban Thinkscape transformed a bus stop and adjacent lot into a hub for playful learning while families were waiting for public transportation. Finally, Parkopolis is a life-size human board game that fosters STEM and reasoning skills in public spaces. This paper reflects on data from these projects while reflecting on lessons learned and future directions.

  3. A Developmental Learning Approach of Mobile Manipulator via Playing

    Directory of Open Access Journals (Sweden)

    Ruiqi Wu

    2017-10-01

    Full Text Available Inspired by infant development theories, a robotic developmental model combined with game elements is proposed in this paper. This model does not require the definition of specific developmental goals for the robot, but the developmental goals are implied in the goals of a series of game tasks. The games are characterized into a sequence of game modes based on the complexity of the game tasks from simple to complex, and the task complexity is determined by the applications of developmental constraints. Given a current mode, the robot switches to play in a more complicated game mode when it cannot find any new salient stimuli in the current mode. By doing so, the robot gradually achieves it developmental goals by playing different modes of games. In the experiment, the game was instantiated into a mobile robot with the playing task of picking up toys, and the game is designed with a simple game mode and a complex game mode. A developmental algorithm, “Lift-Constraint, Act and Saturate,” is employed to drive the mobile robot move from the simple mode to the complex one. The experimental results show that the mobile manipulator is able to successfully learn the mobile grasping ability after playing simple and complex games, which is promising in developing robotic abilities to solve complex tasks using games.

  4. Interactive Distance Learning Effectively Provides Winning Sports Nutrition Workshops.

    Science.gov (United States)

    Ricketts, Jennifer; Hoelscher-Day, Sharon; Begeman, Gale; Houtkooper, Linda

    2001-01-01

    Interactive distance-education (n=226) and face-to-face (n=129) continuing education workshops for health care and education professionals on sports nutrition were evaluated immediately and after 6 months. The well-designed distance-education format was as effective and acceptable as face to face and increased sports nutrition knowledge. (SK)

  5. Learning Robotics in a Science Museum Theatre Play: Investigation of Learning Outcomes, Contexts and Experiences

    Science.gov (United States)

    Peleg, Ran; Baram-Tsabari, Ayelet

    2017-12-01

    Theatre is often introduced into science museums to enhance visitor experience. While learning in museums exhibitions received considerable research attention, learning from museum theatre has not. The goal of this exploratory study was to investigate the potential educational role of a science museum theatre play. The study aimed to investigate (1) cognitive learning outcomes of the play, (2) how these outcomes interact with different viewing contexts and (3) experiential learning outcomes through the theatrical experience. The play `Robot and I', addressing principles in robotics, was commissioned by a science museum. Data consisted of 391 questionnaires and interviews with 47 children and 20 parents. Findings indicate that explicit but not implicit learning goals were decoded successfully. There was little synergy between learning outcomes of the play and an exhibition on robotics, demonstrating the effect of two different physical contexts. Interview data revealed that prior knowledge, experience and interest played a major role in children's understanding of the play. Analysis of the theatrical experience showed that despite strong identification with the child protagonist, children often doubted the protagonist's knowledge jeopardizing integration of scientific content. The study extends the empirical knowledge and theoretical thinking on museum theatre to better support claims of its virtues and respond to their criticism.

  6. Comparison of Loneliness and Social Skill Levels of Children with Specific Learning Disabilities in Terms of Participation in Sports

    Directory of Open Access Journals (Sweden)

    Atike Yılmaz

    2018-03-01

    Full Text Available This study was conducted in order to compare loneliness and social skill levels of children with specific learning disabilities in terms of participation in sports. For this study, a screening model was used. The study group was composed of 56 children who were aged between 7 and 14 years and diagnosed with a specific learning disability (30 boys and 26 girls. “Personal Information Form”, “Children’s Loneliness Scale”, “Matson Evaluation of Social Skills with Youngsters (MESSY” were used in this study. For the data processes and data analyses, SPSS 22 was used. According to the test of normality, non-parametric tests were employed for those data that did not follow a normal distribution and the correlations among variables were tested with correlation analysis at p < 0.05 while differences among variables were tested with Mann–Whitney U and Kruskal–Wallis tests at p < 0.05. According to the findings obtained in this study, there were no significant differences in terms of sex, the number of family members and the number of brothers and sisters while there were significant correlations in terms of age, sports status, MESSY-subscales and loneliness. In sum, it may be concluded that sports played a positive role in social skill and loneliness levels among children with specific learning disabilities.

  7. Learning Pre-Played Solos: Self-Regulated Learning Strategies in Jazz/Improvised Music

    Science.gov (United States)

    Nielsen, Siw G.

    2015-01-01

    This article reports on the self-regulated learning strategies of two advanced students in jazz/improvised music education when learning pre-played solos over well-known jazz tunes. The students were enrolled in a well-established performance degree programme in a music conservatoire, and videotaped their own individual practice sessions. In…

  8. "I Already Know What I Learned": Young Children's Perspectives on Learning through Play

    Science.gov (United States)

    Colliver, Yeshe; Fleer, Marilyn

    2016-01-01

    Around the world, if and how young children learn through their play in early childhood education and care contexts has been the subject of much debate. Yet rarely has the debate heard from the young children themselves, often due to the pervasive belief that they do not understand learning. To redress this, a qualitative case study was conducted…

  9. Evolution and natural selection: learning by playing and reflecting

    Directory of Open Access Journals (Sweden)

    David Herrero

    2014-01-01

    Full Text Available Scientific literacy is more than the simple reproduction of traditional school science knowledge and requires a set of skills, among them identifying scientific issues, explaining phenomena scientifically and using scientific evidence. Several studies have indicated that playing computer games in the classroom can support the development of students’ conceptual understanding about scientific phenomena and theories. Our paper presents a research study where the role of the video game Spore as a learning tool was analysed in a Biology class. An ethnographical perspective served as the framework for the organization and development of a workshop comprised of five sessions with 22 4th grade students, and their Biology teacher. The results show that this video game could become an interesting learning tool to improve students’ understanding of evolution and natural selection. The students could combine their previous knowledge with the academic knowledge obtained though the simulation presented by the video game. To sum up, an attempt has been made to give some empirical guidance about effective approaches to the utilisation of games in classrooms, additionally paying attention to a number of concerns related to the effectiveness of video games as learning tools.

  10. Development of a new lines of sight analyzer while playing sport

    Directory of Open Access Journals (Sweden)

    Shinya Mochiduki

    2017-01-01

    Full Text Available The Olympics will be held in Tokyo in 2020, and the training of the athlete using technology has been gaining attention. In an effort to refine the competitive ability of top athletes by evaluating their performance objectively, we have focused on eye movement and head movement. Since the field of view moves according to the athlete’s head movement, which is a problem for the conventional method of measuring eye movement, we proposed a new method of analysis of lines of sight which can record head movement during a competition and make it easier to analyze by superimposing the lines of sight on an externally recorded fixed image. With the goal of measuring the lines of sight of an athlete during an actual competition, we made a video during a competition and had an athlete observe the video in a laboratory. First we compared the video in which only the eye movement was measured and the field-of-view image moved according to the head movement with another video in which the head movement and eye movement were measured and the image did not move in spite of the occurrence of head movement. The results of the experiment, which involved baseball as the competitive sport, showed the effectiveness of our proposed system. Furthermore, we showed the difference between the lines of sight of an experienced and an inexperienced catcher.

  11. THE PROCESS OF CHANGE - PREDICTION OF SPORT ACHIEVEMENTS HISTORICAL TENDENCY

    Directory of Open Access Journals (Sweden)

    Izenedin Mehmeti

    2015-05-01

    Full Text Available The aim of this paper is to summarize the different standpoints and different approaches in regard to the sport performance preparation and achievement prediction. Sports researchers are concerned more directly with learning about scientific sports prediction. Their involvement in the sport sciences focuses on understanding how sports organized and how changes in that organization might influence sports experiences for both athletes and coaches. The goal of these scholars is often to improve sport experiences and performance prediction for current participants and make sport participation more attractive and accessible for those who do not currently play sports, prospective athletes. They also may want to help athletes improve their performance, help coaches work effectively with athletes and win more games. Sports researchers intention is also to assist and help sport organizations grow and operate more efficiently and profitably, and improve sport achievement prediction.

  12. Dialogic learning and physical education: School sport and physical education promoting health, school success and social cohesion

    Directory of Open Access Journals (Sweden)

    Marcos Castro Sandúa

    2015-09-01

    Full Text Available Purpose: the notion of dialogic learning is on the basis of educational practices (Successful Educational Actions and projects (Schools as Learning Communities that are currently improving coexistence and promoting school success in more and more schools around the world. Physical Education has to find its place within this context and to define how to contribute to these aims from its specificity, as it is a subject in which the body and the movement have leading roles for learning and it is increasingly emphasizing the promotion of healthy habits. Due to all that, this article pretends to offer orientations to professionals and schools for building a more dialogic Physical Education. Design/methodology: a review of scientific literature on Physical Education and dialogic learning has been done starting from the results of the Juega Dialoga y Resuelve [Play, Dialogue and Solve] project (Spanish RTD National Plan and from the results obtained in the search for the topics “dialogic learning” and ”successful educational actions” in the ISI Web of Science. Findings: the results of the literature review show that the principles of dialogic learning and their practical development can be transferred to Physical Education and school sport in order to contribute to school success and to improve students’ and their communities’ health. Practical implications: orientations for professionals and schools to organize the practice of Physical Education and school sport in accordance with the principles of dialogic learning derive from the analysis. Social implications: the orientations promote school success for students and social cohesion and health for them and their communities. Originality/value: the article presents innovative elements for the organization of Physical Education and school sport that can be useful for teachers and other professionals.

  13. Women's Leadership Development in Sport Settings: Factors Influencing the Transformational Learning Experience of Female Managers

    Science.gov (United States)

    Megheirkouni, Majd; Roomi, Muhammad Azam

    2017-01-01

    Purpose: This study explores the positive and negative factors influencing transformational learning experiences of female leaders in women's leadership development programmes in sports and examines the differences in learning/change factors cited by those who successfully addressed them and those who failed. Design/methodology/approach: The study…

  14. Perceived Learning Outcomes from Participation in One Type of Registered Student Organization: Equestrian Sport Clubs

    Science.gov (United States)

    Mikulec, Erin; McKinney, Kathleen

    2014-01-01

    Learning takes place both inside and outside of the classroom. While there are a few studies that focus on the professional, developmental, and learning outcomes of participation in student organizations, there has been insufficient research on these outcomes in sport clubs. The paper reports on the results of an online, primarily qualitative…

  15. Sports Injuries

    Science.gov (United States)

    ... sometimes you can injure yourself when you play sports or exercise. Accidents, poor training practices, or improper ... can also lead to injuries. The most common sports injuries are Sprains and strains Knee injuries Swollen ...

  16. The effects of learning style and gender consciousness on novices’ learning from playing educational games

    Directory of Open Access Journals (Sweden)

    Ming-Puu Chen

    2012-03-01

    Full Text Available This study investigated the effects of novices’ learning style and gender consciousness on learning of programming concepts from game-based learning activities. Four classes of eighth graders with 59 males and 63 females participated in this study. Participants were identified as the diverger group and the converger group based on their stronger learning styles. Game-play activities were implemented to support participants’ learning of programming concepts. The results revealed that (a for the programming comprehension performance, the convergers outperformed the divergers; (b participants’ learning style and gender consciousness significantly affected their project performance; (c for the high gender consciousness learners, the convergers performed better at abstract conceptualization and active experimentation than the divergers did; (d for the divergers, the low gender consciousness learners possessed lower stereotype and were willing to challenge and performed better than the high gender consciousness learners; and (e all the participants revealed positive intrinsic and extrinsic motivation.

  17. "Prey Play": Learning about Predators and Prey through an Interactive, Role-Play Game

    Science.gov (United States)

    Deaton, Cynthia C. M.; Dodd, Kristen; Drennon, Katherine; Nagle, Jack

    2012-01-01

    "Prey Play" is an interactive role-play activity that provides fifth-grade students with opportunities to examine predator-prey interactions. This four-part, role-play activity allows students to take on the role of a predator and prey as they reflect on the behaviors animals exhibit as they collect food and interact with one another, as well as…

  18. Perancangan Interior Pusat Informasi E-Sports di Surabaya

    OpenAIRE

    Fanjaya, Prathama Nugraha

    2015-01-01

    The design is made to introduce what is E-Sports to people who haven't know about E-Sports and the other purpose is to increase Indonesian players skill on E-Sports. This design is not only for introduce the people about what is E-Sports but also allow them to be able to learn all about E-Sports, from general knowledge till try how to play E-Sports properly, until Indonesian E-Sports player are able to compete with others countries.This design uses the function space so that people can visit ...

  19. Reflections on providing sport science support for athletes with learning difficulties.

    Science.gov (United States)

    Hills, Laura; Utley, Andrea

    2010-01-01

    To highlight the benefits and the need for sport science support for athletes with learning difficulties, and to reflect on our experience of working with the GB squad for athletes with learning difficulties. A review of key and relevant literature is presented, followed by a discussion of the sport science support provision and the issues that emerged in working with athletes with learning difficulties. Pre- and post- physiological tests along with evaluations of athletes' potential to benefit from sport psychology support were conducted. The aim of these tests was to provide information for the athletes and the coaches on fitness levels, to use this information to plan future training, and to identify how well the performance could be enhanced. A case study is presented for one athlete, who had competed in distance events. The focus is the psychological support that was provided. It is clear that athletes with learning difficulties require the same type of sports science support as their mainstream peers. However, sport scientists will need to consider ways to extend their practice in order to provide the appropriate level of support.

  20. 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...

  1. 'The Playing-Exploring Child' : Re-conceptualizing the Relationship between Play and Learning in  Early Childhood Education

    OpenAIRE

    Nilsson, Monica; Ferholt, Beth; Lecusay, Robert

    2017-01-01

    In this paper we problematize the dichotomization of play and learning that often shapes the agenda of early childhood education research and practice. This dichotomization is driven in part by the tendency to define lerning in terms of formal learning (i.e. learning as an outcome of direct instruction; and of school-based approaches that focus on teacher-led, goal directed activities and declarative knowledge; and learning in the content areas, such as math and literacy). We argue for a re-c...

  2. Inquiry, play, and problem solving in a process learning environment

    Science.gov (United States)

    Thwaits, Anne Y.

    United States. This dissertation presents an account of the history of the institution and the continuing legacy of the early Exploratorium and its founder, Frank Oppenheimer. I argue that the institution is an early example of a constructivist learning museum. I then describe how art encourages learning in the museum. It provides means of presenting information that engage all of the senses and encourage emotional involvement. It reframes familiar sights so that viewers look more closely in search of recognition, and it presents intangible or dematerialized things in a tangible way. It facilitates play, with its many benefits. It brings fresh perspectives and processes to problem solving and the acquisition of new knowledge. This project is the study of an institution where art and science have always coexisted with equal importance, setting it apart from more traditional museums where art was added as a secondary focus to the original disciplinary concentration of the institution. Many of the exhibits were created by artists, but the real value the visual arts bring to the museum is in its contributions to processes such as inquiry, play, problem-solving, and innovation.

  3. Not just petrol heads: men's learning in the communitythrough participation in motor sports

    Directory of Open Access Journals (Sweden)

    Barry Golding

    2011-04-01

    Full Text Available This paper examines the learning experienced through participation by men in twoquite different two motor sports organisations in Western Australia. It relies oninterview data from volunteers about what they do and what they learn as aconsequence of their participation in staging complex but safe, competitive, publicevents. The paper provides evidence of a deep well of learning and wide range of skillsproduced as a consequence of participation. This learning would rarely be recognisedas education or training, illustrating the need for caution when concluding that adulteducation is not taking place and learning outcomes are not being achieved other thanthrough courses where teaching occurs, or in contexts that are regarded as literary.What men skills men learnt, though significant as outcomes, were not the object of themotor sport activity, supporting Biesta's (2006 view that the amassing of knowledgeand skills can be achieved in other valuable ways aside from through education.

  4. Video game play, attention, and learning: how to shape the development of attention and influence learning?

    Science.gov (United States)

    Cardoso-Leite, Pedro; Bavelier, Daphne

    2014-04-01

    The notion that play may facilitate learning has long been touted. Here, we review how video game play may be leveraged for enhancing attentional control, allowing greater cognitive flexibility and learning and in turn new routes to better address developmental disorders. Video games, initially developed for entertainment, appear to enhance the behavior in domains as varied as perception, attention, task switching, or mental rotation. This surprisingly wide transfer may be mediated by enhanced attentional control, allowing increased signal-to-noise ratio and thus more informed decisions. The possibility of enhancing attentional control through targeted interventions, be it computerized training or self-regulation techniques, is now well established. Embedding such training in video game play is appealing, given the astounding amount of time spent by children and adults worldwide with this media. It holds the promise of increasing compliance in patients and motivation in school children, and of enhancing the use of positive impact games. Yet for all the promises, existing research indicates that not all games are created equal: a better understanding of the game play elements that foster attention and learning as well as of the strategies developed by the players is needed. Computational models from machine learning or developmental robotics provide a rich theoretical framework to develop this work further and address its impact on developmental disorders.

  5. Teachers and Parents Play to Learn: Play-Based Instruction in Computer Technology

    Science.gov (United States)

    Parker, Denise

    2010-01-01

    Play is so important that it is declared as one of the human rights by the United Nations. Although it is focused on children, play does "not" stop there. In the 1990s the author designed and facilitated a blended curriculum for a Head Start Program. The instructional goal was to introduce and get the children to effectively and…

  6. Analysis of Baseline Computerized Neurocognitive Testing Results among 5–11-Year-Old Male and Female Children Playing Sports in Recreational Leagues in Florida

    Directory of Open Access Journals (Sweden)

    Karen D. Liller

    2017-09-01

    Full Text Available There is a paucity of data related to sports injuries, concussions, and computerized neurocognitive testing (CNT among very young athletes playing sports in recreational settings. The purpose of this study was to report baseline CNT results among male and female children, ages 5–11, playing sports in Hillsborough County, Florida using ImPACT Pediatric, which is specifically designed for this population. Data were collected from 2016 to 2017. The results show that 657 baseline tests were conducted and t-tests and linear regression were used to assess mean significant differences in composite scores with sex and age. Results showed that females scored better on visual memory and in general as age increased, baseline scores improved. The results can be used to build further studies on the use of CNT in recreational settings and their role in concussion treatment, management, and interventions.

  7. A New Design Approach to game or play based learning

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel

    to ground the students sense of meaning. This paper proposes another approach: using visualization in immersive 3D-worlds as documentation of learning progress while at the same time constituting a reward system which motivate further learning. The overall design idea is to build a game based learning......Abstract: The present paper proposes a new design perspective for game based learning. The general idea is to abandon the long and sought after dream of designing a closed learning system, where students from elementary school to high school without teachers’ interference could learn whatever...... game based learning system, but also confront aspects of modern learning theory especially the notion of reference between content of an assignment and the reality with which it should or could be connected (situated learning). The second idea promotes a way to tackle the common experience...

  8. 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

  9. Efficacy of Role Play in Concert with Lecture to Enhance Student Learning of Immunology

    Directory of Open Access Journals (Sweden)

    Samantha L. Elliott

    2010-11-01

    Full Text Available Despite numerous reports that active learning increases student understanding, many barriers still exist that prevent faculty from shedding the traditional passive lecture and adopting active learning strategies in the classroom. This study looks at the use of role play as an active learning technique to convey new material, or as reinforcement to traditional lecture. A pre- and post-test survey was utilized to determine student learning gains, along with an anonymous survey to determine student attitudes about role play. Student learning gains are similar regardless of class size, role-playing participation or learning style, and reflect an increase in lower order cognition. Attitudes and learning gains indicate role play is preferable as a reinforcement technique, although the order does not matter if both lecture and role play are utilized to convey information. These data provide insight into the best practices of role-playing implementation in concert with traditional lecture format.

  10. Sport students' perception of their learning experience: Amazing ...

    African Journals Online (AJOL)

    Learning environments and activities that focus on learners being active participants can enrich the students' learning experience and in this regard, outdoor adventure education programmes are utilised effectively to enhance the quality and scope of learning. This study investigated the perceived learning experience ...

  11. oh sport

    Directory of Open Access Journals (Sweden)

    Elena Grigoryeva

    2017-03-01

    Sports play a very important and diverse role in the present-day global culture. On the occasion of the 105th anniversary of Coubertin’s Ode we would like to wish sports to return to the main words of the Ode and to correspond with them: “Oh sport, you are the peace”.

  12. Learned Helplessness and Learning Goals: Role played in School Refusal. A Study on Italian Students.

    Directory of Open Access Journals (Sweden)

    Luana Sorrenti

    2016-08-01

    Full Text Available Literature on school refusal has shown a link between school refusal and poor school performance. However, there has been little investigation into the individual underlying factors, and specifically factors directly related to the learning process, such as the learning goals of students and their expectations of success and/or failure. The main purpose of the present study is to investigate the influence of Learned Helplessness (LH and learning goals on school refusal. We hypothesized that LH and learning goals exert a unique role in predicting school refusal above and beyond the roles of academic achievement, age, and gender. The sample consisted of 201 Italian students with an average age of 11.93, with both low (57.2 % of students and high (42.8 % academic achievement. School refusal, LH, and learning goals were measured by means of questionnaires. The results confirm the hypothesis of this study; in fact, we found that learning goals and, above all, LH play a more predictive role of school refusal than academic achievement. These results extend previous studies on school refusal and, for the first time, they provide additional knowledge about this problem, analyzing the relationship between school refusal, learning goals, and LH, still neglected in the literature. Implications on the psychological well-being of students are discussed.

  13. Are we leveling the playing field? Trends and disparities in sports participation among sexual minority youth in Canada

    Directory of Open Access Journals (Sweden)

    Marion Doull

    2018-04-01

    Full Text Available Purpose: Sports participation and physical fitness are widely beneficial for young people, yet activity levels among young people are declining. Despite growing popular media attention on the participation of sexual minority (e.g., lesbian, gay, and bisexual youth in sports and various campaigns to improve the often homophobic climate of sports, there is limited evidence that sexual minority youth participate in sports. Our aim was to provide a current portrait of sports participation among 3 groups of sexual minority youth (e.g., lesbian, gay, and bisexual in British Columbia, Canada, as well as to document population trends. Methods: Pooled population-level data from British Columbia, Canada (n = 99,373 were used to examine trends and disparities in sports participation among sexual minority and heterosexual youth. Age-adjusted logistic regression models were used to examine changes in participation over time and disparities in participation over time (1998–2013. Results: We found an overall decline in sports participation and physical activity (PA for all youth. Sexual minority students were less likely to participate in formal sports (with a coach and informal sports (without a coach compared with their heterosexual peers. The disparity in participating in informal sports between heterosexual and sexual minority youth has narrowed over time for some sexual orientation groups, whereas the disparity in participating in formal sports has widened over time in some cases. Conclusion: This study provides a comprehensive examination of sports participation among sexual minority youth over the past 15 years. Despite changing societal attitudes and laudable efforts to reduce homophobia in sports, results suggest that there are continued barriers to participation for sexual minority youth. Further research is needed to understand the factors that limit sports participation for these youth and to inform program development. PA is critical to

  14. Reggio Emilia Inspired Learning Groups: Relationships, Communication, Cognition, and Play

    Science.gov (United States)

    Hong, Seong Bock; Shaffer, LaShorage; Han, Jisu

    2017-01-01

    A key aspect of the Reggio Emilia inspired curriculum is a learning group approach that fosters social and cognitive development. The purpose of this paper is to investigate how a Reggio Emilia inspired learning group approach works for children with and without disabilities. This study gives insight into how to form an appropriate learning group…

  15. "The Learning Sticks": Reflections on a Case Study of Role-Playing for Sustainability

    Science.gov (United States)

    Gordon, Sue; Thomas, Ian

    2018-01-01

    Use of role-plays to develop deep student-learning has many advocates. Role-play is a powerful approach for learning that develops relevant skills in a range of disciplines and situations. In Higher Education, sustainability programmes role-play pedagogy appears to have great relevance for developing the competencies that these graduates will…

  16. Visual Body Pedagogies: How Anti-Oppressive Education Informs the Teaching and Learning of Sporting Bodies

    Science.gov (United States)

    Owens, Robert E.; LeBlanc, Roger G.; Brown, Pam K.

    2016-01-01

    In this article, the authors borrow from anti-oppressive education theory for its potential to disrupt how students visually conceive sporting bodies and to problematize the teaching and learning of these bodies within undergraduate physical education (PE) programs. Fourteen photo stories produced by students enrolled in PE programs at two…

  17. Classrooms in the Wild: Learning Language and Life Skills in the KUIS Outdoor Sports Circle.

    Science.gov (United States)

    Wurr, Adrian

    The role of outdoor education activities in the Kanda University English language institute is described. The outdoor program was developed to unite faculty and students interested in recreational activities and provide an opportunity to explore common interests in nature, sports, and language learning. The activities develop self-esteem,…

  18. Towards level playing fields? A time trend analysis of young people’s participation in club-organised sports

    NARCIS (Netherlands)

    Steven Vos; Hanne Vandermeerschen; Jeroen Scheerder

    2014-01-01

    Over the last 40 years, Sport for All policies – aiming at encouraging the sports participation of all citizens, regardless of age, sex, social class, ethnic origin, etc. – were implemented in a number of European countries. This study examines the extent to which a democratisation of club-organised

  19. What Role do Metaphors Play in Game-Based Learning Processes?

    DEFF Research Database (Denmark)

    Henriksen, Thomas Duus

    2014-01-01

    This chapter explores the role played by metaphors in learning games and game-based learning processes. The aim is to contribute better understanding of the mechanisms of how such games contribute to learning and learning transfer. On the basis of an analytical strategy that emphasises metaphors...... as storylines, actors, acts and movement, three learning games are analysed in order to understand how learning emerges in association to game-embedded metaphors. As shown in this chapter, metaphors seem to play a profound role in game-based learning, both by providing participants with a suitcase containing...

  20. [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.

  1. Trainee Teachers' e-Learning Experiences of Computer Play

    Science.gov (United States)

    Wright, Pam

    2009-01-01

    Pam Wright highlights the role of technology in providing situated learning opportunities for preservice teachers to explore the role commercial computer games may have in primary education. In a study designed to assess the effectiveness of an online unit on gaming incorporated into a course on learning technologies, Wright found that thoughtful…

  2. Developing and Understanding Intelligent Contexts for Playing and Learning

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel; Helms, Niels Henrik

    of tangible learning media and develop didactic approaches for teachers in a primary school and furthermore to use the user experiences in a structured process where children participated in the innovation process. This has raised a fundamental question: How should we understand the relationship between....... This paper therefore aims at illustrating how and why the “Octopus” works and functions in a learning community (school) and discus the relations between distinctions, embodiment, intelligent contexts, structure and flow. This paper introduces a new reading of pervasive learning environments as the “Octopus......” through M.M. Bachtins concept of “Chronotopos” or how time and space influence and structure experience and learning.  We have adapted this theory that originally is about literature in order to find new ways of understanding the time and place relation in learning....

  3. Use of plyometric trainings in physical rehabilitation of athletes in playing sports with injuries of the capsule-ligament apparatus of knee

    Directory of Open Access Journals (Sweden)

    Moh'd Khalil Moh'd Abdel Kader.

    2012-06-01

    Full Text Available The question of possibility of application is considered in the programs of physical rehabilitation of the special physical exercises for the athletes in playing sports with the damage of knee-joint. An analysis and generalization of scientific-methodical information on questions of mechanisms and features of origin of sporting traumas, and also modern facilities and methods of renewal at the traumas of the capsule-ligament apparatus of knee is conducted. It is set that in the modern methods of physical rehabilitation of sportsmen with the traumas of locomotorium the complex programs do not meet with the use of plyometric exercises. Their application is instrumental in the prophylaxis of origin of recurrent sporting traumas, renewal of the special capacity and speed-power qualities of athletes.

  4. Working across Disciplines to Understand Playful Learning in Educational Settings

    Science.gov (United States)

    van der Aalsvoort, Geerdina; Broadhead, Pat

    2016-01-01

    Educators stress the importance of play for children's cognitive, social, physical, and emotional development. In order to effectively advocate for the inclusion of play in education settings, it is important to fully understand it. Two researchers, one from England and one from the Netherlands, sought common ground for understanding what children…

  5. What Role do Metaphors Play in Game-based Learning Processes?

    DEFF Research Database (Denmark)

    Henriksen, Thomas Duus

    2015-01-01

    This chapter explores the role played by metaphors in learning games and game-based learning processes. The aim is to contribute better understanding of the mechanisms of how such games contribute to learning and learning transfer. On the basis of an analytical strategy that emphasises metaphors...... as storylines, actors, acts and movement, three learning games are analysed in order to understand how learningemerges in association to game-embedded metaphors.As shown in this chapter, metaphorsseem to play a profound role in game-based learning, both by providing participantswith a suitcase containing...

  6. What’s next in complex networks? Capturing the concept of attacking play in invasive team sports

    OpenAIRE

    Ramos, J.; Lopes, R. J.; Araújo, D.

    2018-01-01

    WOS:000427384700003 (Nº de Acesso Web of Science) The evolution of performance analysis within sports sciences is tied to technology development and practitioner demands. However, how individual and collective patterns self-organize and interact in invasive team sports remains elusive. Social network analysis has been recently proposed to resolve some aspects of this problem, and has proven successful in capturing collective features resulting from the interactions between team members as ...

  7. Dealing with Sports Injuries

    Science.gov (United States)

    ... Videos for Educators Search English Español Dealing With Sports Injuries KidsHealth / For Teens / Dealing With Sports Injuries ... a long way toward preventing injuries. Types of Sports Injuries Common reasons why teens get injured playing ...

  8. 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…

  9. Will Undergraduate Students Play Games to Learn How to Conduct Library Research?

    Science.gov (United States)

    Markey, Karen; Swanson, Fritz; Jenkins, Andrea; Jennings, Brian; St. Jean, Beth; Rosenberg, Victor; Yao, Xingxing; Frost, Robert

    2009-01-01

    This exploratory study examines whether undergraduate students will play games to learn how to conduct library research. Results indicate that students will play games that are an integral component of the course curriculum and enable them to accomplish overall course goals at the same time they learn about library research. (Contains 1 table.)

  10. It All Adds Up: Learning Early Math through Play and Games

    Science.gov (United States)

    Ramani, Geetha B.; Eason, Sarah H.

    2015-01-01

    Playing and learning mathematics do not have to be mutually exclusive activities, especially in kindergarten. Play and games can give young children opportunities to learn and develop foundational math skills that are aligned with Common Core standards for mathematics through age-appropriate, fun, and engaging activities.

  11. What Can Chinese and German Children Tell Us about Their Learning and Play in Kindergarten?

    Science.gov (United States)

    Wu, Shu-Chen

    2015-01-01

    This study investigated Hong Kong and German children's perceptions of play and learning and their relationships. Forty-eight children (24 German and 24 Chinese) playing and learning in the classroom were observed and videotaped for five consecutive days. They were interviewed 3 times about their kindergarten experiences by using free- and…

  12. Developing and Understanding Intelligent Contexts for Playing and Learning

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel; Helms, Niels Henrik

    2009-01-01

    of tangible learning media and develop didactic approaches for teachers in primary school and furthermore to use the user experiences in a structured process where children participated in the innovation process. This has raised a fundamental question: How should we understand the relationship between......This short paper outlines experiences and reflections on the research and development project “Octopus” in order to describe and illustrate how intelligent context facilitates and embody learning. The framework is a research and development project where we have tried to work with new kinds......, embodiment, intelligent contexts, structure and flow. This paper does this through Bachtins concept of “Chronotopos” or how time and space influence and structure experience and learning....

  13. Passion play: Will Wright and games for science learning

    Science.gov (United States)

    Ching, Dixie

    2012-12-01

    Researchers and instructional designers are exploring the possibilities of using video games to support STEM education in the U.S., not only because they are a popular media form among youth, but also because well-designed games often leverage the best features of inquiry learning. Those interested in using games in an educational capacity may benefit from an examination of the work of video game designer Will Wright. Wright designs through a constructivist lens and his open-ended, sandbox games ( SimCity, The Sims, Spore) present wide "possibility spaces" that allow players to exercise their critical thinking and problem solving skills. His games invoke a delight in discovery that inspire creative acts and interest-driven learning both during and outside of the game. Finally, he reminds us that failure-based learning is a viable strategy for building expertise and understanding.

  14. Rowing Sport in Learning Fractions of the Fourth Grade Students

    Directory of Open Access Journals (Sweden)

    Marhamah Fajriyah Nasution

    2017-06-01

    Full Text Available This study aimed to produce learning trajectory with rowing context that can help students understand addition and subtraction of fractions. Subject of the research were students IV MIN 2 Palembang. The method used was research design with three stages, those are preparing for the experiment, the design experiments, and the retrospective analysis. Learning trajectory was designed from in-formal stage to the formal stage. At the informal stage, Rowing was used as a starting point to explore the students’ knowledge of fractions. Data collection conducted through video recordings and photos to see the learning process in the classroom, written tests, observation and interviews during the learning process with the students which is the subject of research. Research produced learning trajectory consisting of a series of learning addition and subtraction of fractions dealing with the rowing. The results showed that the use of the rowing can be a bridge of students' thinking and help students in understanding the operation of addition and subtraction of fractions.

  15. Design-based learning in classrooms using playful digital toolkits

    NARCIS (Netherlands)

    Scheltenaar, K.J.; van der Poel, J.E.C.; Bekker, Tilde

    2015-01-01

    The goal of this paper is to explore how to implement Design Based Learning (DBL) with digital toolkits to teach 21st century skills in (Dutch) schools. It describes the outcomes of a literature study and two design case studies in which such a DBL approach with digital toolkits was iteratively

  16. Passion Play: Will Wright and Games for Science Learning

    Science.gov (United States)

    Ching, Dixie

    2012-01-01

    Researchers and instructional designers are exploring the possibilities of using video games to support STEM education in the U.S., not only because they are a popular media form among youth, but also because well-designed games often leverage the best features of inquiry learning. Those interested in using games in an educational capacity may…

  17. Play School: Where Children and Families Learn and Grow Together

    Science.gov (United States)

    McDermott, Lori Berger

    2012-01-01

    A growing body of national research confirms that significant levels of learning and growth occur during early childhood, and that it is important, from a public policy perspective, to increase access to quality programs and services that support the development of skills and attitudes children need to succeed. Clearly, no one-size-fits-all…

  18. Pedagogical Dramas and Transformational Play: Narratively Rich Games for Learning

    Science.gov (United States)

    Barab, Sasha A.; Dodge, Tyler; Ingram-Goble, Adam; Pettyjohn, Patrick; Peppler, Kylie; Volk, Charlene; Solomou, Maria

    2010-01-01

    Although every era is met with the introduction of powerful technologies for entertainment and learning, videogames represent a new contribution binding the two and bearing the potential to create sustained engagement in a curricular drama where the player's knowledgeable actions shape an unfolding fiction within a designed world. Although…

  19. Outdoor Learning: Supervision Is More than Watching Children Play

    Science.gov (United States)

    Olsen, Heather; Thompson, Donna; Hudson, Susan

    2011-01-01

    Early childhood programs strive to provide good-quality care and education as young children develop their physical, emotional, social, and intellectual skills. In order to provide children with positive, developmentally appropriate learning opportunities, educators ensure the safety and security of children, indoors and outdoors. The outdoor…

  20. It's not how much you play, but how much you enjoy the game: the longitudinal associations between adolescents' self-esteem and the frequency versus enjoyment of involvement in sports.

    Science.gov (United States)

    Adachi, Paul J C; Willoughby, Teena

    2014-01-01

    The frequency of involvement in sports often has been concurrently and longitudinally associated with higher self-esteem. The interpretation of this association consistently has been framed as involvement in sports leading to higher levels of self-esteem over time (i.e., socialization effect), although no studies have tested whether higher levels of self-esteem lead to increased involvement in sports over time (i.e., selection effect). Another important aspect of involvement in sports that may be related to self-esteem is the degree to which youth enjoy sports. However, this aspect has received much less attention. To address these gaps in the literature, we first examined the bidirectional effects between self-esteem and the frequency of involvement in sports with 1,492 adolescents (50.8 % female; 92.4 % Canadian-born) over 4 years. Higher levels of self-esteem predicted greater involvement in sports over time, but greater involvement in sports did not predict higher levels of self-esteem over time, offering support only for selection effects. We then tested the bidirectional effects between the enjoyment of sports and self-esteem and found evidence of both socialization and selection effects. Specifically, greater enjoyment of sports predicted higher self-esteem over time, and higher self-esteem predicted greater enjoyment of sports over time. These novel findings suggest that adolescents with higher self-esteem play sports more frequently and enjoy sports more than adolescents with lower self-esteem. In addition, the degree to which adolescents enjoy sports may be more important for increasing self-esteem than the frequency with which adolescents play sports.

  1. Designing for Learning and Play - The Smiley Model as a Framework

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    is relevant to the professional creation of small digital learning games as well as the big Game [3], that is, the learning and play situations that exist surrounding the use of small learning games, when students discuss, negotiate, develop, and decide what to do next inside the learning games. The desired...... balance is lost if the learning processes become shallow – at a low level of cognitive complexity – though it may be great fun [4]. Conversely, a game may facilitate good learning processes and many learning activities but result in low motivation among students because it is considered boring.......When seeking to create ideal learning environments for students and teachers, it can be a challenge to find a balance between facilitating learning processes at high levels of cognitive complexity [1] and creating playful and engaging experiences for students and teachers [2]. This challenge...

  2. Evolution and Natural Selection: Learning by Playing and Reflecting

    Science.gov (United States)

    Herrero, David; del Castillo, Héctor; Monjelat, Natalia; García-Varela, Ana Belén; Checa, Mirian; Gómez, Patricia

    2014-01-01

    Scientific literacy is more than the simple reproduction of traditional school science knowledge and requires a set of skills, among them identifying scientific issues, explaining phenomena scientifically and using scientific evidence. Several studies have indicated that playing computer games in the classroom can support the development of…

  3. What Do Students Learn by Playing an Online Simulation Game?

    Science.gov (United States)

    Franciosi, Stephan J.; Mehring, Jeffrey

    2015-01-01

    Studies suggest that simulations and games not only improve target language skills, but they can also support knowledge creation regarding a broader variety of topics. Thus, we wanted to explore how playing an online simulation game affected knowledge of energy supply and its relationship to environmental and economic factors among learners of…

  4. How to Support Children with Mathematical Learning Disabilities Learning to Play an Instrument?

    Directory of Open Access Journals (Sweden)

    Annemie Desoete

    2012-01-01

    Full Text Available In this study, children with a mathematical learning disability (=14 and age-matched peers without learning disabilities (=14 as well as their parents and teachers were interviewed on how they experienced playing an instrument (guitar, drum, flute, violin, trombone, horn, and piano and on what helped them using a qualitative interactive interview with a flexible agenda to discover the interviewee’s own framework of meanings. Thematic analyses mentioned intrinsic motivation, extrinsic motivation, and self-efficacy as important. Some children with MLD were found to have a real musical talent and a very good musical ear and memory for sounds. However, all children with MLD seemed more dependent on the aid of parents, sibling, peers, and teachers. They had to study harder and needed more time to study, more practice, and a more structured approach.

  5. Systematic review of prognosis and return to play after sport concussion: results of the International Collaboration on Mild Traumatic Brain Injury Prognosis.

    Science.gov (United States)

    Cancelliere, Carol; Hincapié, Cesar A; Keightley, Michelle; Godbolt, Alison K; Côté, Pierre; Kristman, Vicki L; Stålnacke, Britt-Marie; Carroll, Linda J; Hung, Ryan; Borg, Jörgen; Nygren-de Boussard, Catharina; Coronado, Victor G; Donovan, James; Cassidy, J David

    2014-03-01

    To synthesize the best available evidence on prognosis after sport concussion. MEDLINE and other databases were searched (2001-2012) with terms including "craniocerebral trauma" and "sports." Reference lists of eligible articles were also searched. Randomized controlled trials and cohort and case-control studies were selected according to predefined criteria. Studies had to have a minimum of 30 concussion cases. Eligible studies were critically appraised using a modification of the Scottish Intercollegiate Guidelines Network (SIGN) criteria. Two reviewers independently reviewed and extracted data from accepted studies into evidence tables. Evidence was synthesized qualitatively according to modified SIGN criteria, and studies were categorized as exploratory or confirmatory based on the strength of their design and evidence. After 77,914 records were screened, 52 articles were eligible for this review, and 24 articles (representing 19 studies) with a low risk of bias were accepted. Our findings are based on exploratory studies of predominantly male football players at the high school, collegiate, and professional levels. Most athletes recover within days to a few weeks, and American and Australian professional football players return to play quickly after mild traumatic brain injury. Delayed recovery appears more likely in high school athletes, in those with a history of previous concussion, and in those with a higher number and duration of postconcussion symptoms. The evidence concerning sports concussion course and prognosis is very preliminary, and there is no evidence on the effect of return-to-play guidelines on prognosis. Our findings have implications for further research. Well-designed, confirmatory studies are urgently needed to understand the consequences of sport concussion, including recurrent concussion, across different athletic populations and sports. Copyright © 2014 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights

  6. From Playing to Designing: Enhancing Educational Experiences with Location-Based Mobile Learning Games

    Science.gov (United States)

    Edmonds, Roger; Smith, Simon

    2017-01-01

    This paper presents research into the benefits and implementation strategies of integrating location-based mobile learning games in higher education courses to enhance educational experiences. Two approaches were studied: learning by playing, and learning by designing. In the first, games were developed for undergraduate courses in four discipline…

  7. Learning by Thinking during Play: The Power of Reflection to Aid Performance

    Science.gov (United States)

    Salmon, Angela K.

    2016-01-01

    Coupled with reflection, play leads to the development of thinking dispositions and promotes deep learning and understanding. The twenty-first century world demands that children learn how to learn by becoming reflective, self-regulating inquirers capable of metacognition (thinking about thinking). This manuscript aims to analyse how young minds…

  8. Learning through role-playing games: an approach for active learning and teaching

    Directory of Open Access Journals (Sweden)

    Marco Antonio Ferreira Randi

    Full Text Available This study evaluates the use of role-playing games (RPGs as a methodological approach for teaching cellular biology, assessing student satisfaction, learning outcomes, and retention of acquired knowledge. First-year undergraduate medical students at two Brazilian public universities attended either an RPG-based class (RPG group or a lecture (lecture-based group on topics related to cellular biology. Pre- and post-RPG-based class questionnaires were compared to scores in regular exams and in an unannounced test one year later to assess students' attitudes and learning. From the 230 students that attended the RPG classes, 78.4% responded that the RPG-based classes were an effective tool for learning; 55.4% thought that such classes were better than lectures but did not replace them; and 81% responded that they would use this method. The lecture-based group achieved a higher grade in 1 of 14 regular exam questions. In the medium-term evaluation (one year later, the RPG group scored higher in 2 of 12 questions. RPG classes are thus quantitatively as effective as formal lectures, are well accepted by students, and may serve as educational tools, giving students the chance to learn actively and potentially retain the acquired knowledge more efficiently.

  9. Independent mobility, perceptions of the built environment and children's participation in play, active travel and structured exercise and sport: the PEACH Project

    Directory of Open Access Journals (Sweden)

    Griew Pippa

    2010-02-01

    Full Text Available Abstract Background Independent mobility (IM and perceptions of the built environment may relate differentially to children's participation in various physical activity contexts. This cross-sectional study investigated whether independent mobility and perceptions of the built environment in boys and girls were related to physical activity in three different contexts (outdoor play, structured exercise/sport, active commuting. Methods Thirteen hundred and seven 10-11 year old boys and girls from 23 schools in a large UK city completed a computerised questionnaire. Independent variables in logistic regression analyses were weekly self-reported frequency of participation in outdoor play, structured exercise/sport and mode of travel home from school. Dependent variables were perceptions of the environment (aesthetics, nuisance, safety, social norm, constraint, play space, accessibility, local and area independent mobility and linear distance from home to school. Analyses were adjusted for body mass index, minutes of daylight after school, level of neighbourhood deprivation and pubertal status. Results For boys, local independent mobility (Local-IM was related to an increased likelihood of everyday participation in play (OR 1.58: 95% CI 1.19-2.10, structured exercise/sport (OR 1.42: 1.06-1.89 and active commuting (OR 1.40: 1.07-1.87 but was only related to active commuting for girls (OR1.49: 1.07-2.07. Boys and girls were more likely to report playing out every day if they had higher scores for Social Norm (Boys: OR 1.63 (1.12-2.37; Girls: OR 1.53 (1.01-2.31 and, for girls only, more positive perceptions of traffic safety (OR 1.63: 1.14-2.34. Easy access to a range of destinations was the dominant predictor for taking part in structured exercise/sport everyday (Boys: OR 1.62 (1.01-2.66; Girls: OR 1.65 (1.07-2.53. Shorter distance from home to school (OR 0.99: 0.98-0.99 and, for boys only, greater perceived accessibility (OR 1.87: 1.04-3.36 were

  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. Children and Robots Learning to Play Hide and Seek

    National Research Council Canada - National Science Library

    Trafton, J. G; Schultz, Alan C; Perznowski, Dennis; Bugajska, Magdalena D; Adams, William; Cassimatis, Nicholas L; Brock, Derek P

    2006-01-01

    ...., containment, under) and use that information to play a credible game of hide and seek. They model this hypothesis within the ACT-R cognitive architecture and put the model on a robot, which is able to mimic the child's hiding behavior. They also take the "hiding" model and use it as the basis for a "seeking" model. They suggest that using the same representations and procedures that a person uses allows better interaction between the human and robotic system.

  12. Physical Education Cultures in Sweden: Fitness, Sports, Dancing … Learning?

    Science.gov (United States)

    Larsson, Håkan; Karlefors, Inger

    2015-01-01

    In a significant article from 1993, Crum describes the purpose of physical education (PE) as a "planned introduction into movement culture". In broad terms, this purpose is tantamount to the stated purpose of Swedish PE in national steering documents. Crum contends, however, that physical educators do not prioritise learning, which is…

  13. Can visual illusions be used to facilitate sport skill learning?

    NARCIS (Netherlands)

    Canal Bruland, R.; van der Meer, Y.; Moerman, J.

    2016-01-01

    Recently it has been reported that practicing putting with visual illusions that make the hole appear larger than it actually is leads to longer-lasting performance improvements. Interestingly, from a motor control and learning perspective, it may be possible to actually predict the opposite to

  14. Playing to Investigate the Relationship Between Achievement and the Perception of learning

    Directory of Open Access Journals (Sweden)

    Steven Boyd

    2018-03-01

    Full Text Available This paper investigates the relationship between achievement and the perception of enjoyment and learning through the serious game, Playing Property.Playing Property is an audience response game forming the basis of workshops to engage junior high students, of 13 to 15 years old, and enhance their knowledge of property investment. The investigation extends to the analysis of trends in audience response decisions from 14 workshops, conducted over three consecutive years.Emerging findings present significant associations between enjoyment and the perception of learning. The relationship between achievement, measured in accumulated game score, and the responders’ perception of enjoyment is present but less significant. Further analysis supports a deeper relationship between play and learning, one where competition and other game play attributes are more effective in engagement than point scoring or rewarding.A more detailed evaluation may include staged testing of what may be learned and how well that learning endures, in comparison with other forms of teaching.

  15. Probabilistic neural network playing and learning Tic-Tac-Toe

    Czech Academy of Sciences Publication Activity Database

    Grim, Jiří; Somol, Petr; Pudil, Pavel

    2005-01-01

    Roč. 26, č. 12 (2005), s. 1866-1873 ISSN 0167-8655 R&D Projects: GA ČR GA402/02/1271; GA ČR GA402/03/1310; GA MŠk 1M0572 Grant - others:Comission EU(XE) FP6-507772 Institutional research plan: CEZ:AV0Z10750506 Keywords : neural networks * distribution mixtures * playing game s Subject RIV: BB - Applied Statistics, Operational Research Impact factor: 1.138, year: 2005

  16. 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.

  17. Keeping youth in play : The effects of sports-based interventions in the prevention of juvenile delinquency

    NARCIS (Netherlands)

    Spruit, A.

    2017-01-01

    Despite the widespread implementation of sports-based crime prevention programs, there is little known about the effectiveness of these interventions and the validity of underlying theoretical assumptions. This dissertation consists of four studies. First, a meta-analysis on the relation between

  18. Science Teachers' Perceptions of the Relationship Between Game Play and Inquiry Learning

    Science.gov (United States)

    Mezei, Jessica M.

    The implementation of inquiry learning in American science classrooms remains a challenge. Teachers' perceptions of inquiry learning are predicated on their past educational experiences, which means outdated methods of learning may influence teachers' instructional approaches. In order to enhance their understanding and ultimately their implementation of inquiry learning, teachers need new and more relevant models. This study takes a preliminary step exploring the potential of game play as a valuable experience for science teachers. It has been proposed that game play and inquiry experiences can embody constructivist processes of learning, however there has been little work done with science teachers to systematically explore the relationship between the two. Game play may be an effective new model for teacher education and it is important to understand if and how teachers relate game playing experience and knowledge to inquiry. This study examined science teachers' game playing experiences and their perceptions of inquiry experiences and evaluated teacher's recognition of learning in both contexts. Data was collected through an online survey (N=246) and a series of follow-up interviews (N=29). Research questions guiding the study were: (1) What is the nature of the relationship between science teachers' game experience and their perceptions of inquiry? (2) How do teachers describe learning in and from game playing as compared with inquiry science learning? and (3) What is the range of similarities and differences teachers articulate between game play and inquiry experiences?. Results showed weak quantitative links between science teachers' game experiences and their perceptions of inquiry, but identified promising game variables such as belief in games as learning tools, game experiences, and playing a diverse set of games for future study. The qualitative data suggests that teachers made broad linkages in terms of parallels of both teaching and learning. Teachers

  19. Regiomontanus or learning how to play with science

    Science.gov (United States)

    Marian, Anca-Catalina

    2016-04-01

    Although at the international school competitions, Romanian students are in the top, but few students decide to learn science in school. The major problem is "how to motivate students to study science?" In cooperation with Meridian Zero Astroclub, Oradea, we provide students non-formal space where non-formal activities can approach them to the work of a researcher. Five days in September, ten to fifteen students are invited in a journey through the science world. • Formation of the Moon's craters • Solar radiation • Solar cycles • Constellations • Solar System • Eratosthenes experiment These topics are examples from our activities. Working with students from 4 years old to 18 years old, all activities are developed in the form of games, combining mathematical skills with physics or astronomy. Older students are put in the position of teachers for younger students. Results: A better understanding of physical processes, a higher interest in science, a better application of mathematical concepts in class.

  20. Children's Development through Sports Competition: Derivative, Adjustive, Generative, and Maladaptive Approaches

    Science.gov (United States)

    Choi, Hong Suk; Johnson, Britton; Kim, Young K.

    2014-01-01

    Sports competition can play an important role for children because it contributes to developmental outcomes for a healthy lifestyle. Through sports competition, children can learn about physical, social, and cognitive skills. Sports competition can be either positive or negative in terms of development, depending on how experiences are perceived…

  1. NON-MUSCULOSKELETAL SPORTS MEDICINE LEARNING IN FAMILY MEDICINE RESIDENCY PROGRAMS

    Directory of Open Access Journals (Sweden)

    Pasqualino Caputo

    2008-06-01

    Full Text Available Despite the increasing popularity of primary care sports medicine fellowships, as evidenced by the more than two-fold increase in family medicine sports medicine fellowships from a total of 31 accredited programs during the 1998/1999 academic year (ACGME, 1998 to 63 during the 2003/2004 academic year (ACGME, 2006, there are few empirical studies to support the efficacy of such programs. To the best of our knowledge, no studies have been conducted to assess the impact of primary care sports medicine fellowships on family medicine residents' learning of non-musculoskeletal sports medicine topics. Rigorous evaluations of the outcomes of such programs are helpful to document the value of such programs to both the lay public and interested medical residents. In order to evaluate such programs, it is helpful to apply the same objective standards to residents trained across multiple programs. Hence, we would like to know if there is a learning effect with respect to non-musculoskeletal sports medicine topics identified on yearly administered American Board of Family Medicine (ABFM in-training exams (ITE to family medicine residents in family medicine residency programs in the United States with and without primary care sports medicine fellowship programs. Review and approval for the research proposal was granted by the ABFM, who also allowed access to the required data. Permission to study and report only non-musculoskeletal sports medicine topics excluding musculoskeletal topics was granted at the time due to other ongoing projects at the ABFM involving musculoskeletal topics. ABFM allowed us access to examinations from 1998 to 2003. We were given copies of each exam and records of responses to each item (correct or incorrect by each examinee (examinees were anonymous for each year.For each year, each examinee was classified by the ABFM as either (a belonging to a program that contained a sports medicine fellowship, or (b not belonging to a program

  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. Learning Strategies and Learner Attitudes in the Massively Multiplayer Online Role-Playing Game Cube World

    Science.gov (United States)

    Goh, Shu Li

    2016-01-01

    The rapid progress of technology has revolutionized learning and in the field of computer assisted language learning, the use of digital games has expanded significantly. One type of game that has been attracting interest is massively multiplayer online role-playing games (henceforth MMORPGs). Recent research has drawn attention to the potential…

  4. A Description Grid to Support the Design of Learning Role-Play Games

    Science.gov (United States)

    Mariais, Christelle; Michau, Florence; Pernin, Jean-Philippe

    2012-01-01

    To strengthen the motivation of learners, the professional training sector is focusing more and more on game-based learning. In this context, the authors have become interested in the design of Learning Role-Play Game (LRPG) scenarios. The aim of this article is to improve the designers' confidence in the validity of the game-based learning…

  5. Designing a mobile learning game to investigate the impact of role-playing on helping behavior

    NARCIS (Netherlands)

    Schmitz, Birgit; Ternier, Stefaan; Klemke, Roland; Kalz, Marco; Specht, Marcus

    2013-01-01

    Schmitz, B., Ternier, S., Klemke, R., Kalz, M., & Specht, M. (2013). Designing a mobile learning game to investigate the impact of role-playing on helping behavior. In D. Hernández-Leo et al. (Eds.), Scaling up Learning for Sustained Impact. Proceedings of European Conference on Technology Enhanced

  6. Play as mediator for knowledge-creation in Problem Based Learning

    DEFF Research Database (Denmark)

    Thorsted, Ann Charlotte; Bing, Rie Grønbeck; Kristensen, Michael

    2015-01-01

    the students find that this experience enhanced a different learning form, from the one they knew from their earlier PBL processes? What was it the playful approach to PBL as a learning method had mediated? The article leads on to a distinction and a model encircling three different knowledge forms based...

  7. The Value of ICT from a Learning Game-Playing Perspective

    Science.gov (United States)

    McNeill, Michael C.; Fry, Joan M.

    2012-01-01

    This study evaluated an Information and Communication Technology (ICT) case study in physical education teacher education from a student perspective. Action research evaluated the impact of a range of ICT options on student teachers' learning to play as well as learning to teach games in a secondary school context. Although multiple media were…

  8. E-learning Constructive Role Plays for EFL Learners in China's Tertiary Education

    Science.gov (United States)

    Shen, Lin; Suwanthep, Jitpanat

    2011-01-01

    Recently, speaking has played an increasingly important role in second/foreign language settings. However, in many Chinese universities, EFL students rarely communicate in English with other people effectively. The existing behavioristic role plays on New Horizon College English (NHCE) e-learning do not function successfully in supplementing EFL…

  9. Development of Young Adults' Fine Motor Skills when Learning to Play Percussion Instruments

    Science.gov (United States)

    Gzibovskis, Talis; Marnauza, Mara

    2012-01-01

    When playing percussion instruments, the main activity is done with the help of a motion or motor skills; to perform it, developed fine motor skills are necessary: the speed and precision of fingers, hands and palms. The aim of the research was to study and test the development of young adults' fine motor skills while learning to play percussion…

  10. A Taxonomy of Vocabulary Learning Strategies Used in Massively Multiplayer Online Role-Playing Games

    Science.gov (United States)

    Bytheway, Julie

    2015-01-01

    Initiated in response to informal reports of vocabulary gains from gamers at universities in New Zealand and the Netherlands, this qualitative study explored how English language learners autonomously learn vocabulary while playing massively multiplayer online role-playing games (MMORPGs). Using research processes inherent in Grounded Theory, data…

  11. How people learn while playing serious games: A computational modelling approach

    NARCIS (Netherlands)

    Westera, Wim

    2017-01-01

    This paper proposes a computational modelling approach for investigating the interplay of learning and playing in serious games. A formal model is introduced that allows for studying the details of playing a serious game under diverse conditions. The dynamics of player action and motivation is based

  12. The Impact of Individual, Competitive, and Collaborative Mathematics Game Play on Learning, Performance, and Motivation

    Science.gov (United States)

    Plass, Jan L.; O'Keefe, Paul A.; Homer, Bruce D.; Case, Jennifer; Hayward, Elizabeth O.; Stein, Murphy; Perlin, Ken

    2013-01-01

    The present research examined how mode of play in an educational mathematics video game impacts learning, performance, and motivation. The game was designed for the practice and automation of arithmetic skills to increase fluency and was adapted to allow for individual, competitive, or collaborative game play. Participants (N = 58) from urban…

  13. Using a Corporate Partnership to Enhance Learning in a Sourcing Negotiation Role-play

    Science.gov (United States)

    Hartley, Janet L.; Eboch, Karen; Gilberg, Jonathan

    2017-01-01

    Although role-plays can be effective teaching tools for buyer-supplier negotiation, learning can be somewhat limited because typically novices are negotiating with each other. We describe how we collaborated with a corporate partner, CACI International, to develop and implement a repeatable sourcing and negotiation role-play that helps to address…

  14. The Curriculum Material Center's Vital Link to Play and Learning: What's the Connection?

    Science.gov (United States)

    Madray, Amrita; Catalano, Amy

    2010-01-01

    Many educational theorists who study child development concur that the importance of play related materials in schools, homes and libraries is vital to the concept of play and learning. As academic librarians responsible for information literacy, and as the education liaison for the management and collection development of the instructional…

  15. Role-Play in Literature Lectures: The Students' Assessment of Their Learning

    Science.gov (United States)

    Riain, Isobel Ní; Dawson, Ciarán; McCarthy, Marian

    2018-01-01

    The following article is based on a piece of qualitative research on the use of role-play in a literature module in the Modern Irish Dept. of University College Cork, Ireland, in 2015. There were 18 students involved in the research. The aim of the research was to investigate if students associate learning with the use of role-play in literature…

  16. Children’s Play as a Context for Managing Physiological Arousal and Learning Emotion Regulation

    Directory of Open Access Journals (Sweden)

    Peter LaFreniere

    2013-09-01

    Full Text Available In this paper I examine children’s play as a context for managing physiological arousal and learning to regulate strong emotions. I define emotion regulation as the process by which children monitor and control their emotional states and their expression to adapt to different social situations or demands. Age trends and gender differences in emotion regulation problems and competencies are described. I then review the development of play, deprivation studies, and the biological functions of different forms of play in primates before discussing children’s play. Vigorous social play benefits children by promoting the development of communication, perspective-taking and emotion regulation skills. For boys especially, rough-and-tumble play in early childhood provides a scaffold for learning emotion regulation skills related to managing anger and aggression.

  17. Does a Syrinx Matter for Return to Play in Contact Sports? A Case Report and Evidence-Based Review of Return-to-Play Criteria After Transient Quadriplegia.

    Science.gov (United States)

    Milles, Jeffrey L; Gallizzi, Michael A; Sherman, Seth L; Smith, Patrick A; Choma, Theodore J

    2014-09-01

    Transient quadriplegia is a rare injury that can change the course of an athlete's career if misdiagnosed or managed inappropriately. The clinician should be well versed in the return-to-play criteria for this type of injury. Unfortunately, when an unknown preexisting syrinx is present in the athlete, there is less guidance on their ability to return to play. This case report and review of the current literature illustrates a National Collegiate Athletic Association (NCAA) Division I football player who suffered a transient quadriplegic event during a kickoff return that subsequently was found to have an incidental cervical syrinx on magnetic resonance imaging. The player was able to have a full neurologic recovery, but ultimately he was withheld from football.

  18. Epidemiology of Injuries in Women Playing Competitive Team Bat-or-Stick Sports: A Systematic Review and a Meta-Analysis.

    Science.gov (United States)

    Panagodage Perera, Nirmala Kanthi; Joseph, Corey; Kemp, Joanne Lyn; Finch, Caroline Frances

    2018-03-01

    Team bat-or-stick sports, including cricket, softball and hockey, are popular among women. However, little is known about the injury profile in this population. The aim was to describe the incidence, nature and anatomical location of injuries in bat-or-stick sports played by women in a competitive league. This review was prospectively registered (PROSPERO CRD42015026715). CINAHL, MEDLINE, PsycINFO, PubMed, SPORTDiscus were systematically searched from January 2000 to September 2016, inclusive. Peer-reviewed original research articles reporting the incidence, nature and anatomical location of injuries sustained by women aged 18 + years in competitive bat-or-stick sports were included. Two meta-analyses based on injury incidence proportions (injury IP) and injury rates per 1000 person-days of athletic exposure (AE) were performed. A total of 37 studies satisfied the inclusion criteria, and five had low risk of bias. The weighted injury IP was 0.42 [95% confidence interval (CI) 0.39-0.45]. The weighted injury rate was 6.12 (95% CI 6.05-6.18) overall, and greater in games [15.79 (95% CI 15.65-15.93)] than in practice [3.07 (95% CI 2.99-3.15)]. The ankle was the most commonly injured anatomical location, followed by the hand (including wrist and fingers), knee and head. Soft tissue and ligament injuries were most common types of injuries. Injury prevention in women's sports is a novel and emerging field of research interest. This review highlights that injury incidence is high among female bat-or-stick players, but little information is known about direct causal mechanisms. This review clearly establishes the need for enhancements to injury data collection. Without this information, it will not be possible to develop evidence-based injury prevention interventions.

  19. Learning by playing: A cross-sectional descriptive study of nursing students' experiences of learning clinical reasoning.

    Science.gov (United States)

    Koivisto, Jaana-Maija; Multisilta, Jari; Niemi, Hannele; Katajisto, Jouko; Eriksson, Elina

    2016-10-01

    Clinical reasoning is viewed as a problem-solving activity; in games, players solve problems. To provide excellent patient care, nursing students must gain competence in clinical reasoning. Utilising gaming elements and virtual simulations may enhance learning of clinical reasoning. To investigate nursing students' experiences of learning clinical reasoning process by playing a 3D simulation game. Cross-sectional descriptive study. Thirteen gaming sessions at two universities of applied sciences in Finland. The prototype of the simulation game used in this study was single-player in format. The game mechanics were built around the clinical reasoning process. Nursing students from the surgical nursing course of autumn 2014 (N=166). Data were collected by means of an online questionnaire. In terms of the clinical reasoning process, students learned how to take action and collect information but were less successful in learning to establish goals for patient care or to evaluate the effectiveness of interventions. Learning of the different phases of clinical reasoning process was strongly positively correlated. The students described that they learned mainly to apply theoretical knowledge while playing. The results show that those who played digital games daily or occasionally felt that they learned clinical reasoning by playing the game more than those who did not play at all. Nursing students' experiences of learning the clinical reasoning process by playing a 3D simulation game showed that such games can be used successfully for learning. To ensure that students follow a systematic approach, the game mechanics need to be built around the clinical reasoning process. Copyright © 2016 Elsevier Ltd. All rights reserved.

  20. 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.

  1. You Like It, You Learn It: Affectivity and Learning in Competitive Social Role Play Gaming

    Science.gov (United States)

    Brom, Cyril; Šisler, Vít; Slussareff, Michaela; Selmbacherová, Tereza; Hlávka, Zdenek

    2016-01-01

    Despite the alleged ability of digital game-based learning (DGBL) to foster positive affect and in turn improve learning, the link between affectivity and learning has not been sufficiently investigated in this field. Regarding learning from team-based games with competitive elements, even less is known about the relationship between…

  2. The role of the referee and his involvement in the promotion of fair play. Analysis and proposals of intervention in the context of University sport

    Directory of Open Access Journals (Sweden)

    María Prat Grau

    2013-07-01

    Full Text Available The figure of referees and their role in sports competitions have been the object of numerous studies, but few have analysed the role of referees from a more training based perspective. This article analyses the function of the referee in the area of university sports, based on the idea that the intervention of referees can help with the development of sportsmanship and fair play. The study examines the internal 7-a-side football league played by the Physical Activity Service (SAF at the Universidad Autónoma de Barcelona (UAB, and the research objectives are focused on analyzing the current reality of this group, detecting possible problems, and generating proposals for improvement aimed at seeking more educational refereeing. The instruments used are interviews, observation and document analysis. The results obtained reveal the need for referees to be trained pedagogically in the university environment; the establishment of ethical commitments that enable compliance with possible decalogues and codes of conduct; and the introduction of women to the refereeing collective.

  3. Why just exercise if you can play? Interest in a modified sports program to enhance physical activity among primary care patients

    Directory of Open Access Journals (Sweden)

    Christopher N. Sciamanna

    2017-12-01

    Full Text Available Fewer adults meet guidelines for aerobic physical activity, and many report a lack of enjoyment as a barrier. This survey was designed to determine the interest of primary care patients in participating in program designed to maximize enjoyment. Primary care patients (n=540 in Central Pennsylvania reported their interest in participating in a “a regular fitness program where people your own age played games, such as softball, floor hockey and soccer, that were made to be easier to play and less competitive.” Mean age was 58.4years (SD=16.5, range=18–98. More than one-third (37.0%, including 59.6% of those under age 50, were interested in the modified sports fitness program. After adjusting for confounders, patients under age 40 were 5.9 (95% CI: 2.6–13.9 times as interested (v. age>70 and non-white patients were 3.4 (95% CI: 1.3–8.5 times interested. Female patients and those with hypertension, high cholesterol or obesity were equally interested. A fitness program that consists of modified sports may be of interest to most primary care patients under age 50. Patients' initial interest appears high enough to warrant further development and testing. Keywords: Physical activity, Exercise, Primary care

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

    Directory of Open Access Journals (Sweden)

    Jacqueline Edwards

    2017-03-01

    Conclusion: The use of AVGs as a play-based intervention may not provide enough opportunity for children to perform the correct movement patterns to influence skill. However, play of such games may influence perceptions of skill ability in children with ASD, which could improve motivation to participate in physical activities.

  5. Events of potential learning: how preschoolers produce curriculum at the computer during free play periods

    Directory of Open Access Journals (Sweden)

    Mats Bevemyr

    2016-11-01

    Full Text Available The Swedish preschool curriculum emphasizes children’s learning through play. This means that children’s learning in everyday practice is accomplished through a complex mixture of teacher-led activities and activities the children themselves initiate. When learning is viewed as situated and constituted through social interaction (Lave & Wenger, 1991, almost all social events have learning potential. Consequently, from an educational and a curriculum point of view it is important to raise the question of how children’s learning can be made visible, and determine what kind of learning children’s own initiated (play activities imply. The focus of the paper is on children’s (aged 3-5 years “communities of practice” at the computer during “free play” period in two various Swedish preschools settings. Events of peer interaction are analyzed in detail to illustrate what kind of learning activities are going on at the computer, and to discuss these events of potential learning in relation to the curriculum goals and the educational practice. From a curriculum point of view, the analyses show that the children’s activities at the computer involve a variety of events that might provides for learning that can be viewed as goal-oriented. From the children’s point of view, the project of socialization seems to be the most prominent goal. A crucial point for educational success, however, is to understand not only what the object of learning is, rather what motivates children’s play apprenticeship in their own “communities of practice”.

  6. Learning to Play, Playing to Learn: Comparing the Experiences of Adult Foreign Language Learners with Off-the-Shelf and Specialized Games for Learning German

    Science.gov (United States)

    De Grove, Frederik; Van Looy, Jan; Mechant, Peter

    2013-01-01

    Learning opportunities offered by digital games have become an important research topic in recent years. Language learning is one of the areas in which games could prosper but the question then is whether these should be specialized language-learning games or commercial off-the-shelf games for entertainment. The goal of this paper is to compare…

  7. Senior veterinary students' perceptions of using role play to learn communication skills.

    Science.gov (United States)

    Brandt, Jennifer C; Bateman, Shane W

    2006-01-01

    Recent studies of veterinary practice have suggested a correlation between well-developed communication skills and job satisfaction, career retention, customer satisfaction, decreased lawsuits, and financial remuneration for veterinarians. Veterinary educators are under growing pressure to teach functional communication skills to veterinary students; however, the methods employed have not been well evaluated. In this study we have evaluated veterinary student's attitudes to learning communication skills by participating in role play. The study indicates that experiential learning modalities such as role play are perceived as effective by students, despite reluctance to participate and some discomfort surrounding participation.

  8. Learning to Play in a Day: Faster Deep Reinforcement Learning by Optimality Tightening

    OpenAIRE

    He, Frank S.; Liu, Yang; Schwing, Alexander G.; Peng, Jian

    2016-01-01

    We propose a novel training algorithm for reinforcement learning which combines the strength of deep Q-learning with a constrained optimization approach to tighten optimality and encourage faster reward propagation. Our novel technique makes deep reinforcement learning more practical by drastically reducing the training time. We evaluate the performance of our approach on the 49 games of the challenging Arcade Learning Environment, and report significant improvements in both training time and...

  9. Women Learning To Become Managers: Learning To Fit in or To Play a Different Game?

    Science.gov (United States)

    Bryans, Patricia; Mavin, Sharon

    2003-01-01

    Explores women's experiences of learning to become managers. Discusses empirical data resulting from a questionnaire and subsequent thematic group discussion with average women managers. Highlights the importance to women managers of learning from and with others. Focuses on the contradiction women managers face, that of whether to learn to fit in…

  10. Empirical Centroid Fictitious Play: An Approach For Distributed Learning In Multi-Agent Games

    OpenAIRE

    Swenson, Brian; Kar, Soummya; Xavier, Joao

    2013-01-01

    The paper is concerned with distributed learning in large-scale games. The well-known fictitious play (FP) algorithm is addressed, which, despite theoretical convergence results, might be impractical to implement in large-scale settings due to intense computation and communication requirements. An adaptation of the FP algorithm, designated as the empirical centroid fictitious play (ECFP), is presented. In ECFP players respond to the centroid of all players' actions rather than track and respo...

  11. 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)

  12. Treating and Preventing Sports Hernias

    Science.gov (United States)

    ... Close ‹ Back to Healthy Living Treating and Preventing Sports Hernias If you play ice hockey, tennis or ... for the most commonly misdiagnosed groin pain—a sports hernia. A sports hernia often results from overuse ...

  13. Supramodal Enhancement of Auditory Perceptual and Cognitive Learning by Video Game Playing.

    Science.gov (United States)

    Zhang, Yu-Xuan; Tang, Ding-Lan; Moore, David R; Amitay, Sygal

    2017-01-01

    Medical rehabilitation involving behavioral training can produce highly successful outcomes, but those successes are obtained at the cost of long periods of often tedious training, reducing compliance. By contrast, arcade-style video games can be entertaining and highly motivating. We examine here the impact of video game play on contiguous perceptual training. We alternated several periods of auditory pure-tone frequency discrimination (FD) with the popular spatial visual-motor game Tetris played in silence. Tetris play alone did not produce any auditory or cognitive benefits. However, when alternated with FD training it enhanced learning of FD and auditory working memory. The learning-enhancing effects of Tetris play cannot be explained simply by the visual-spatial training involved, as the effects were gone when Tetris play was replaced with another visual-spatial task using Tetris-like stimuli but not incorporated into a game environment. The results indicate that game play enhances learning and transfer of the contiguous auditory experiences, pointing to a promising approach for increasing the efficiency and applicability of rehabilitative training.

  14. Supramodal Enhancement of Auditory Perceptual and Cognitive Learning by Video Game Playing

    Directory of Open Access Journals (Sweden)

    Yu-Xuan Zhang

    2017-06-01

    Full Text Available Medical rehabilitation involving behavioral training can produce highly successful outcomes, but those successes are obtained at the cost of long periods of often tedious training, reducing compliance. By contrast, arcade-style video games can be entertaining and highly motivating. We examine here the impact of video game play on contiguous perceptual training. We alternated several periods of auditory pure-tone frequency discrimination (FD with the popular spatial visual-motor game Tetris played in silence. Tetris play alone did not produce any auditory or cognitive benefits. However, when alternated with FD training it enhanced learning of FD and auditory working memory. The learning-enhancing effects of Tetris play cannot be explained simply by the visual-spatial training involved, as the effects were gone when Tetris play was replaced with another visual-spatial task using Tetris-like stimuli but not incorporated into a game environment. The results indicate that game play enhances learning and transfer of the contiguous auditory experiences, pointing to a promising approach for increasing the efficiency and applicability of rehabilitative training.

  15. The End of the Innocence: Learning to Critique Experience through the Media Analysis of Sport.

    Science.gov (United States)

    Jackson, Steven J.

    1993-01-01

    Describes a college course on the sociology of sport, in which students reflect on their own experiences and practices in sport, engage in critical analysis of the taken-for-granted values and assumptions associated with sport, and do construct analysis and deconstruction of televised sport as it promotes certain interests and marginalizes others.…

  16. Sport and Children's Nutrition: What Can We Learn from the Junior Australian Football Setting?

    Science.gov (United States)

    Elliott, Sam; Velardo, Stefania; Drummond, Murray; Drummond, Claire

    2016-01-01

    There is a widely held belief that sport participation inherently enhances health among youth. Such a perception often motivates parents to encourage children's initial and ongoing involvement in organised sport and physical activity. While sport certainly comprises an important vehicle for accruing physical activity, the sport environment may not…

  17. 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.

  18. Outdoor Play in Preschools in England and South Korea: Learning from Polyvocal Methods

    Science.gov (United States)

    Nah, Kwi-Ok; Waller, Tim

    2015-01-01

    This paper discusses a cross-cultural and collaborative project, in preschools in England and South Korea. The aim of the project is to investigate the pedagogy of outdoor play and learning in two different cultural contexts, from the perspectives of the practitioners. Although there has been a growing academic interest in the use of outdoor…

  19. The Play Curricular Activity Reflection Discussion Model for Game-Based Learning

    Science.gov (United States)

    Foster, Aroutis; Shah, Mamta

    2015-01-01

    This article elucidates the process of game-based learning in classrooms through the use of the Play Curricular activity Reflection Discussion (PCaRD) model. A mixed-methods study was conducted at a high school to implement three games with the PCaRD model in a year-long elective course. Data sources included interviews and observations for…

  20. Massively Multiplayer Online Role-Playing Games as Arenas for Second Language Learning

    Science.gov (United States)

    Peterson, Mark

    2010-01-01

    This article investigates contemporary research on the use of massively multiplayer online role-playing games (MMORPGs) in language education. The development and key features of these games are explored. This is followed by an examination of the theories proposed as a basis for game-based learning, and the claims made regarding the value of…

  1. Using Massively Multiplayer Online Role-Playing Games for Online Learning

    Science.gov (United States)

    Childress, Marcus D.; Braswell, Ray

    2006-01-01

    This article addresses the use of a massively multiplayer online role-playing game (MMORPG) to foster communication and interaction and to facilitate cooperative learning in an online course. The authors delineate the definition and history of massively multiplayer online games (MMOGs), and describe current uses of MMORPGs in education, including…

  2. Preschool Interactive Peer Play Mediates Problem Behavior and Learning for Low-Income Children

    Science.gov (United States)

    Bulotsky-Shearer, Rebecca J.; Bell, Elizabeth R.; Romero, Sandy L.; Carter, Tracy M.

    2012-01-01

    The study employed a developmental, ecological, and resiliency framework to examine whether interactive peer play competencies mediated associations between teacher reported problem behavior and learning outcomes for a representative sample of urban low-income children (N = 507 across 46 Head Start classrooms). Structural equation models provided…

  3. Creative and Playful Learning on Technology-Enriched Playgrounds: An International Investigation

    Science.gov (United States)

    Randolph, Justus J.; Kangas, Marjaana; Ruokamo, Heli; Hyvönen, Pirkko

    2016-01-01

    The purpose of this quasi-experimental study was to determine the degree that creative and playful learning (CPL) in a technology-enriched playground influences academic achievement of students and what factors are responsible for successes. The participants were 276 students from 12 elementary classrooms in the Netherlands and Finland. The…

  4. What Do Caregivers Notice and Value about How Children Learn through Play in a Children's Museum?

    Science.gov (United States)

    Letourneau, Susan M.; Meisner, Robin; Neuwirth, Jessica L.; Sobel, David M.

    2017-01-01

    In two studies, Providence Children's Museum investigated caregivers' observations and perceptions of their children's play and learning at the museum. In the first, caregivers (N = 40) were interviewed about what they observed children doing, what they believed children were thinking about, and their own thoughts and actions while watching…

  5. Game-as-Teacher: Modification by Adaptation in Learning through Game-Play

    Science.gov (United States)

    Hopper, Tim

    2011-01-01

    This paper will explore how game-play in video games as well as game centered approaches in physical education (PE) such as Teaching Games for Understanding (TGfU) can draw on complexity thinking to inform the learning process in physical education. Using the video game concept of game-as-teacher (Gee, 2007), ideas such as enabling constraints…

  6. Designing After-School Learning Using the Massively Multiplayer Online Role-Playing Game

    Science.gov (United States)

    King, Elizabeth M.

    2015-01-01

    Digital games have become popular for engaging students in a range of learning goals, both in the classroom and the after-school space. In this article, I discuss a specific genre of video game, the massively multiplayer online role-playing game (MMO), which has been identified as a dynamic environment for encountering 21st-century workplace…

  7. Teaching Play Skills to Children with Autism through Video Modeling: Small Group Arrangement and Observational Learning

    Science.gov (United States)

    Ozen, Arzu; Batu, Sema; Birkan, Binyamin

    2012-01-01

    The purpose of the present study was to examine if video modeling was an effective way of teaching sociodramatic play skills to individuals with autism in a small group arrangement. Besides maintenance, observational learning and social validation data were collected. Three 9 year old boys with autism participated in the study. Multiple probe…

  8. Neural-Fitted TD-Leaf Learning for Playing Othello With Structured Neural Networks

    NARCIS (Netherlands)

    van den Dries, Sjoerd; Wiering, Marco A.

    This paper describes a methodology for quickly learning to play games at a strong level. The methodology consists of a novel combination of three techniques, and a variety of experiments on the game of Othello demonstrates their usefulness. First, structures or topologies in neural network

  9. Sports and Concussion

    Science.gov (United States)

    ... this page please turn JavaScript on. Feature: Concussion Sports and Concussion Past Issues / Summer 2015 Table of ... ages—reducing blows to the head by playing sports safely and avoiding falls is vital to a ...

  10. Teaching psychosomatic medicine using problem-based learning and role-playing.

    Science.gov (United States)

    Heru, Alison M

    2011-01-01

    Problem-based learning (PBL) has been implemented in medical education world-wide. Despite its popularity, it has not been generally considered useful for residency programs. The author presents a model for the implementation of PBL in residency programs. The author presents a description of a PBL curriculum for teaching psychosomatic medicine to PGY 2 members in a psychiatry training program. The goals of PBL are to encourage self-directed learning; enhance curiosity, using case-based, contextualized learning; promote collaborative practice; and support patient-centered care. The addition of role-playing exercises helps PGY 2 residents to develop their skills from simply developing a differential diagnosis to being able to construct biopsychosocial formulations, and it provides these residents an opportunity to practice presenting case formulations to the patient and family. Residents and faculty enjoyed the PBL role-playing sessions. Residents wanted the learning objectives given to them rather than generating their own learning objectives, to move through the cases faster, and to receive more information and more cases. Teaching psychosomatic medicine, using PBL and role-playing, allows many of the proposed Academy of Psychosomatic Medicine residency core competencies to be met. However, further refinement of the PBL method needs to take place in order to adapt its use to residency programs.

  11. Facebook levels the playing field: Dyslexic students learning through digital literacies

    Directory of Open Access Journals (Sweden)

    Owen Barden

    2014-02-01

    Full Text Available Dyslexia has an ambivalent relationship with learning technology. Any potential gains may be nullified if the technology is perceived to exacerbate stigma. This paper examines the use of an ‘everyday’ technology, Facebook, by a small group of sixth form students labelled as dyslexic. ‘Levelling the playing field’ is a phrase the participants used often when discussing what they wanted from learning technology. Because dyslexia usually is defined in terms of significant difficulties with literacy, we might reasonably anticipate that the participants would see Facebook as stigmatising rather than levelling the playing field, because of the very public literacy events that it demands. However, the data indicate that far from shying away from Facebook because of fear of their difficulties with literacy being exposed, the participants enthusiastically embraced it. The students saw Facebook as a desirable presence in their education, one that supported inclusion. For them, levelling the playing field with Facebook had five dimensions: keeping up to date and meeting deadlines; increased control over learning; developing metacognitive awareness; greater control over literacy process and demands; and being experts and helpers. The findings perhaps challenge some assumptions about dyslexia, literacy and learning, and may be of interest to teachers working with dyslexic students, or researchers studying learning in digitally mediated social networks.

  12. The body and playfulness: promising tools for teaching and learning mathematics

    Directory of Open Access Journals (Sweden)

    Yolanda Rodríguez Manosalva

    2017-06-01

    Full Text Available This paper will analyze the importance of playfulness as an instrument for learning mathematics, taking into account that the body allows to develop not only motor skills but also intellectual faculties involving high levels of abstraction, such as mathematical operations like addition, subtraction, multiplication and division. The methodology used was action research, through interviews to students, parents and teachers, as well as the systematization of experiences in the classroom by means of a field diary. It was found that traditional –tedious- teaching does not allow students to realize the importance of learning mathematics. It is concluded that it is necessary for the teachers to implement strategies that link playfulness and the body, in order to improve teaching-learning processes, which allows that mathematics do not be considered as something far from reality, but that be granted the status of a knowledge that improves the processes of understanding and reflection, facilitating the solution of practical problems.

  13. 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…

  14. The Impact of Work-Integrated Learning Experiences on Attaining Graduate Attributes for Exercise and Sports Science Students

    Science.gov (United States)

    Hall, Melinda; Pascoe, Deborah; Charity, Megan

    2017-01-01

    Exercise and Sports Science (E&SS) programs at Federation University Australia provide work-integrated learning (WIL) opportunities for students to develop, apply and consolidate theoretical knowledge in the workplace. This study aimed to determine the influence of WIL experiences on achieving common graduate attributes for E&SS students.…

  15. The effect of action video game playing on sensorimotor learning: Evidence from a movement tracking task.

    Science.gov (United States)

    Gozli, Davood G; Bavelier, Daphne; Pratt, Jay

    2014-10-12

    Research on the impact of action video game playing has revealed performance advantages on a wide range of perceptual and cognitive tasks. It is not known, however, if playing such games confers similar advantages in sensorimotor learning. To address this issue, the present study used a manual motion-tracking task that allowed for a sensitive measure of both accuracy and improvement over time. When the target motion pattern was consistent over trials, gamers improved with a faster rate and eventually outperformed non-gamers. Performance between the two groups, however, did not differ initially. When the target motion was inconsistent, changing on every trial, results revealed no difference between gamers and non-gamers. Together, our findings suggest that video game playing confers no reliable benefit in sensorimotor control, but it does enhance sensorimotor learning, enabling superior performance in tasks with consistent and predictable structure. Copyright © 2014. Published by Elsevier B.V.

  16. Boys' and girls' use of cognitive strategy when learning to play video games.

    Science.gov (United States)

    Blumberg, Fran C; Sokol, Lori M

    2004-04-01

    The authors examined gender differences in the cognitive strategies that children use when they learn how to play a video game. They interviewed 2nd- and 5th-grade boys and girls about how often they played video games and what they did "when learning how to play a video game." The children's responses to the latter question were categorized as either internally or externally oriented (i.e., reading a manual vs. asking for help, respectively). The results indicated that more frequent players and older children were more likely to cite internally based strategies. No main effects of gender were found for the proportions of the internally vs. externally based strategies that were cited.

  17. Development of a measurement approach to assess time children participate in organized sport, active travel, outdoor active play, and curriculum-based physical activity.

    Science.gov (United States)

    Borghese, Michael M; Janssen, Ian

    2018-03-22

    Children participate in four main types of physical activity: organized sport, active travel, outdoor active play, and curriculum-based physical activity. The objective of this study was to develop a valid approach that can be used to concurrently measure time spent in each of these types of physical activity. Two samples (sample 1: n = 50; sample 2: n = 83) of children aged 10-13 wore an accelerometer and a GPS watch continuously over 7 days. They also completed a log where they recorded the start and end times of organized sport sessions. Sample 1 also completed an outdoor time log where they recorded the times they went outdoors and a description of the outdoor activity. Sample 2 also completed a curriculum log where they recorded times they participated in physical activity (e.g., physical education) during class time. We describe the development of a measurement approach that can be used to concurrently assess the time children spend participating in specific types of physical activity. The approach uses a combination of data from accelerometers, GPS, and activity logs and relies on merging and then processing these data using several manual (e.g., data checks and cleaning) and automated (e.g., algorithms) procedures. In the new measurement approach time spent in organized sport is estimated using the activity log. Time spent in active travel is estimated using an existing algorithm that uses GPS data. Time spent in outdoor active play is estimated using an algorithm (with a sensitivity and specificity of 85%) that was developed using data collected in sample 1 and which uses all of the data sources. Time spent in curriculum-based physical activity is estimated using an algorithm (with a sensitivity of 78% and specificity of 92%) that was developed using data collected in sample 2 and which uses accelerometer data collected during class time. There was evidence of excellent intra- and inter-rater reliability of the estimates for all of these types of

  18. Learning More about Those Who Play in Session: The National Play Therapy in Counseling Practices Project (Phase I)

    Science.gov (United States)

    Lambert, Simone F.; LeBlanc, Michael; Mullen, Jodi Ann; Ray, Dee; Baggerly, Jennifer; White, JoAnna; Kaplan, David

    2007-01-01

    Through a joint research committee sponsored by the Association for Play Therapy (APT) and the American Counseling Association (ACA), The National Play Therapy in Counseling Practices Project conducted the first phase of investigation. Findings offered a snapshot of mental health providers of play therapy, regarding the nature of who they are and…

  19. The power of possibility: causal learning, counterfactual reasoning, and pretend play.

    Science.gov (United States)

    Buchsbaum, Daphna; Bridgers, Sophie; Skolnick Weisberg, Deena; Gopnik, Alison

    2012-08-05

    We argue for a theoretical link between the development of an extended period of immaturity in human evolution and the emergence of powerful and wide-ranging causal learning mechanisms, specifically the use of causal models and Bayesian learning. We suggest that exploratory childhood learning, childhood play in particular, and causal cognition are closely connected. We report an empirical study demonstrating one such connection--a link between pretend play and counterfactual causal reasoning. Preschool children given new information about a causal system made very similar inferences both when they considered counterfactuals about the system and when they engaged in pretend play about it. Counterfactual cognition and causally coherent pretence were also significantly correlated even when age, general cognitive development and executive function were controlled for. These findings link a distinctive human form of childhood play and an equally distinctive human form of causal inference. We speculate that, during human evolution, computations that were initially reserved for solving particularly important ecological problems came to be used much more widely and extensively during the long period of protected immaturity.

  20. Socialization via Sport - Process of Re - socialization

    Directory of Open Access Journals (Sweden)

    Yılmaz KAPLAN

    2014-08-01

    Full Text Available Socialization is a process that a part of a specific culture and a specific member of society. The aim of this study is to discuss how sport effects to socialization of children and young, and re - socialization of adults.The study is a descriptive, theoretical and conceptive study. Acc ording to some studies that sport is an obtained gain in socialization process. Sport, especially team sports learned to children and young that how to behave in social group and how to control their behaviors. According a study, young people who after the start of sportive activities, its seen that “they evaluate their leisure time more beneficially” (98.6%, “they understand the importance of team working” (95.8%, “they are aware of their responsibility” (97.2% and “they gain planning study habit” (94,4 %. In addition to sport effected socialization that “understanding the importance of division of labor and solidarity” (93%, “be aware and be more careful of social rules” (92.3%, and “be tolerant of others idea and beliefs” (88.7% (Bulgu&Akcan, 2003;1 57 - 159. If the sportive activities be on children and young life, it’s an important and effective communication tools. Sport, improves social relationship and decrease social distance. Sport requires feel empathy with someone and improves the empathy hab it. Sport contributes the children and young for self - expression to be truer and better. Sport is an effective tool for to be important and meaningful part of group. Sport contributes the children and young for become integrated with a group. Also sport pl aying important role for reinforcement to solidarity and to gain the habit of obey the rules. Sport makes a major contribute socialization and re - socialization of children and young. Accordingly these results, sport has to play active role in social life a nd instructional program.

  1. Differences in Learning Styles and Satisfaction between Traditional Face-to-Face and Online Web-Based Sport Management Studies Students

    Science.gov (United States)

    West, Ellen Jo

    2010-01-01

    Each student has a unique learning style or individual way of perceiving, interacting, and responding to a learning environment. The purpose of this study was to identify and compare the prevalence of learning styles among undergraduate Sport Management Studies (SMS) students at California University of Pennsylvania (Cal U). Learning style…

  2. Interactive mobile learning: a pilot study of a new approach for sport science and medical undergraduate students.

    Science.gov (United States)

    Bruce-Low, S S; Burnet, S; Arber, K; Price, D; Webster, L; Stopforth, M

    2013-12-01

    Mobile learning has increasingly become interwoven into the fabric of learning and teaching in the United Kingdom higher education sector, and as technological issues become addressed, this phenomena has accelerated. The aim of the study was to examine whether learning using a mobile learning device (Samsung NC10 Netbook) loaded with interactive exercises promoted learning compared with a traditional library exercise. Using a randomized trial, 55 students from an undergraduate sports science course (n = 28) and medical course (n = 27) volunteered to participate in this study. A mixed-model design ANOVA was used to examine the percent change in test score after a 3-wk intervention. Results showed that there was a significant difference between the two courses (P science and medical students. The sports science group demonstrated proportionally greater increases in test performance when exposed to the mobile interactive intervention compared with the traditional library approach. Qualitative data suggest an increased level of engagement with the Netbooks due to the stimulating interactive content. In conclusion, the Netbooks were an effective additional learning tool, significantly enhancing knowledge and understanding in students. Further research should ensure that participants are assessed for preferred learning styles, the subjective task value of expectancy value, and readiness for mobile learning to ascertain if this has an effect on the potential for using mobile learning and interactivity.

  3. Facilitating pragmatic skills through role-play in learners with language learning disability.

    Science.gov (United States)

    Abdoola, Fareeaa; Flack, Penelope S; Karrim, Saira B

    2017-07-26

    Role-based learning involves the process whereby learners acquire skills, knowledge and understanding through the assumption of roles within real-life settings. Role-play holds potential as an effective learning strategy for children; however, there is limited research on the use of role-play as a therapy method within the field of speech-language pathology. Children with language learning disability (LLD) typically present with difficulties in social communication, which can negatively affect their social and academic achievement. The aim of this study was to determine the effectiveness of role-play as a therapy approach targeting the pragmatic skills of stylistic variation and requesting for clarification in learners with LLD. The use of combined positivist and interpretivist paradigms allowed for the implementation of an embedded mixed methods design. An experimental pretest-posttest design was implemented. Eight participants, who were learners with a diagnosis of LLD, were purposefully selected. Data collection was conducted over five phases, utilising the Clinical Evaluation of Language Fundamentals (4th Ed.) Pragmatics Profile, discourse completion tasks, session plans and session records. Quantitative data were analysed using descriptive statistics and were supplemented by qualitative data from session records. Results revealed improvements in stylistic variation and requesting for clarification post role-play intervention, with minimal changes in the control group. Limitations of the study have been reported for consideration when interpreting results. Role-play as a therapy approach targeting two pragmatic skills, stylistic variation and requesting for clarification, was found to be beneficial for learners with LLD. Recommendations for the implementation of role-play as a therapy approach were made.

  4. Facilitating pragmatic skills through role-play in learners with language learning disability

    Directory of Open Access Journals (Sweden)

    Fareeaa Abdoola

    2017-07-01

    Full Text Available Background: Role-based learning involves the process whereby learners acquire skills, knowledge and understanding through the assumption of roles within real-life settings. Role-play holds potential as an effective learning strategy for children; however, there is limited research on the use of role-play as a therapy method within the field of speech-language pathology. Children with language learning disability (LLD typically present with difficulties in social communication, which can negatively affect their social and academic achievement. Aim: The aim of this study was to determine the effectiveness of role-play as a therapy approach targeting the pragmatic skills of stylistic variation and requesting for clarification in learners with LLD. Method: The use of combined positivist and interpretivist paradigms allowed for the implementation of an embedded mixed methods design. An experimental pretest-posttest design was implemented. Eight participants, who were learners with a diagnosis of LLD, were purposefully selected. Data collection was conducted over five phases, utilising the Clinical Evaluation of Language Fundamentals (4th Ed. Pragmatics Profile, discourse completion tasks, session plans and session records. Quantitative data were analysed using descriptive statistics and were supplemented by qualitative data from session records. Results: Results revealed improvements in stylistic variation and requesting for clarification post role-play intervention, with minimal changes in the control group. Limitations of the study have been reported for consideration when interpreting results. Conclusion: Role-play as a therapy approach targeting two pragmatic skills, stylistic variation and requesting for clarification, was found to be beneficial for learners with LLD. Recommendations for the implementation of role-play as a therapy approach were made.

  5. An Active Learning Approach to Understanding Gender, Sexuality, and Sport Journalism

    Science.gov (United States)

    Chawansky, Megan

    2010-01-01

    Most of the students who are taking the author's sport sociology courses can easily identify the problematic ways in which women's athletic events and bodies are covered within the sports sections of newspapers, magazines, Web sites, and television shows. These students are less able to understand how the heterosexual male sporting experience…

  6. A Sex Difference in the Predisposition for Physical Competition: Males Play Sports Much More than Females Even in the Contemporary U.S

    Science.gov (United States)

    Deaner, Robert O.; Geary, David C.; Puts, David A.; Ham, Sandra A.; Kruger, Judy; Fles, Elizabeth; Winegard, Bo; Grandis, Terry

    2012-01-01

    Much evidence indicates that men experienced an evolutionary history of physical competition, both one-on-one and in coalitions. We thus hypothesized that, compared to girls and women, boys and men will possess a greater motivational predisposition to be interested in sports, especially team sports. According to most scholars, advocacy groups, and the United States courts, however, this hypothesis is challenged by modest sex differences in organized school sports participation in the contemporary U.S., where females comprise 42% of high school participants and 43% of intercollegiate participants. We conducted three studies to test whether organized school sports participation data underestimate the actual sex difference in sports participation. Study 1 analyzed the American Time Use Survey, which interviewed 112,000 individuals regarding their activities during one day. Females accounted for 51% of exercise (i.e., non-competitive) participations, 24% of total sports participations, and 20% of team sports participations. These sex differences were similar for older and younger age groups. Study 2 was based on systematic observations of sports and exercise at 41 public parks in four states. Females accounted for 37% of exercise participations, 19% of individual sports participations, and 10% of team sports participations. Study 3 involved surveying colleges and universities about intramural sports, which primarily consist of undergraduate participation in team sports. Across 34 institutions, females accounted for 26% of registrations. Nine institutions provided historical data, and these did not indicate that the sex difference is diminishing. Therefore, although efforts to ensure more equitable access to sports in the U.S. (i.e., Title IX) have produced many benefits, patterns of sports participation do not challenge the hypothesis of a large sex difference in interest and participation in physical competition. PMID:23155459

  7. Promoting oral care in the preschool child: effects of a playful learning intervention

    Directory of Open Access Journals (Sweden)

    Cecília Helena de Siqueira Sigaud

    Full Text Available ABSTRACT Objective: To compare the number of appropriate behaviors for tooth brushing before and after a playful learning intervention with preschool children. Method: A quasi-experimental, quantitative, before and after study design was conducted in an early childhood educational institution, with children between three and five years of age. The intervention consisted of three meetings with educational activities about tooth brushing, whose outcome was evaluated by means of observation of ten behaviors suitable for tooth brushing. Results: Forty-four children participated in the study. The mean of adequate behaviors was 4.4 before the intervention, and 8.5 after the intervention. A significant increase in the adoption of appropriate behaviors for tooth brushing (p <0.01 was identified. Conclusion: Nurses can enhance oral health promotion actions with preschoolers in preschool institution using playful learning interventions

  8. Sports nutrition

    Directory of Open Access Journals (Sweden)

    Tomanić Milena

    2016-01-01

    Full Text Available Due to higher energy consumption, physically active people have higher nutritional requirements. In addition to other important factors for sports, such as good health and physical predisposition, adequate nutrition is a fundamental component. Sports nutrition must be well planned and individually adapted based on physical characteristics, tendencies towards gaining or losing weight, frequency, duration and intensity of training sessions. Studies have shown that a well-balanced ratio of macro and micronutrients, with the support of supplements and adequate hydration, can significantly improve athletic performance and plays a key role in achieving better results. An optimally designed nutritional program, with realistic and achievable goals, which complements a well-planned training program, is the basis for success in sports. Only when nutritional requirements are met, deficits can be prevented and performance in sport pushed to the limit.

  9. 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 ...

  10. Mechatronics Learning Studio: From "Play and Learn" to Industry-Inspired Green Energy Applications

    Science.gov (United States)

    Habash, R. W. Y.; Suurtamm, C.; Necsulescu, D.

    2011-01-01

    This paper describes the evolution of the teaching of electrical engineering to mechanical engineering students based on motivation and a pedagogical strategy incorporating interdisciplinary mechatronics projects in a learning studio environment. Implementation of student projects within the curriculum has been demonstrated to be highly…

  11. PlayPhysics: An Emotional Games Learning Environment for Teaching Physics

    Science.gov (United States)

    Muñoz, Karla; Kevitt, Paul Mc; Lunney, Tom; Noguez, Julieta; Neri, Luis

    To ensure learning, game-based learning environments must incorporate assessment mechanisms, e.g. Intelligent Tutoring Systems (ITSs). ITSs are focused on recognising and influencing the learner's emotional or motivational states. This research focuses on designing and implementing an affective student model for intelligent gaming, which reasons about the learner's emotional state from cognitive and motivational variables using observable behaviour. A Probabilistic Relational Models (PRMs) approach is employed to derive Dynamic Bayesian Networks (DBNs). The model uses the Control-Value theory of 'achievement emotions' as a basis. A preliminary test was conducted to recognise the students' prospective-outcome emotions with results presented and discussed. PlayPhysics is an emotional games learning environment for teaching Physics. Once the affective student model proves effective it will be incorporated into PlayPhysics' architecture. The design, evaluation and postevaluation of PlayPhysics are also discussed. Future work will focus on evaluating the affective student model with a larger population of students, and on providing affective feedback.

  12. The Relationship of Assertiveness and Locus of Control with Learning Styles of the Physical Education and Sports School Students

    OpenAIRE

    SUCAN, Serdar; TURAN, Mehmet Behzat; PEPE, Osman; KARAOĞLU, Barış; DOĞAN, Doğan

    2016-01-01

    The present study have been conducted to investigate Physical Education and Sports School students’ learning style preferences in terms of assertiveness and locus of control to see relationship between and learning style.For this purpose “Kolb’s Learning Style Inventory” translated in Turkish by Askar and Akkoyunlu (1993), “Rathus Assertiveness Scale” which was developed by Rathus A.S. (1973) and “Rotter’s Locus of Control Scale” (1966) which was developed into Turkish by Dağ (1990) was admin...

  13. Learning to play the violin: motor control by freezing, not freeing degrees of freedom.

    Science.gov (United States)

    Konczak, Jürgen; Vander Velden, Heidi; Jaeger, Lukas

    2009-05-01

    Playing a violin requires precise patterns of limb coordination that are acquired over years of practice. In the present study, the authors investigated how motion at proximal arm joints influenced the precision of bow movements in novice learners and experts. The authors evaluated the performances of 11 children (4-12 years old), 3 beginning-to-advanced level adult players, and 2 adult concert violinists, using a musical work that all had mastered as their first violin piece. The authors found that learning to play the violin was not associated with a release or freeing of joint degrees of freedom. Instead, learning was characterized by an experience-dependent suppression of sagittal shoulder motion, as documented by an observed reduction in joint angular amplitude. This reduction in the amplitude of shoulder flexion-extension correlated highly with a decrease of bow-movement variability. The remaining mechanical degrees of freedom at the elbow and shoulder showed patterns of neither suppression nor freeing. Only violinists with more than 700 practice hr achieved sagittal shoulder range of motion comparable to experts. The findings imply that restricting joint amplitude at selected joint degrees of freedom, while leaving other degrees of freedom unconstrained, constitutes an appropriate strategy for learning complex, high-precision motor patterns in children and adults. The findings also highlight that mastering even seemingly simple bowing movements constitutes a prolonged learning process.

  14. Developing pharmacy student communication skills through role-playing and active learning.

    Science.gov (United States)

    Luiz Adrian, Julie Ann; Zeszotarski, Paula; Ma, Carolyn

    2015-04-25

    To evaluate the impact on pharmacy students of a communication course, which used role-playing to develop active-learning skills. Students role-playing pharmacists in patient care scenarios were critiqued by students and pharmacist faculty members. Grading was performed using the rubric inspired by Bruce Berger's Communication Skills for Pharmacists. Written skills were evaluated using student written critique questionnaires. Students completed precourse and postcourse self-assessment surveys. Preceptor evaluations were analyzed for course impact. Students demonstrated improvement in oral skills based on role-play scores (45.87/50) after practice sessions. The average score based on the student questionnaire was 9.31/10. Gain was demonstrated in all defined course objectives. Impact on introductory pharmacy practice experience (IPPE) communication objectives was insignificant. Student evaluations for course and teaching strategy reflected a high average. Study results demonstrated improvement in oral and written communication skills that may help improve interprofessional teamwork between pharmacists and other health care providers.

  15. 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…

  16. (Re)Affirming Identities: Implementing a Play-Based Approach to Learning in the Early Years of Schooling

    Science.gov (United States)

    Nolan, Andrea; Paatsch, Louise

    2018-01-01

    Learning through play has traditionally been a central tenet in early childhood education, however, in recent times primary schools have begun to consider the benefits of introducing a play-based approach into early years classrooms to support young children's learning, especially in the areas of language and literacy. This study focuses on the…

  17. Adventures in Learning: Creating Role Playing Video Games to Teach and Learn Economics

    OpenAIRE

    Catherine L. Lawson; Larry L. Lawson

    2010-01-01

    This article examines pedagogical lessons derived from the learning theory embodied in commercially successfully video games and their link to reported increases in 'fluid intelligence' of student populations. The scholarly literature in this area is reviewed in order to elicit practical principles by which to guide the development of instructional video game modules for the teaching of economics. The authors' experiences in developing and pilot testing such a module, and in subsequently guid...

  18. What is the play of gender? Learning to be "boy" ... Learning to be "girl"

    Directory of Open Access Journals (Sweden)

    Liana Gois Leite

    2016-05-01

    Full Text Available Gender is a social construct, that is, an entirely social creation of ideas about the roles specific to men and to women (BEAVOUIR, 1970. In this context, the present study examined the relationships between different genres and the way they are expressed in "play". The sample had 15 children, seven girls and eight boys, all aged between three and four years, students of a Children's Educational Center in Brasilia, Federal District. Five sessions of Systematic Observation of spontaneous play, a moment where children did not have directed activities, were performed (RICHARDSON, 1999 along with a semi-structured interview with the teacher responsible for the class. From the data analysis, it can be inferred that the formation of groups was not necessarily determined by the composition of the group according to different genres, however, a higher incidence of homogeneous groups was found. The games do not necessarily follow social stereotypes linked to gender.

  19. Major international sport profiles.

    Science.gov (United States)

    Patel, Dilip R; Stier, Bernhard; Luckstead, Eugene F

    2002-08-01

    Sports are part of the sociocultural fabric of all countries. Although different sports have their origins in different countries, many sports are now played worldwide. International sporting events bring athletes of many cultures together and provide the opportunity not only for athletic competition but also for sociocultural exchange and understanding among people. This article reviews five major sports with international appeal and participation: cricket, martial arts, field hockey, soccer, and tennis. For each sport, the major aspects of physiological and biomechanical demands, injuries, and prevention strategies are reviewed.

  20. The Role of Motive Objects in Early Childhood Teacher Development Concerning Children's Digital Play and Play-Based Learning in Early Childhood Curricula

    Science.gov (United States)

    Nuttall, Joce; Edwards, Susan; Mantilla, Ana; Grieshaber, Sue; Wood, Elizabeth

    2015-01-01

    Digital technologies are increasingly accepted as a viable aspect of early childhood curriculum. However, teacher uptake of digital technologies in early childhood education and their use with young children in play-based approaches to learning have not been strong. Traditional approaches to the problem of teacher uptake of digital technologies in…

  1. Block Play and Mathematics Learning in Preschool: The Effects of Building Complexity, Peer and Teacher Interactions in the Block Area, and Replica Play Materials

    Science.gov (United States)

    Trawick-Smith, Jeffrey; Swaminathan, Sudha; Baton, Brooke; Danieluk, Courtney; Marsh, Samantha; Szarwacki, Monika

    2017-01-01

    Block play has been included in early childhood classrooms for over a century, yet few studies have examined its effects on learning. Several previous investigations indicate that the complexity of block building is associated with math ability, but these studies were often conducted in adult-guided, laboratory settings. In the present…

  2. New Concepts of Play and the Problem of Technology, Digital Media and Popular-Culture Integration with Play-Based Learning in Early Childhood Education

    Science.gov (United States)

    Edwards, Susan

    2016-01-01

    Technology, digital media and popular culture form an important aspect of young children's life-worlds in contemporary post-industrial societies. A problem for early childhood educators is how to most effectively integrate these aspects of children's life-worlds into the provision of play-based learning. Traditionally, research has considered…

  3. Merging digital and urban play spaces: Learning by playing and creating location-based games in secondary education

    NARCIS (Netherlands)

    Huizenga, J.; Admiraal, W.; ten Dam, G.; Gouscos, D.; Meimaris, M.

    2011-01-01

    With handhelds, it is possible to mix virtual with real-world data (i.e. locations and contexts) connecting virtual worlds to real life. Handheld games can be used to engage students with learning in their (school) environment. In a project called 'Games Atelier' innovative pedagogy was developed

  4. The Relation between Early Childhood Teachers' Conceptualization of "Play" and Their Practice: Implication for the Process of Learning to Teach

    Science.gov (United States)

    Cheng, Doris Pui-Wah

    2012-01-01

    For centuries, educators and psychologists have advocated "play" as the ideal activity for the development of young children. Actually, play has been found currently to be the central pedagogy in the learning of young children in 21 countries in the world. However, the quality of play-based pedagogy is becoming a key concern across…

  5. Exploring the Impact of Role-Playing on Peer Feedback in an Online Case-Based Learning Activity

    Science.gov (United States)

    Ching, Yu-Hui

    2014-01-01

    This study explored the impact of role-playing on the quality of peer feedback and learners' perception of this strategy in a case-based learning activity with VoiceThread in an online course. The findings revealed potential positive impact of role-playing on learners' generation of constructive feedback as role-playing was associated with higher…

  6. Game-playing in interdisciplinary design and planning teams : A role-play simulation as a learning method

    NARCIS (Netherlands)

    Bruil, A.W.; Van der Toorn Vrijthoff, W.

    2011-01-01

    In this paper we present our experiences in setting up and fulfilling a role-play simulation in an academic context. This simulation was set up for the first time in February 2010 to teach 260 students in their final semester in the Bachelor, the bachelor 6, of the Faculty of Architecture how to

  7. What can sales managers learn from coaches of professional sport teams?

    OpenAIRE

    G. Troilo; P. Guenzi

    2010-01-01

    Sales organizations are increasing their use of sales teams, but team selling is an under- researched area. In this perspective, the role of sales teams’ leaders deserves special attention. Sales teams have many characteristics in common with sport teams. Hence, sales managers often look to sport for inspirational examples and useful models of teamwork. Based on interviews with 31 coaches of professional sport teams, we developed a conceptual model providing sales managers with some useful le...

  8. Bring in "Da Noise": Race, Sports, and the Role of Schools.

    Science.gov (United States)

    Taylor, Edward

    1999-01-01

    Although far more African-Americans are physicians than NBA players, pervasive mass-media images say otherwise. Playing sports is fun; education offers the truest hope for future success. Certain elements that enhance sports programs (strong motivation, shared commitment, intensive instruction) might be applied to academic learning. (MLH)

  9. Effects of e-learning, lectures, and role playing on nursing students' knowledge acquisition, retention and satisfaction.

    Science.gov (United States)

    Pourghaznein, Tayebeh; Sabeghi, Hakimeh; Shariatinejad, Keyvan

    2015-01-01

    Nursing education can maintain its dynamic quality when it moves toward innovation and modern methods of teaching and learning. Therefore, teachers are required to employ up to date methods in their teaching plans. This study evaluated the effects of e-learning, lectures, and role playing on nursing students' learning, retention, and satisfaction. Sixty nursing students were selected as an experiment and control groups during two consecutive semesters. The educational content was presented as e-learning and role playing during one semester (experiment group) and as lectures in the next semester (control group). A questionnaire containing three parts was used to assess demographics, learning and satisfaction statuses. The questionnaire also included a final openended question to evaluate the students' ideas about the whole course. The mean scores of posttest were 16.13 ± 1.37 using role playing, 15.50 ± 1.44 using e-learning and 16.45 ± 1.23 using lectures. The differences between the mean scores of posttest and pretest were 12.84 ± 1.43, 12.56 ± 1.57, and 13.73 ± 1.53 in the mentioned methods, respectively. Lectures resulted in significantly better learning compared to role playing and e-learning. In contrast, retention rates were significantly lower using lectures than using role playing and e-learning. Students' satisfaction from e-learning was significantly lower than lecturing and role playing. Due to the lower rates of retention following lectures, the teachers are recommended to use student- centered approaches in their lectures. Since students' satisfaction with e-learning was lower than the other methods, further studies are suggested to explore the problems of e-learning in Iran.

  10. 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…

  11. 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…

  12. Sport Specialization, Part I

    Science.gov (United States)

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

    2015-01-01

    Context: There is increased growth in sports participation across the globe. Sports specialization patterns, which include year-round training, participation on multiple teams of the same sport, and focused participation in a single sport at a young age, are at high levels. The need for this type of early specialized training in young athletes is currently under debate. Evidence Acquisition: Nonsystematic review. Study Design: Clinical review. Level of Evidence: Level 4. Conclusion: Sports specialization is defined as year-round training (greater than 8 months per year), choosing a single main sport, and/or quitting all other sports to focus on 1 sport. Specialized training in young athletes has risks of injury and burnout, while the degree of specialization is positively correlated with increased serious overuse injury risk. Risk factors for injury in young athletes who specialize in a single sport include year-round single-sport training, participation in more competition, decreased age-appropriate play, and involvement in individual sports that require the early development of technical skills. Adults involved in instruction of youth sports may also put young athletes at risk for injury by encouraging increased intensity in organized practices and competition rather than self-directed unstructured free play. Strength-of-Recommendation Taxonomy (SORT): C. PMID:26502420

  13. Developing Pharmacy Student Communication Skills through Role-Playing and Active Learning

    Science.gov (United States)

    Zeszotarski, Paula; Ma, Carolyn

    2015-01-01

    Objective. To evaluate the impact on pharmacy students of a communication course, which used role-playing to develop active-learning skills. Design. Students role-playing pharmacists in patient care scenarios were critiqued by students and pharmacist faculty members. Grading was performed using the rubric inspired by Bruce Berger’s Communication Skills for Pharmacists. Written skills were evaluated using student written critique questionnaires. Students completed precourse and postcourse self-assessment surveys. Preceptor evaluations were analyzed for course impact. Assessment. Students demonstrated improvement in oral skills based on role-play scores (45.87/50) after practice sessions. The average score based on the student questionnaire was 9.31/10. Gain was demonstrated in all defined course objectives. Impact on introductory pharmacy practice experience (IPPE) communication objectives was insignificant. Student evaluations for course and teaching strategy reflected a high average. Conclusion. Study results demonstrated improvement in oral and written communication skills that may help improve interprofessional teamwork between pharmacists and other health care providers. PMID:25995519

  14. APPLICATION METHODS TO INCREASE OF ROLE PLAYING ON LEARNING MATERIALS PRESERVING NKRI (PENERAPAN METODE ROLE PLAY UNTUK MENINGKATKAN HASIL BELAJAR PADA MATERI MENJAGA KEUTUHAN NKRI

    Directory of Open Access Journals (Sweden)

    Mahfudin -

    2016-10-01

    Full Text Available Abstract. Uncertainty in the nation's economy, the impact of globalization as well as various crises and disasters are problems that may lead to national disintegration which make few groups want to secede from NKRI. All these problems unilaterally are evidences of the unreliability of civic education learning as a subject that mandates to maintain the integrity of NKRI, not in the macro scope but in giving civic education as early as possible from the elementary school. The learning outcomes of civic education learning do not only include the acquisition of knowledge, but more to the acquisition of feeling and behavior. Consequently, in the pre-cycle, the researcher found difficulties to integrate the two domains, which made the learning outcomes below the mini-mum mastery criteria, students’ behavior lacking the feeling of love to their homeland and stu-dents’ motivation in learning low. To solve the problems, the researcher used role play method and as a result, after two cycles, students’ learning outcomes increased. The percentage of stu-dents’ minimum mastery criteria increased from 52% (score 75 to 69% in cycle I and 96% in cycle II. In addition, the students’ were more motivated in learning, followed ceremony in an or-derly manner, and behaved in ways that reflect the love of homeland. It can be concluded that ap-plying role play method in the lesson of preserving the integrity of NKRI at Grade V SDN Cilengkrang North Sumedang Regencey, students’ learning outcomes could be improved. Keywords: Role Play Method, Civic Education Learning, Integrity of The Unitary State of The Republic of Indonesia Abstrak. Ketidakpastian kondisi perekonomian bangsa, pengaruh globalisasi serta berbagai krisis dan bencana merupakan permasalahan yang merujuk ke arah disintegrasi bangsa. Sehingga segelintir kelompok ingin memisahkan diri dari NKRI. Semua permasalahan diatas secara sepihak merupakan suatu bukti ketidak mempanan pembelajaran PKn

  15. Racket sports.

    Science.gov (United States)

    Jayanthi, Neeru; Esser, Stephen

    2013-01-01

    Tennis may be considered a static and dynamic form of exercise with many well-demonstrated health benefits. Tennis has similar rates of injury to other individual recreational sports and junior competitive sports, without the catastrophic risk of contact/collision sports. Classifying tennis players into junior and elite categories versus adult recreational players may help in outlining volume of play recommendations, exposure risk, and types of injuries. Junior and elite players tend to tolerate higher volumes, have more acute and lower extremity injuries, and have more serious overuse stress injuries. Adult recreational players tend to tolerate lower volumes, have more overuse and upper extremity injuries, and more conditions that are degenerative. Many tennis players also develop asymmetric musculoskeletal adaptations, which may increase risk of specific injury. Tennis-specific evaluations may identify these at-risk segments, help guide preventive strategies including technical errors, and assist in developing return-to-play recommendations. Other racket sports such as squash, badminton, and racquetball have less data available but report both acute and traumatic injuries less commonly seen in tennis.

  16. The Development of a Scientific Motive: How Preschool Science and Home Play Reciprocally Contribute to Science Learning

    Science.gov (United States)

    Gomes, Judith; Fleer, Marilyn

    2017-07-01

    There are a growing number of studies that have examined science learning for preschool children. Some research has looked into children's home experiences and some has focused on transition, practices, routines, and traditions in preschool contexts. However, little attention has been directed to the relationship between children's learning experiences at preschool and at home, and how this relationship can assist in the development of science concepts relevant to everyday life. In drawing upon Hedegaard's (Learning and child development, 2002) cultural-historical conception of motives and Vygotsky's (The collected works of L.S. Vygotsky: problems of general psychology, 1987) theory of everyday and scientific concept formation, the study reported in this paper examines one child, Jimmy (4.2 years), and his learning experiences at home and at preschool. Data gathering featured the video recording of 4 weeks of Jimmy's learning in play at home and at preschool (38.5 h), parent questionnaire and interviews, and researcher and family gathered video observations of home play with his parents (3.5 h). Findings show how a scientific motive develops through playful everyday learning moments at home and at preschool when scientific play narratives and resources are aligned. The study contributes to a more nuanced understanding of the science learning of young children and a conception of pedagogy that takes into account the reciprocity of home and school contexts for learning science.

  17. Understanding Computational Thinking before Programming: Developing Guidelines for the Design of Games to Learn Introductory Programming through Game-Play

    Science.gov (United States)

    Kazimoglu, Cagin; Kiernan, Mary; Bacon, Liz; MacKinnon, Lachlan

    2011-01-01

    This paper outlines an innovative game-based approach to learning introductory programming that is grounded in the development of computational thinking at an abstract conceptual level, but also provides a direct contextual relationship between game-play and learning traditional introductory programming. The paper proposes a possible model for,…

  18. The Challenges of Promoting Literacy Integration within a Play-Based Learning Kindergarten Program: Teacher Perspectives and Implementation

    Science.gov (United States)

    Pyle, Angela; Poliszczuk, Daniel; Danniels, Erica

    2018-01-01

    Kindergarten teachers face the challenge of balancing traditional developmental programming and contemporary academic standards. In classrooms following a play-based learning framework, academic content such as literacy is to be taught within children's play. However, educators have reported conceptual and practical challenges with integrating…

  19. How Does the Use of Role-Play Affect the Learning of Year 4 Children in a Predominately EAL Class?

    Science.gov (United States)

    Grant, Katrina; Mistry, Malini Tina

    2010-01-01

    This paper investigates role-play activities and how they can be used within learning for English as an Additional Language (EAL) pupils in a Key Stage 2 setting in England. Through observations, results showed effective role-play activities can be beneficial to EAL pupils, allowing them to practice words and phrases in a relaxed atmosphere…

  20. The Role that Socioaffective Practices Play in Third Graders’ Autonomous Learning

    Directory of Open Access Journals (Sweden)

    Jhonatan Perdomo Toro

    2011-07-01

    Full Text Available In this article we describe and analyze how autonomous learning emerges in third graders' socioaffective practices as reconstructed in written narratives. Results were obtained by analyzing and reflecting on classroom observation, interviews and written narratives done by the students which let us appreciate different behaviors and reactions the students usually went through. This study shows that children are able to recognize and reflect on the causes and consequences of situations thanks to the use of different socialization forms implemented by their parents; those forms help them become aware of their duties and homework. It also makes evident that social interaction, with family as the main contributors, plays an important role in children's development of autonomy.

  1. Evaluating the effectiveness of the integrated use of sporting plays to optimize the cardiorespiratory system functional state of students 18–19 years old

    Directory of Open Access Journals (Sweden)

    Inna Cherednichenko

    2016-08-01

    Full Text Available Purpose: to evaluate the effectiveness of the integrated use of sports in improving the functional state of the cardiovascular and respiratory systems of the 18–19 year-old students in the breakout sessions in terms of higher education. Materials and Methods: the study included 25 female students aged 18–19 years who were engaged in sports games within the section physical education classes in high school. To assess the functional status cardiorespiratory physiological systems using traditional methods and computer program "Oberig". Results: the study of students experimental group (n=11 who were involved in the program to the integrated use of means of sports (volleyball, basketball, handball were recorded significantly higher, compared to the students in the control group (n=14 who engaged in one kind of sports (volleyball, indicators of functional status of their cardiorespiratory system of the body. Conclusions: the author confirmed the high efficiency program of physical education for students 18–19 years of integrated use of sports facilities, which contributes to a substantial optimization of the functional state of their body.

  2. Effects of Active Videogame and Sports, Play, and Active Recreation for Kids Physical Education on Children's Health-Related Fitness and Enjoyment.

    Science.gov (United States)

    Chen, Han; Sun, Haichun

    2017-10-01

    The purpose of the study was to compare the effects of a Kinect active videogame (AVG) and the Sports, Play, and Active Recreation for Kids (SPARK) intervention in improving children's health-related fitness and physical activity (PA) enjoyment. A total of 65 students from both third and fourth grade in a rural elementary school participated in the study. The third graders (N = 29, mean age = 9.1 years, 10 boys, mean body mass index [BMI] = 20.1) were assigned to a SPARK physical education group, while the fourth graders (N = 36, mean age = 10.2 years, 15 boys, mean BMI = 20.3) were enrolled in the Kinect AVG group. The intervention lasted for 6 weeks, with each week including three practice sessions (∼40 minutes per session). All participants were measured on their health-related fitness by testing their performance in the 15-m Progressive Aerobic Cardiovascular Endurance Run (PACER), curl-ups, and push-ups both before and after the interventions. Participants' PA enjoyment was measured immediately after the first and last session's practice. Various ANCOVA tests were conducted to analyze the intervention effects on the changes of health-related fitness performances and enjoyment while controlling for baseline values, gender, and BMI. Various MANOVA tests were used to examine the intervention effects on PA levels during three practice sessions. Participants in AVG group had greater improvement in 15-m PACER test (P < 0.001), as well as PA enjoyment (P < 0.05), than those in SPARK group. The AVG group generated higher light PA and lower sedentary time for three (P < 0.05 to P < 0.001) and two sessions (P < 0.05 and P < 0.001), respectively. In addition, the AVG group accumulated higher moderate-to-vigorous physical activity (MVPA) for the first session (P < 0.01), while the SPARK group generated higher MVPA for the third session (P < 0.001). No MVPA difference was found between groups for another session. A

  3. Sports Supplements

    Science.gov (United States)

    ... Staying Safe Videos for Educators Search English Español Sports Supplements KidsHealth / For Teens / Sports Supplements What's in ... really work? And are they safe? What Are Sports Supplements? Sports supplements (also called ergogenic aids ) are ...

  4. 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...

  5. Sport-related concussions

    Directory of Open Access Journals (Sweden)

    Jéssica Natuline Ianof

    Full Text Available ABSTRACT Traumatic brain injury (TBI is a major cause of lifelong disability and death worldwide. Sport-related traumatic brain injury is an important public health concern. The purpose of this review was to highlight the importance of sport-related concussions. Concussion refers to a transient alteration in consciousness induced by external biomechanical forces transmitted directly or indirectly to the brain. It is a common, although most likely underreported, condition. Contact sports such as American football, rugby, soccer, boxing, basketball and hockey are associated with a relatively high prevalence of concussion. Various factors may be associated with a greater risk of sport-related concussion, such as age, sex, sport played, level of sport played and equipment used. Physical complaints (headache, fatigue, dizziness, behavioral changes (depression, anxiety, irritability and cognitive impairment are very common after a concussion. The risk of premature return to activities includes the prolongation of post-concussive symptoms and increased risk of concussion recurrence.

  6. Learning Partners: Escribamos! Leamos! Juguemos a las Ciencias! Juguemos a las Matematicas! (Learning Partners: Let's Write! Let's Read! Let's Play Mathematics! Let's Play Science!)

    Science.gov (United States)

    Office of Educational Research and Improvement (ED), Washington, DC.

    This Spanish-language document consists of four single-sheet sets of guidelines developed by the Family Involvement Partnership for Learning to assist parents in facilitating their children's elementary school success. The front part of the sheets describes general ways parents can support their children, including modeling writing, reading aloud,…

  7. 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...

  8. Sports eyewear protective standards.

    Science.gov (United States)

    Dain, Stephen J

    2016-01-01

    Eye injuries sustained during sport comprise up to 20 per cent of all injuries to the eye serious enough for medical attention to be sought. The prevalence of eye injuries in sport is not easily assessed due to lack of authoritative participation rates, so most studies report total numbers in a time period. The evidence on the proportion of all ocular injuries that are from sport is reviewed. The relative frequencies in different sports are compared in a qualitative manner and the sports with greater numbers of ocular injuries are detailed. In common with occupational injuries to the eye, most sports eye injuries are considered preventable. The hierarchy of action for occupational risk is detailed and adapted to use in a sports scenario. All the available international, regional and national standards on sports eye protection are detailed and their provisions compared. The major function of the standards is to provide adequate protection against the hazard of the sport concerned. These are detailed and compared as a function of energy transfer. Eye protection must not introduce additional or secondary hazards (for instance, fracturing into sharp fragments on impact) and not introduce features that would deter the wearing of eye protection (for instance, restricting field of view to impede playing the sport). The provisions of the standards intended to limit secondary hazards are detailed and compared. The need for future work in standards writing and the activities of the International Standardization Organization in sports eye protection are detailed. © 2016 Optometry Australia.

  9. 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,…

  10. What surgeons can learn from athletes: mental practice in sports and surgery.

    Science.gov (United States)

    Cocks, Margaret; Moulton, Carol-Anne; Luu, Shelly; Cil, Tulin

    2014-01-01

    Mental practice has been successfully applied in professional sports for skills acquisition and performance enhancement. The goals of this review are to describe the literature on mental practice within sport psychology and surgery and to explore how the specific principles of mental practice can be applied to the improvement of surgical performance-both in novice and expert surgeons. The authors reviewed the sports psychology, education, and surgery literatures through Medline, PubMed, PsycINFO, and Embase. In sports, mental practice is a valuable tool for optimizing existing motor skill sets once core competencies have been mastered. These techniques have been shown to be more advantageous when used by elite athletes. Within surgery, mental practice studies have focused on skill acquisition among novices with little study of how expert surgeons use it to optimize surgical preparation. We propose that performance optimization and skills acquisition should be viewed as 2 separate domains of mental practice. Further understanding of this phenomenon has implications for changing how we teach and train not only novice surgeons but also how experienced surgeons continue to maintain their skills, acquire new ones, and excel in surgery. Copyright © 2014 Association of Program Directors in Surgery. Published by Elsevier Inc. All rights reserved.

  11. Sexual Abuse and the Grooming Process in Sport: Learning from Bella's Story

    Science.gov (United States)

    Owton, Helen; Sparkes, Andrew C.

    2017-01-01

    Through a process of collaborative autoethnography, we explore the experiences of one female athlete named Bella who was groomed and then sexually abused by her male coach. Bella's story signals how the structural conditions and power relationships embedded in competitive sporting environments, specifically the power invested in the coach, provide…

  12. Using forum play to prevent abuse in health care organizations: A qualitative study exploring potentials and limitations for learning.

    Science.gov (United States)

    Brüggemann, A Jelmer; Persson, Alma

    2016-01-01

    Abuse in health care organizations is a pressing issue for caregivers. Forum play, a participatory theater model, has been used among health care staff to learn about and work against abuse. This small-scale qualitative study aims to explore how forum play participants experience the potentials and limitations of forum play as an educational model for continued professional learning at a hospital clinic. Fifteen of 41 members of staff of a Swedish nephrology clinic, primarily nurses, voluntarily participated in either one or two forum play workshops, where they shared experiences and together practiced working against abuse in everyday health care situations. Interviews were conducted after the workshops with 14 of the participants, where they were asked to reflect on their own and others' participation or nonparticipation, and changes in their individual and collective understanding of abuse in health care. Before the workshops, the informants were either hesitant or very enthusiastic toward the drama-oriented form of learning. Afterward, they all agreed that forum play was a very effective way of individual as well as collective learning about abuse in health care. However, they saw little effect on their work at the clinic, primarily understood as a consequence of the fact that many of their colleagues did not take part in the workshops. This study, based on the analysis of forum play efforts at a single hospital clinic, suggests that forum play can be an innovative educational model that creates a space for reflection and learning in health care practices. It might be especially fruitful when a sensitive topic, such as abuse in health care, is the target of change. However, for the effects to reach beyond individual insights and a shared understanding among a small group of participants, strategies to include all members of staff need to be explored.

  13. Symbolic Play as a Way of Development and Learning of Preschool Children in Preschool Institutions.

    Science.gov (United States)

    Umek, Ljubica Marjanovic; Musek, Petra Lesnik; Pecjak, Sonja; Kranjc, Simona

    1999-01-01

    This study evaluated several groups of preschoolers engaged in symbolic play to define elements of play and differences in regard to age. Analyses of videotapes indicated that the nature of symbolic play changes with regard to play situations in which children have been included. (LBT)

  14. Sports Dehydration Safety Tips

    Science.gov (United States)

    Sports Dehydration Safety Tips Everything you need to know to keep your kids safe from dehydration when playing sports. To keep kids in top ... to stay hydrated by drinking plenty of fluids. Dehydration occurs when a body loses more water than ...

  15. Language Learning Enhanced by Massive Multiple Online Role-Playing Games (MMORPGs) and the Underlying Behavioral and Neural Mechanisms

    OpenAIRE

    Zhang, Yongjun; Song, Hongwen; Liu, Xiaoming; Tang, Dinghong; Chen, Yue-e; Zhang, Xiaochu

    2017-01-01

    Massive Multiple Online Role-Playing Games (MMORPGs) have increased in popularity among children, juveniles, and adults since MMORPGs’ appearance in this digital age. MMORPGs can be applied to enhancing language learning, which is drawing researchers’ attention from different fields and many studies have validated MMORPGs’ positive effect on language learning. However, there are few studies on the underlying behavioral or neural mechanism of such effect. This paper reviews the educational app...

  16. Musical skill in dementia: a violinist presumed to have Alzheimer's disease learns to play a new song.

    Science.gov (United States)

    Cowles, Anne; Beatty, William W; Nixon, Sara Jo; Lutz, Lanna J; Paulk, Jason; Paulk, Kayla; Ross, Elliott D

    2003-12-01

    Previous studies have described patients with possible or probable Alzheimer's disease (AD) who continued to play familiar songs skillfully, despite their dementias. There are no reports about patients with dementia who successfully learned to play new songs, and two papers describe failures of patients with AD to learn to play a new song although they continued to play familiar songs competently. In the present paper we describe a moderately demented patient (SL) with probable AD who learned to play a song (Cossackaya!) on the violin that was published after the apparent onset of his dementia. He showed modest retention of the song at delays of 0 and 10 minutes. This contrasts with his profound disturbance in both recall and recognition on other anterograde memory tests (word lists, stories, figures, environmental sounds, sounds of musical instruments), and marked impairment on measures of remote memory (famous faces, autobiographical memory). SL showed milder deficits in confrontation naming, verbal fluency and attention, but no dyspraxia or aphasic comprehension deficits. Except for the Block Design test, his visuospatial skills were intact. SL's learning of the new song in the absence of any evidence of episodic memory is reminiscent of patients with temporal lobe amnesia who show better memory for song melody than for lyrics or verse, although his retention was not as good.

  17. 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…

  18. Understanding the Behavioral Intention to Play Austronesian Learning Games: From the Perspectives of Learning Outcome, Service Quality, and Hedonic Value

    Science.gov (United States)

    Hsiao, Kuo-Lun; Huang, Tien-Chi; Chen, Mu-Yen; Chiang, Nien-Ting

    2018-01-01

    Although ubiquitous learning is a novel and creative teaching approach, two key issues inhibit its success overall: a lack of appropriate learning strategies regarding learning objectives, and ineffective learning tools for receiving knowledge regarding the chosen subjects. To address these issues, we develops and designs a game-based educational…

  19. Epidemiology of Sports-Related Concussions in National Collegiate Athletic Association Athletes From 2009-2010 to 2013-2014: Symptom Prevalence, Symptom Resolution Time, and Return-to-Play Time.

    Science.gov (United States)

    Wasserman, Erin B; Kerr, Zachary Y; Zuckerman, Scott L; Covassin, Tracey

    2016-01-01

    Limited data exist among collegiate student-athletes on the epidemiology of sports-related concussion (SRC) outcomes, such as symptoms, symptom resolution time, and return-to-play time. This study used the National Collegiate Athletic Association (NCAA) Injury Surveillance Program (ISP) to describe the epidemiology of SRC outcomes in 25 collegiate sports. Descriptive epidemiology study. SRC data from the NCAA ISP during the 2009-2010 to 2013-2014 academic years were analyzed regarding symptoms, time to resolution of symptoms, and time to return to play. Findings were also stratified by sex in sex-comparable sports (ie, ice hockey, soccer, basketball, lacrosse, baseball/softball) and whether SRCs were reported as recurrent. Of the 1670 concussions reported during the 2009-2010 to 2013-2014 academic years, an average (±SD) of 5.29 ± 2.94 concussion symptoms were reported, with the most common being headache (92.2%) and dizziness (68.9%). Most concussions had symptoms resolve within 1 week (60.1%); however, 6.2% had a symptom resolution time of over 4 weeks. Additionally, 8.9% of concussions required over 4 weeks before return to play. The proportion of SRCs that required at least 1 week before return to play increased from 42.7% in 2009-2010 to 70.2% in 2013-2014 (linear trend, P sports analyses, the average number of symptoms and symptom resolution time did not differ by sex. However, a larger proportion of concussions in male athletes included amnesia and disorientation; a larger proportion of concussions in female athletes included headache, excess drowsiness, and nausea/vomiting. A total of 151 SRCs (9.0%) were reported as recurrent. The average number of symptoms reported with recurrent SRCs (5.99 ± 3.43) was greater than that of nonrecurrent SRCs (5.22 ± 2.88; P = .01). A greater proportion of recurrent SRCs also resulted in a long symptom resolution time (14.6% vs 5.4%, respectively; P time (21.2% vs 7.7%, respectively; P time may indicate changing

  20. Sports Diplomacy of Norway

    Directory of Open Access Journals (Sweden)

    Kobierecki Michał Marcin

    2017-12-01

    Full Text Available Norway is perceived as a country with a clear international identity. The aim of the article is to investigate the sports diplomacy of Norway and to examine its influence on the international brand of this country. The author will define the term “sports diplomacy” and attempt to outline the strategy of Norway’s public diplomacy; an analysis of the methods used in Norwegian sports diplomacy will follow. The main hypothesis of this paper is that sports diplomacy only plays a subsidiary role in Norwegian nation branding.

  1. Social learning inside and outside transition projects: Playing free jazz for a heavy metal audience

    NARCIS (Netherlands)

    Beers, P.J.; Hermans, F.; Veldkamp, T.; Hinssen, J.

    2014-01-01

    According to transition science, system innovation requires experimentation and social learning to explore the potential of innovations for sustainable development. However, the transition science literature does not elaborate much on the learning processes involved. Senge's Field of Change provides

  2. Designing and Integrating Purposeful Learning in Game Play: A Systematic Review

    Science.gov (United States)

    Ke, Fengfeng

    2016-01-01

    Via a systematic review of the literature on learning games, this article presents a systematic discussion on the design of intrinsic integration of domain-specific learning in game mechanics and game world design. A total of 69 articles ultimately met the inclusion criteria and were coded for the literature synthesis. Exemplary learning games…

  3. Context-Aware Mobile Role Playing Game for Learning--A Case of Canada and Taiwan

    Science.gov (United States)

    Lu, Chris; Chang, Maiga; Kinshuk; Huang, Echo; Chen, Ching-Wen

    2014-01-01

    The research presented in this paper is part of a 5-year renewable national research program in Canada, namely the NSERC/iCORE/Xerox/Markin research chair program that aims to explore possibilities of adaptive mobile learning and to provide learners with a learning environment which facilitates personalized learning at any time and any place. One…

  4. Exploring the Impact of Role-Playing on Peer Feedback in an Online Case-Based Learning Activity

    Directory of Open Access Journals (Sweden)

    Yu-Hui Ching

    2014-07-01

    Full Text Available This study explored the impact of role-playing on the quality of peer feedback and learners’ perception of this strategy in a case-based learning activity with VoiceThread in an online course. The findings revealed potential positive impact of role-playing on learners’ generation of constructive feedback as role-playing was associated with higher frequency of problem identification in the peer comments. Sixty percent of learners perceived the role-play strategy useful in assisting them to compose and provide meaningful feedback. Multiple motivations drove learners in making decisions on role choice when responding to their peers, mostly for peer benefits. Finally, 90% of learners reported the peer feedback useful or somewhat useful. Based on the findings of this study, we discussed educational and instructional design implications and future directions to further the line of research using role-play strategy to enhance peer feedback activity.

  5. Eating for Sports

    Science.gov (United States)

    ... but kids can play sports like gymnastics or football without going to extremes to lose or gain ... that you'd need to go to the emergency department for treatment. Drinking before, during, and after ...

  6. Promoting oral care in the preschool child: effects of a playful learning intervention.

    Science.gov (United States)

    Sigaud, Cecília Helena de Siqueira; Santos, Bruna Rodrigues Dos; Costa, Priscila; Toriyama, Aurea Tamami Minagawa

    2017-01-01

    To compare the number of appropriate behaviors for tooth brushing before and after a playful learning intervention with preschool children. A quasi-experimental, quantitative, before and after study design was conducted in an early childhood educational institution, with children between three and five years of age. The intervention consisted of three meetings with educational activities about tooth brushing, whose outcome was evaluated by means of observation of ten behaviors suitable for tooth brushing. Forty-four children participated in the study. The mean of adequate behaviors was 4.4 before the intervention, and 8.5 after the intervention. A significant increase in the adoption of appropriate behaviors for tooth brushing (p encontros com atividades educativas lúdicas sobre escovação de dentes, cujo efeito foi avaliado por meio da observação de dez comportamentos adequados para a escovação dos dentes. Participaram do estudo 44 crianças. A média de comportamentos adequados foi de 4,4 antes da intervenção e 8,5 após a mesma. Houve um aumento significativo na adoção de comportamentos adequados para a escovação de dentes (p < 0,01). Por meio de intervenções educativas lúdicas, recomenda-se que os enfermeiros potencializem as ações de promoção da saúde bucal com pré-escolares em instituições de educação infantil.

  7. Learning from Science and Sport - How we, Safety, "Engage with Rigor"

    Science.gov (United States)

    Herd, A.

    2012-01-01

    As the world of spaceflight safety is relatively small and potentially inward-looking, we need to be aware of the "outside world". We should then try to remind ourselves to be open to the possibility that data, knowledge or experience from outside of the spaceflight community may provide some constructive alternate perspectives. This paper will assess aspects from two seemingly tangential fields, science and sport, and align these with the world of safety. In doing so some useful insights will be given to the challenges we face and may provide solutions relevant in our everyday (of safety engineering). Sport, particularly a contact sport such as rugby union, requires direct interaction between members of two (opposing) teams. Professional, accurately timed and positioned interaction for a desired outcome. These interactions, whilst an essential part of the game, are however not without their constraints. The rugby scrum has constraints as to the formation and engagement of the two teams. The controlled engagement provides for an interaction between the two teams in a safe manner. The constraints arising from the reality that an incorrect engagement could cause serious injury to members of either team. In academia, scientific rigor is applied to assure that the arguments provided and the conclusions drawn in academic papers presented for publication are valid, legitimate and credible. The scientific goal of the need for rigor may be expressed in the example of achieving a statistically relevant sample size, n, in order to assure analysis validity of the data pool. A failure to apply rigor could then place the entire study at risk of failing to have the respective paper published. This paper will consider the merits of these two different aspects, scientific rigor and sports engagement, and offer a reflective look at how this may provide a "modus operandi" for safety engineers at any level whether at their desks (creating or reviewing safety assessments) or in a

  8. "I'm Just Playing iPad": Comparing Prekindergarteners' and Preservice Teachers' Social Interactions While Using Tablets for Learning

    Science.gov (United States)

    Moore, Holly Carrell; Adair, Jennifer Keys

    2015-01-01

    In this article we share descriptive findings from two qualitative, grounded theory (Glaser, 1978, 1992, 1998) studies on how two distinct groups of learners--prekindergarteners and preservice teachers in early childhood education coursework--used touch-screen tablets in their playful, discovery-based learning processes. We found similarities…

  9. The Case of Literacy Motivation: Playful 3D Immersive Learning Environments and Problem-Focused Education for Blended Digital Storytelling

    Science.gov (United States)

    Mystakidis, Stylianos; Berki, Eleni

    2018-01-01

    The University of Patras' Library Services designed and offered to primary and secondary schools the pilot educational program "From the Ancient to the Modern Tablets," featuring immersive multimedia learning experiences about the book history. The pilot program consisted of three stages: a playful library tour, followed by an…

  10. The Gift of Music. A Successful Method for Learning To Read, Play, and More Deeply Enjoy Music.

    Science.gov (United States)

    Geltman, Eve

    This book introduces music reading skills in 21 lessons that focus on the violin but which may be applied to the study of any musical instrument. The lessons are designed for beginning music students and build upon previous lessons in the book. This volume focuses on the violin because of the large number of students presently learning to play it…

  11. Virginia Standards of Learning (Grades 6 through 12) That Are Covered When Students Attend Live Performances of Shakespeare's Plays.

    Science.gov (United States)

    Brookshire, Cathy A.

    This paper outlines Standards of Learning for grades 6-12 students in Virginia that are covered when they attend live performances of William Shakespeare's plays. The paper details separate standards for each grade in English, subdivided into standards which fulfill requirements in Oral Language, Reading/Literature, Writing, and Research, along…

  12. Learning One's Place and Position through Play: Social Class and Educational Opportunity in Early Years Education

    Science.gov (United States)

    Stirrup, Julie; Evans, John; Davies, Brian

    2017-01-01

    Drawing on the theoretical work of the British sociologist Basil Bernstein, this paper documents how learning is structured and organised through play in three Early Years Education (EYE) settings catering for children aged three to five in England, UK. Its data address current issues raised within EYE research relating to "quality and high…

  13. Embracing Complexity: Rethinking the Relation between Play and Learning--Comment on Lillard et al. (2013)

    Science.gov (United States)

    Weisberg, Deena Skolnick; Hirsh-Pasek, Kathy; Golinkoff, Roberta Michnick

    2013-01-01

    Lillard et al. (2013) concluded that pretend play is not causally related to child outcomes and charged that the field is subject to a "play ethos", whereby research is tainted by a bias to find positive effects of play on child development. In this commentary, we embrace their call for a more solidly scientific approach to questions in this…

  14. Evaluation of the Correlation between Learning Styles and Critical Thinking Dispositions of the Students of School of Physical Education and Sports

    Science.gov (United States)

    Çetin, Mehmet Çagri

    2014-01-01

    The study was conducted in order to detect critical thinking dispositions and learning styles of the students of school of physical education and sports, to explore whether there was a significant difference in terms of gender variable and academic department variable and, to discover the correlation between critical thinking tendencies and…

  15. Project and Sports Events Management

    OpenAIRE

    Sebastian Madalin MUNTEANU

    2011-01-01

    This paper tries to capture the importance it holds the project management in socio-cultural sector which stands out when we refer to the sport. So when we talk about project management in sport, to consider a much larger vision, a new project management perspective, they involve a responsibility for the implementation of an event with global impact on very long term. Sports projects, as history shows us, played a significant role in developing societies. Also, all major sports industry proje...

  16. 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

  17. Why should survivors of childhood renal tumor and others with only one kidney be denied the chance to play contact sports?

    Science.gov (United States)

    Spreafico, Filippo; Terenziani, Monica; van den Heuvel-Eibrink, Marry M; Pritchard-Jones, Kathy; Levitt, Gill; Graf, Norbert; Bergeron, Christophe; Massimino, Maura

    2014-04-01

    Over the last few decades advances in the treatment of childhood and young adult cancer have greatly improved survival. As a result most children diagnosed with Wilms' tumor (the most common renal tumor in childhood) or other renal tumors become long-term survivors, living with surgically solitary kidneys. As physical activity is gaining credibility as a therapy enhancing well-being, encouraging cancer survivors do exercise during adolescence and adulthood is advisable. Discussing current evidence-based information would help to provide a framework for the harmonization of guidelines for sport participation of childhood and young adult renal tumor survivors.

  18. The sport and the physical activity as mediators of corporal models: Genre and sexuality in learning of the masculinities

    Directory of Open Access Journals (Sweden)

    Judit Vidiella Pagés

    2007-11-01

    Full Text Available This article begins with an analysis of some theoretical contributions about the conceptualization of body in contemporary societies. These allow us to set a dialogue with the reflective experiences of a group of teenagers about how they learn masculinitiesi in their lives. Phenomenological and political emphasis on the body carried out by Feminists -with the notion of embodiment- have been essential in giving complexity to embodied issues such as gender, race, age, social class (disabilities, etc. which not only operate in a relation of power in our selves, but also as a locus of resistance and agency. Queer theory and its deconstruction of normative sexuality -with the concept of performativity- will be basic to understand the fundamental role that sexuality has in the construction of subjectivities. The accounts of teens will allow us to explore the paper that physical activities and sport have in their lives as mediators in the construction of their "masculine" subjectivities, many times as an oppressor space of their sexual and gender identity, and open an analysis of the hegemonic body representations that mediate not only physical education in schools, but also sport of competition and elite, and their representations in mass media.

  19. Reflections on Service-Learning: Student Experiences in a Sport-Based Youth Development Course

    Science.gov (United States)

    Whitley, Meredith A.; Farrell, Kelly; Maisonet, Cindy; Hoffer, Andrew

    2017-01-01

    Service-learning courses provide students with practical opportunities to enhance their learning and development in the field, along with getting students engaged in different communities and settings. However, there are still many challenges to designing and offering effective service-learning courses, such as requiring all students to…

  20. Implicit and explicit learning: applications from basic research to sports for individuals with impaired movement dynamics

    NARCIS (Netherlands)

    Steenbergen, B.; van der Kamp, J.; Verneau, M.M.N.; Jongbloed-Pereboom, M.; Masters, R.S.

    2010-01-01

    Purpose. Motor skills can be learned in an explicit or an implicit manner. Explicit learning places high demands on working memory capacity, but engagement of working memory is largely circumvented when skills are learned implicitly. We propose that individuals with impaired movement dynamics may

  1. Implicit and explicit learning: applications from basic research to sports for individuals with impaired movement dynamics.

    NARCIS (Netherlands)

    Steenbergen, B.; Kamp, J. van der; Verneau, M.; Jongbloed-Pereboom, M.; Masters, R.S.

    2010-01-01

    PURPOSE: Motor skills can be learned in an explicit or an implicit manner. Explicit learning places high demands on working memory capacity, but engagement of working memory is largely circumvented when skills are learned implicitly. We propose that individuals with impaired movement dynamics may

  2. Implicit and explicit learning: applications from basic research to sports for individuals with impaired movement dynamics

    NARCIS (Netherlands)

    Steenbergen, B.; Kamp, J. van der; Verneau, M.; Jongbloed-Pereboom, M.; Masters, R.S.W.

    2010-01-01

    Purpose - Motor skills can be learned in an explicit or an implicit manner. Explicit learning places high demands on working memory capacity, but engagement of working memory is largely circumvented when skills are learned implicitly. We propose that individuals with impaired movement dynamics may

  3. Undergraduate Sport Management Students' Perceptions of Leadership Skills through Service Learning

    Science.gov (United States)

    Romsa, Bryan; Romsa, Katelyn; Lim, Jon; Wurdinger, Scott

    2017-01-01

    Researchers have discovered that service learning affects students' academic, personal, and social development. However, currently there is a gap in literature analyzing ways in which service learning affects students' perceived leadership skills. This study examined the effectiveness of service learning on the perceived leadership skills of 74…

  4. Sports physical

    Science.gov (United States)

    ... page: //medlineplus.gov/ency/patientinstructions/000673.htm Sports physical To use the sharing features on this page, ... routine checkups. Why do you Need a Sports Physical? The sports physical is done to: Find out ...

  5. TRATEGIC MANAGEMENT In the FUNCTION of SPORT And RECREATIONS

    Directory of Open Access Journals (Sweden)

    Dejan Gligović

    2011-03-01

    Full Text Available In countries throughout holy, sport, recreation and plays promotes the health, spirit and the tenement. They us learns important lessons from the life about the respect, leadership and controls. They promote the equality for all and remove differences among men. Modern society now takes over the power and possibilities which has the sport, recreation and plays, carrying out him in programmes its national governments throughout holy. In this way, develops partnerships with all sectors and all levels of company, from governments, over holy sport to the civil society in all his diversity, in order to affirms value which breeds sport would not perform boys and girls on sports courts and sports grounds those would teach the Deco and their families about benefits of physical activities. In order to would come about like this ambitious and the significant project indispensable precondition is the strategic planning of development of sport on the specified area and in which has been joined in top-grade managers from different domains. Special attentions must dedicate execution is adopted strategies, because if is absent the direct application is adopted strategies, the per se selected strategy not did introduce herself the no progress.

  6. Developing Individual and Team Character in Sport

    Science.gov (United States)

    Gaines, Stacey A.

    2012-01-01

    The idea that participation in sport builds character is a long-standing one. Advocates of sport participation believe that sport provides an appropriate context for the learning of social skills such as cooperation and the development of prosocial behavior (Weiss, Smith, & Stuntz, 2008). Research in sport regarding character development has…

  7. Sports officials and officiating : Science and practice

    NARCIS (Netherlands)

    MacMahon, Clare; Mascarenhas, Duncan; Plessner, Henning; Pizzera, Alexandra; Oudejans, Raôul R D; Raab, Markus

    2014-01-01

    Sports officials (umpires, referees, judges) play a vital role in every sport, and sports governing bodies, fans, and players now expect officials to maintain higher professional standards than ever before. In this ground-breaking book, a team of leading international sport scientists and top level

  8. Learning Technology and Engineering Principles through Golf

    Science.gov (United States)

    Yoshikawa, Emily; Bartholomew, Scott R.

    2018-01-01

    While the physical exercise of playing golf and the sheer enjoyment of the sport are both positive benefits, there are subtler opportunities for golf to be used in conjunction with other ideas for learning in K-12 education; the mechanics and details behind the sport, as well as the variety of clubs, courses, and swings are all potential…

  9. PlayIt: Game Based Learning Approach for Teaching Programming Concepts

    Science.gov (United States)

    Mathrani, Anuradha; Christian, Shelly; Ponder-Sutton, Agate

    2016-01-01

    This study demonstrates a game-based learning (GBL) approach to engage students in learning and enhance their programming skills. The paper gives a detailed narrative of how an educational game was mapped with the curriculum of a prescribed programming course in a computing diploma study programme. Two separate student cohorts were invited to…

  10. Seeing How It Sounds: Observation, Imitation, and Improved Learning in Piano Playing

    Science.gov (United States)

    Simones, Lilian; Rodger, Matthew; Schroeder, Franziska

    2017-01-01

    This study centers upon a piano learning and teaching environment in which beginners and intermediate piano students (N = 48) learning to perform a specific type of staccato were submitted to three different (group-exclusive) teaching conditions: "audio-only" demonstration of the musical task; observation of the teacher's action…

  11. Playing Games: Do Game Consoles Have a Positive Impact on Girls' Learning Outcomes and Motivation?

    Science.gov (United States)

    Kitching, Lucy; Wheeler, Steve

    2013-01-01

    Games based learning is currently a hotly debated topic in education and is a fertile field of study (Holmes, 2011; Abrams, 2009). Many schools are exploring ways in which games can be embedded into the curriculum, to enhance learning through deeper engagement and higher levels of motivation (Miller & Robertson, 2010). This paper explores the…

  12. Active Learning through Role Playing: Virtual Babies in a Child Development Course

    Science.gov (United States)

    Poling, Devereaux A.; Hupp, Julie M.

    2009-01-01

    The authors designed an active learning project for a child development course in which students apply core concepts to a hypothetical baby they "raise" during the term. Students applied developmental topics to their unique, developing child. The project fostered student learning and enthusiasm for the material. The project's versatility makes it…

  13. Learning by Doing in Leadership Education: Experiencing Followership and Effective Leadership Communication through Role-Play

    Science.gov (United States)

    Tabak, Filiz; Lebron, Mariana

    2017-01-01

    This paper describes the implementation of a role-play exercise to illustrate the influence of followership styles and effective communication on leader-follower relationship formation and development. We provide the pedagogical theory and evidence behind using role-plays in classroom settings, followed by a literature review pertaining to…

  14. What Can Students Learn in an Extended Role-Play Simulation on Technology and Society?

    Science.gov (United States)

    Loui, Michael C.

    2009-01-01

    In a small course on technology and society, students participated in an extended role-play simulation for two weeks. Each student played a different adult character in a fictional community, which faces technological decisions in three scenarios set in the near future. The three scenarios involved stem cell research, nanotechnology, and privacy.…

  15. Toward More Joyful Learning: Integrating Play into Frameworks of Middle Grades Teaching

    Science.gov (United States)

    Conklin, Hilary G.

    2014-01-01

    Recent efforts to define qualities of effective teaching practice have done little to capture the role of play, imagination, and creativity in classroom teaching. Drawing on theories of play and data from a two-year case study that included classroom observations, interviews, artifact collection, and surveys, the author examines the ways in which…

  16. Learning How to Play Ball: Applying Sabermetric Thinking to Benchmarking in Higher Education

    Science.gov (United States)

    Levy, Gary D.

    2012-01-01

    Although the notion is certainly cliched, baseball often serves as an excellent metaphor for life. Some of the methodologies currently being used to measure, evaluate, manage, and even play baseball may serve as references for ways that higher education may be measured, evaluated, managed, and played. This chapter proposes and presents…

  17. Friedrich Froebel's Gifts: Connecting the Spiritual and Aesthetic to the Real World of Play and Learning

    Science.gov (United States)

    Provenzo, Eugene F., Jr.

    2009-01-01

    Friedrich Froebel, the German educator and founder of the Kindergarten Movement, developed a series of play materials including geometric building blocks and pattern activity blocks designed to teach children about forms and relationships found in nature. Froebel's notions about using activity and play in preschool education complement many…

  18. Successful Transfer of a Motor Learning Strategy to a Novel Sport.

    Science.gov (United States)

    Kearney, Philip E; Judge, Phil

    2017-10-01

    This study investigated whether secondary school students who were taught a motor learning strategy could transfer their knowledge of the strategy to learning a novel task. Twenty adolescents were randomly allocated to a strategy or control group. The strategy group was taught Singer's five-step learning strategy, while the control group received information on the evolution and biomechanics of the basketball free throw. Both groups received three 1-hour practice sessions on a modified basketball shooting task. After one month, participants were introduced to the transfer task, golf putting. Performance accuracy was recorded for all tasks, and participants completed questionnaires regarding strategy use during practice. Participants taught the five-step learning strategy successfully recalled and applied it after a 1-month interval, and they demonstrated superior performance on both acquisition and transfer tasks, relative to the control group. Physical education teachers and coaches should consider using this learning strategy to enhance the learning of closed motor skills.

  19. SPORT MARKETING

    Directory of Open Access Journals (Sweden)

    Omer Špirtović

    2010-03-01

    Full Text Available Word „marketing“ comes from AngloSaxon linguistic domain and implies in a narrow sense the market. Under marketing, we consider certain process, which should create and solve relations of exchange between manufacturers on one side, and consumers on the other. Discussion about sport marketing implies its theoretical definition and generalization, and then its actual definition in sport environment. Sport marketing belongs to business function of sport organization and represents primaly an economical process of connecting produktion (sport organizations with sportsmen and coaches and consumption (sport and other public. Sport marketing is the reality in sport today, and cannot be observed as fashionabless of capitalistic production. Today is almost impossible for sport organization to make business without its business part called sport marketing if it wants to survive in sport arena.

  20. Playing facilitator

    DEFF Research Database (Denmark)

    Houmøller, Ellen; Marchetti, Emanuela

    2015-01-01

    event called InnoEvent, addressed to students in the fields of multimedia and healthcare. Being interested in studying games and role-play as tools to support independent learning in the field of design thinking and team-building, following Dewey’s (1938) theory of learning experience, we ran two...... workshops based on two classic role-play games: The Silent Game (Brandt, 2006) and The Six Thinking Hats (de Bono, 1985). These games were created to support students in learning design thinking in groups and are assigned positive values in literature, hence we expected a smooth process. However, our...... experience was rather characterized by conflictual negotiations with the students. Data from our observations and from interviews with group representatives show that the students took a discontinuous learning path, characterised by a false start, failure, and a thorough reconsideration of their work...

  1. Play along: Effects of music and social interaction on word learning.

    Directory of Open Access Journals (Sweden)

    Laura eVerga

    2015-09-01

    Full Text Available Learning new words is an increasingly common necessity in everyday life. External factors, among which music and social interaction are particularly debated, are claimed to facilitate this task. Due to their influence on the learner’s temporal behavior, these stimuli are able to drive the learner's attention to the correct referent of new words at the correct point in time. However, do music and social interaction impact learning behavior in the same way? The current study aims to answer this question. Native German speakers (N = 80 were requested to learn new words (pseudo-words during a contextual learning game. This learning task was performed alone with a computer or with a partner, with or without music. Results showed that music and social interaction had a different impact on the learner’s behavior: Participants tended to temporally coordinate their behavior more with a partner than with music, and in both cases more than with a computer. However, when both music and social interaction were present, this temporal coordination was hindered. These results suggest that while music and social interaction do influence participants’ learning behavior, they have a different impact. Moreover, impaired behavior when both music and a partner are present suggests that different mechanisms are employed to coordinate with the two types of stimuli. Whether one or the other approach is more efficient for word learning, however, is a question still requiring further investigation, as no differences were observed between conditions in a retrieval phase which took place immediately after the learning session. This study contributes to the literature on word learning in adults by investigating two possible facilitating factors, and has important implications for situations such as music therapy, in which music and social interaction are present at the same time.

  2. Play along: effects of music and social interaction on word learning.

    Science.gov (United States)

    Verga, Laura; Bigand, Emmanuel; Kotz, Sonja A

    2015-01-01

    Learning new words is an increasingly common necessity in everyday life. External factors, among which music and social interaction are particularly debated, are claimed to facilitate this task. Due to their influence on the learner's temporal behavior, these stimuli are able to drive the learner's attention to the correct referent of new words at the correct point in time. However, do music and social interaction impact learning behavior in the same way? The current study aims to answer this question. Native German speakers (N = 80) were requested to learn new words (pseudo-words) during a contextual learning game. This learning task was performed alone with a computer or with a partner, with or without music. Results showed that music and social interaction had a different impact on the learner's behavior: Participants tended to temporally coordinate their behavior more with a partner than with music, and in both cases more than with a computer. However, when both music and social interaction were present, this temporal coordination was hindered. These results suggest that while music and social interaction do influence participants' learning behavior, they have a different impact. Moreover, impaired behavior when both music and a partner are present suggests that different mechanisms are employed to coordinate with the two types of stimuli. Whether one or the other approach is more efficient for word learning, however, is a question still requiring further investigation, as no differences were observed between conditions in a retrieval phase, which took place immediately after the learning session. This study contributes to the literature on word learning in adults by investigating two possible facilitating factors, and has important implications for situations such as music therapy, in which music and social interaction are present at the same time.

  3. Investigating the Roles of Perceived Playfulness, Resistance to Change and Self-Management of Learning in Mobile English Learning Outcome

    Science.gov (United States)

    Huang, Rui-Ting; Jang, Syh-Jong; Machtmes, Krisanna; Deggs, David

    2012-01-01

    Although there is a growing interest in mobile learning, there are limited studies that focus on student knowledge acquisition. As applications and usages of mobile technology have become more and more accepted, it is important and meaningful that researchers and practitioners of mobile learning understand the potential factors that could…

  4. Authentic Learning Experiences Through Play: Games, Simulations and the Construction of Knowledge

    OpenAIRE

    Galarneau, Lisa

    2005-01-01

    Games and simulations have become the learning resource du jour in e-learning circles, suggested as the solution to a wide range of learning objectives. However, the results of previous endeavours in this arena have been mixed, causing many educators to approach games with some trepidation. Coupled with the overly-hyped and only marginally effective ‘edutainment’ market in the 1990s, many educators and trainers have been left with a sceptical view of what is popularly regarded as another atte...

  5. Good alarm design plays a vital role in successful DCS implementation: Hard learned lessons from petrochemical applications

    International Nuclear Information System (INIS)

    Wilson, C.; Rothenberg, D.

    2006-01-01

    Nuclear operators are eager to update their automation infrastructure, but are apprehensive due to the consequences of failure. The process industries have learned that alarm design is critical to a successful Distributed Control System (DCS) implementation. This paper shares valuable insight into how alarms play a key role in successful management of upsets, help focus operator attention, and supply critical information during periods of high stress. (authors)

  6. Scorebox extraction from mobile sports videos using Support Vector Machines

    Science.gov (United States)

    Kim, Wonjun; Park, Jimin; Kim, Changick

    2008-08-01

    Scorebox plays an important role in understanding contents of sports videos. However, the tiny scorebox may give the small-display-viewers uncomfortable experience in grasping the game situation. In this paper, we propose a novel framework to extract the scorebox from sports video frames. We first extract candidates by using accumulated intensity and edge information after short learning period. Since there are various types of scoreboxes inserted in sports videos, multiple attributes need to be used for efficient extraction. Based on those attributes, the optimal information gain is computed and top three ranked attributes in terms of information gain are selected as a three-dimensional feature vector for Support Vector Machines (SVM) to distinguish the scorebox from other candidates, such as logos and advertisement boards. The proposed method is tested on various videos of sports games and experimental results show the efficiency and robustness of our proposed method.

  7. Language Learning Enhanced by Massive Multiple Online Role-Playing Games (MMORPGs) and the Underlying Behavioral and Neural Mechanisms

    Science.gov (United States)

    Zhang, Yongjun; Song, Hongwen; Liu, Xiaoming; Tang, Dinghong; Chen, Yue-e; Zhang, Xiaochu

    2017-01-01

    Massive Multiple Online Role-Playing Games (MMORPGs) have increased in popularity among children, juveniles, and adults since MMORPGs’ appearance in this digital age. MMORPGs can be applied to enhancing language learning, which is drawing researchers’ attention from different fields and many studies have validated MMORPGs’ positive effect on language learning. However, there are few studies on the underlying behavioral or neural mechanism of such effect. This paper reviews the educational application of the MMORPGs based on relevant macroscopic and microscopic studies, showing that gamers’ overall language proficiency or some specific language skills can be enhanced by real-time online interaction with peers and game narratives or instructions embedded in the MMORPGs. Mechanisms underlying the educational assistant role of MMORPGs in second language learning are discussed from both behavioral and neural perspectives. We suggest that attentional bias makes gamers/learners allocate more cognitive resources toward task-related stimuli in a controlled or an automatic way. Moreover, with a moderating role played by activation of reward circuit, playing the MMORPGs may strengthen or increase functional connectivity from seed regions such as left anterior insular/frontal operculum (AI/FO) and visual word form area to other language-related brain areas. PMID:28303097

  8. Language Learning Enhanced by Massive Multiple Online Role-Playing Games (MMORPGs) and the Underlying Behavioral and Neural Mechanisms.

    Science.gov (United States)

    Zhang, Yongjun; Song, Hongwen; Liu, Xiaoming; Tang, Dinghong; Chen, Yue-E; Zhang, Xiaochu

    2017-01-01

    Massive Multiple Online Role-Playing Games (MMORPGs) have increased in popularity among children, juveniles, and adults since MMORPGs' appearance in this digital age. MMORPGs can be applied to enhancing language learning, which is drawing researchers' attention from different fields and many studies have validated MMORPGs' positive effect on language learning. However, there are few studies on the underlying behavioral or neural mechanism of such effect. This paper reviews the educational application of the MMORPGs based on relevant macroscopic and microscopic studies, showing that gamers' overall language proficiency or some specific language skills can be enhanced by real-time online interaction with peers and game narratives or instructions embedded in the MMORPGs. Mechanisms underlying the educational assistant role of MMORPGs in second language learning are discussed from both behavioral and neural perspectives. We suggest that attentional bias makes gamers/learners allocate more cognitive resources toward task-related stimuli in a controlled or an automatic way. Moreover, with a moderating role played by activation of reward circuit, playing the MMORPGs may strengthen or increase functional connectivity from seed regions such as left anterior insular/frontal operculum (AI/FO) and visual word form area to other language-related brain areas.

  9. 5 Ways to Prepare for Your Sports Season

    Science.gov (United States)

    ... English Español 5 Ways to Prepare for Your Sports Season KidsHealth / For Teens / 5 Ways to Prepare ... temporada deportiva 5 Ways to Prepare for Your Sports Season If you've ever played competitive sports, ...

  10. Tornando o "Jogo Possível": Reflexões sobre a Pedagogia do Esporte, os fundamentos dos jogos desportivos coletivos e a aprendizagem Making the “Possible Game”: Reflections on Sport Pedagogy, Fundamentals of Team Sports and Sport Learning Haciendo el "juego posible": reflexiones sobre la Pedagogía del deporte, los fundamentos de los juegos deportivos colectivos y el aprender deportivo

    Directory of Open Access Journals (Sweden)

    2008-03-01

    Full Text Available Este trabalho surge da necessidade de discussões sobre o papel educacional do profissional de educação física na aprendizagem esportiva e Pedagogia do Esporte. Relacionamos correntes teóricas da Pedagogia do Esporte com o ensino dos jogos desportivos coletivos. Para tanto, utilizamos como instrumento o jogo, ferramenta fundamental de ensino e oportunidade social, através de suas características lúdicas. O jogo pode contribuir para o desenvolvimento de valores éticos, sociais e morais, assim como para a construção de metáforas que estabeleçam relações entre o esporte e a vida, fazendo uso da ludicidade e do ensino reflexivo. Ambos fundamentam nosso embasamento teórico para a atuação em Pedagogia do Esporte, trazendo mais oportunidades, opções de escolha e reflexões sobre nossa atuação profissional. This research work derives from the need to discuss the educational role of the physical education professional in sport learning and sport pedagogy. We have related sport pedagogy theories with the teaching of team sports. We have used the game as an instrument which is a fundamental teaching tool as well as a social opportunity, through its playful characteristics. Games can contribute to the development of ethical, social, and moral values, and to the building of metaphors that can establish relations between sport and life, making use of playfulness and reflexive teaching. Both concepts are fundamental to our theoretical foundation and bring more opportunities, choice, and reflections to our professional work.
    Keywords: sport pedagogy – sport initiation – game – reflexive teaching Este trabajo aparece de la necesidad de discusiones a respecto del papel educativo del profesional de educación física en la enseñanza deportiva y Pedagogía del deporte. Relacionamos las corrientes teóricas de la pedagogía del deporte con la enseñanza de los juegos colectivos. Para eso, utilizamos como instrumento el juego, la

  11. Field Learning: Experiential Learning through Participant Observation and Self-Reflection of Consumer Behavior at Sporting Events

    Science.gov (United States)

    Schaller, Tracey King

    2018-01-01

    As marketing educators, we can enhance student learning by providing experiences that go beyond the classroom and into the real world. In this way, we encourage students to become lifelong learners where they observe the world around them through the lens of what they have learned. This article describes a project used in an undergraduate-level…

  12. Sport Marketing

    OpenAIRE

    Ekmekci, Ridvan; Ekmekçi, Aytul Yeter

    2009-01-01

    Abstract  Marketing which is entered to almost our whole life, now more than goods and services, became an important  concept of ideas, persons, institutions, events, and facilities. As a main activities of business co. marketing has an important place in sports industry. Recently, the development of special sport marketing strategies and the presentation of sport goods and services to consumers are gaining importance. Efforts of increasing income of sport clubs, because of sport organization...

  13. Let the music play! A short-term but no long-term detrimental effect of vocal background music with familiar language lyrics on foreign language vocabulary learning

    NARCIS (Netherlands)

    de Groot, A.M.B.; Smedinga, H.E.

    2014-01-01

    Participants learned foreign vocabulary by means of the paired-associates learning procedure in three conditions: (a) in silence, (b) with vocal music with lyrics in a familiar language playing in the background, or (c) with vocal music with lyrics in an unfamiliar language playing in the

  14. Chinese and German Teachers' and Parents' Conceptions of Learning at Play--Similarities, Differences, and (In)Consistencies

    Science.gov (United States)

    Wu, Shu-Chen; Faas, Stefan; Geiger, Steffen

    2018-01-01

    This qualitative study investigated Chinese and German teachers' and parents' conceptions and understanding of learning at play. A total of 28 teachers and 12 parents took part in this study. Among the participants, 12 kindergarten teachers (6 German and 6 Chinese) were interviewed to obtain their perspectives on learning at play. These…

  15. Clay Play

    Science.gov (United States)

    Rogers, Liz; Steffan, Dana

    2009-01-01

    This article describes how to use clay as a potential material for young children to explore. As teachers, the authors find that their dialogue about the potential of clay as a learning medium raises many questions: (1) What makes clay so enticing? (2) Why are teachers noticing different play and conversation around the clay table as compared to…

  16. Press learning: The potential of podcasting through pause, record, play and stop

    Directory of Open Access Journals (Sweden)

    Tara Brabazon

    2016-09-01

    Full Text Available Podcasts are entering their second decade. However, this article does not present a chronological narrative of this history or focus groups exploring their effectiveness. Instead, this paper probes the enlivening capacity of podcasting when inserted into the much wider discourse of sonic media. My research probes the impact on teaching and learning when cutting away four of our five senses to focus on auditory culture, sonic media, hearing and listening. This research shows the value of ‘blind listening,’ cutting away the eyes and visual literacy, to activate more complex modes of learning.

  17. On play and playing.

    Science.gov (United States)

    Rudan, Dusko

    2013-12-01

    The paper offers a review of the development of the concept of play and playing. The true beginnings of the development of the theories of play are set as late as in the 19th century. It is difficult to define play as such; it may much more easily be defined through its antipode--work. In the beginning, play used to be connected with education; it was not before Freud's theory of psychoanalysis and Piaget's developmental psychology that the importance of play in a child's development began to be explained in more detail. The paper further tackles the role of play in the adult age. Detailed attention is paid to psychodynamic and psychoanalytic authors, in particular D. W. Winnicott and his understanding of playing in the intermediary (transitional) empirical or experiential space. In other words, playing occupies a space and time of its own. The neuroscientific concept of playing is also tackled, in the connection with development as well.

  18. Effects of Constructing versus Playing an Educational Game on Student Motivation and Deep Learning Strategy Use

    Science.gov (United States)

    Vos, Nienke; van der Meijden, Henny; Denessen, Eddie

    2011-01-01

    In this study the effects of two different interactive learning tasks, in which simple games were included were described with respect to student motivation and deep strategy use. The research involved 235 students from four elementary schools in The Netherlands. One group of students (N = 128) constructed their own memory "drag and…

  19. Effects of constructing versus playing an educational game on student motivation and deep learning strategy use

    NARCIS (Netherlands)

    Vos, N.W.; Meijden, H.A.T. van der; Denessen, E.J.P.G.

    2011-01-01

    In this study the effects of two different interactive learning tasks, in which simple games were included were described with respect to student motivation and deep strategy use. The research involved 235 students from four elementary schools in The Netherlands. One group of students (N = 128)

  20. Development of a Computer-Based Visualised Quantitative Learning System for Playing Violin Vibrato

    Science.gov (United States)

    Ho, Tracy Kwei-Liang; Lin, Huann-shyang; Chen, Ching-Kong; Tsai, Jih-Long

    2015-01-01

    Traditional methods of teaching music are largely subjective, with the lack of objectivity being particularly challenging for violin students learning vibrato because of the existence of conflicting theories. By using a computer-based analysis method, this study found that maintaining temporal coincidence between the intensity peak and the target…

  1. Press Play for Learning: A Framework to Guide Serious Computer Game Use in the Classroom

    Science.gov (United States)

    Southgate, Erica; Budd, Janene; Smith, Shamus

    2017-01-01

    Computer gaming is a global phenomenon and there has been rapid growth in "serious" games for learning. An emergent body of evidence demonstrates how serious games can be used in primary and secondary school classrooms. Despite the popularity of serious games and their pedagogical potential, there are few specialised frameworks to guide…

  2. Mind Boggling! Considering the Possibilities of Brain Gym in Learning to Play an Instrument

    Science.gov (United States)

    Moore, Hilary; Hibbert, Fiona

    2005-01-01

    This paper is one of the first presentations of research into brain gym's effectiveness in learning musical instruments. Brain gym (or Edu-K) is the popular, over-arching name for a system of exercises, approaches, and techniques intended to improve mental and physical performance. We explain the basic concepts and activities of brain gym and…

  3. Children's Voices and Positive Affective Outcomes Regarding Play-Based Language Learning

    Science.gov (United States)

    Cheep-Aranai, Rin; Wasanasomsithi, Punchalee

    2016-01-01

    Learner-centeredness is a consistent theme in the field of education. Yet, the perspectives of young learners are still barely considered. Lightbown and Spada (2013) have pointed out that even though young children have not developed cognitive maturity and the metalinguistic awareness of adolescents or adults, they learn a language without any…

  4. Role Playing in Online Education: A Teaching Tool to Enhance Student Engagement and Sustained Learning

    Science.gov (United States)

    Bender, Tisha

    2005-01-01

    As online education escalates, it is important for instructors to explore teaching techniques that engage students and enhance learning at a profound level. To achieve this goal, instructors must look at the primarily text-based environment of the online class not as a limitation, but as an opportunity. Attentive and highly personal teaching that…

  5. Language Policies in Play: Learning Ecologies in Multilingual Preschool Interactions among Peers and Teachers

    Science.gov (United States)

    Cekaite, Asta; Evaldsson, Ann-Carita

    2017-01-01

    In this study we argue that a focus on language learning ecologies, that is, situations for participation in various communicative practices, can shed light on the intricate processes through which minority children develop or are constrained from acquiring cultural and linguistic competencies (here, of a majority language). The analysis draws on…

  6. Authentic Role-Playing as Situated Learning: Reframing Teacher Education Methodology for Higher-Order Thinking

    Science.gov (United States)

    Leaman, Lori Hostetler; Flanagan, Toni Michele

    2013-01-01

    This article draws from situated learning theory, teacher education research, and the authors' collaborative self-study to propose a teacher education pedagogy that may help to bridge the theory-into-practice gap for preservice teachers. First, we review the Interstate Teacher Assessment and Support Consortium standards to confirm the call for…

  7. Teaching Psychosomatic Medicine Using Problem-Based Learning and Role-Playing

    Science.gov (United States)

    Heru, Alison M.

    2011-01-01

    Objective: Problem-based learning (PBL) has been implemented in medical education world-wide. Despite its popularity, it has not been generally considered useful for residency programs. The author presents a model for the implementation of PBL in residency programs. Method: The author presents a description of a PBL curriculum for teaching…

  8. The Effect of Playing a Persuasive Game on Attitude and Affective Learning

    Science.gov (United States)

    Ruggiero, Dana

    2013-01-01

    To investigate whether a persuasive game may serve as a way to change attitude towards the homeless and increase affective learning, this study examined, experimentally, the effects of persuasive rhetoric and ethos in a video game designed to put the player in the shoes of an almost-homeless person for thirty days. Data were collected from 5139…

  9. Playing the Game of School Mathematics: Being Explicit for Indigenous Learners and Access to Learning

    Science.gov (United States)

    Jorgensen, Robyn

    2016-01-01

    Drawing on studies of successful remote schools in one region of Australia, it was found that two key strategies were common in the approaches at these schools. First, to make the strategies and expectations being adopted explicit to all those involved in the learning enterprise, and second, that consistency in approaches was crucial. Bourdieu's…

  10. Worlding through Play: Alternate Reality Games, Large-Scale Learning, and "The Source"

    Science.gov (United States)

    Jagoda, Patrick; Gilliam, Melissa; McDonald, Peter; Russell, Christopher

    2015-01-01

    Gamification--the use of game mechanics in conventionally nongame activities--has received attention in the field of education. Games, however, are not reducible to the common mechanisms of gamification that target extrinsic motivation, and may also include elements such as role playing, world making, and collective storytelling. Here, the authors…

  11. Towards Playful Organizations : How online gamers organize themselves (and what other organizations can learn from them)

    NARCIS (Netherlands)

    Warmelink, H.

    2013-01-01

    Gaming has played an important part in our daily lives for quite some time now. As a result, many researchers are interested in the various ways in which gaming has an impact beyond its own context. This dissertation explores one particular type of impact, i.e., the impact of gaming on

  12. The use of role playing in managerial learning: A socio constructivistic approach

    NARCIS (Netherlands)

    Ruiller, C.; Heijden, B.I.J.M. van der; Patin-Saint-Mieux, B.

    2014-01-01

    This research deals with role playing (RP) aimed at assisting learners to optimize their managerial style. While RP is often used in training sessions, contributions on its evaluations have decreased since the beginning of the 1980s. Although RP as a training method had been criticized for several

  13. The use of role playing in managerial learning: a socio constructivistic approach

    NARCIS (Netherlands)

    Ruiller, Caroline; van der Heijden, Beatrice; Patin-Saint-Mleux, Bertille

    2014-01-01

    This research deals with role playing (RP) aimed at assisting learners to optimize their managerial style. While RP is often used in training sessions, contributions on its evaluations have decreased since the beginning of the 1980s. Although RP as a training method had been criticized for several

  14. Sustainability and Science Learning: Perceptions from 8th Grade Students Involved with a Role Playing Activity

    Science.gov (United States)

    Freire, Sofia; Baptista, Mónica; Freire, Ana

    2016-01-01

    Raising awareness about sustainability is an urgent need and as such education for sustainability has gained relevancy for the last decades. It is acknowledged that science education can work as an important context for educating for sustainability. The goal of the present paper is to describe a role-playing activity about the construction of a…

  15. Role Play in Blended Learning: A Case Study Exploring the Impact of Story and Other Elements

    Science.gov (United States)

    Dracup, Mary

    2008-01-01

    Role play is an increasingly popular technique in tertiary education, being student centred, constructivist and suitable for a range of subject areas. The choice of formats is wide open, with options ranging from the traditional face to face performance through to multi-user online computer games. Some teachers prefer to take advantage of features…

  16. Encouraging Free Play: Extramural Digital Game-Based Language Learning as a Complex Adaptive System

    Science.gov (United States)

    Scholz, Kyle

    2017-01-01

    Massively multiplayer online role-playing games like World of Warcraft are ideally suited to encourage and facilitate second language development (SLD) in the extramural setting, but to what extent do the language learners' actual trajectories of gameplay contribute to SLD? With the current propensity to focus research in digital game-based…

  17. Enhance Learning on Software Project Management through a Role-Play Game in a Virtual World

    Science.gov (United States)

    Maratou, Vicky; Chatzidaki, Eleni; Xenos, Michalis

    2016-01-01

    This article presents a role-play game for software project management (SPM) in a three-dimensional online multiuser virtual world. The Opensimulator platform is used for the creation of an immersive virtual environment that facilitates students' collaboration and realistic interaction, in order to manage unexpected events occurring during the…

  18. Nature and Young Children: Encouraging Creative Play and Learning in Natural Environments. Second Edition

    Science.gov (United States)

    Wilson, Ruth

    2012-01-01

    Now in its second edition, "Nature and Young Children" promotes the holistic development of children by connecting them with nature. It offers advice and guidance on how to set up indoor and outdoor nature play spaces as well as encouraging environmentally responsible attitudes, values and behaviour in your early childhood setting. Covering topics…

  19. [The impact of digital media on relations, play and learning in young children].

    Science.gov (United States)

    Panayoty-Vanhoutte, Carole

    2015-01-01

    Screens are occupying an increasingly bigger place in families, which can have harmful consequences on the development of young children. To ensure their harmonious construction, children must not be deprived of games which involve interaction with the outside world and adults. They need exchanges with their parents and with professionals aware of the role which they have to play in a child's discoveries.

  20. 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…

  1. BANFISA and (IN) DICA-SUS in health undergraduate education: playing and learning construction.

    Science.gov (United States)

    Silva, Laianna Victoria Santiago; Tanaka, Patrícia Sayuri de Lima; Pires, Maria Raquel Gomes Maia

    2015-01-01

    To analyze the learning built during the matches of the games by students of the subject Gestão de Políticas Públicas em Saúde at the Universidade de Brasília. Exploratory, descriptive research, in a qualitative approach, with 26 students from various graduation courses in health, using a questionnaire and participant observation. Participants reinvented rules, related issues addressed in the games to the reality, interacted with colleagues and had fun throughout the match. Comparing the games in relation to ludicity, the BANFISA was more attractive than the (IN) DICA-SUS, although they are complementary. Learning constructed by the students goes beyond the content of the subject; involve the active participation in group and creativity.

  2. Combining video games and constructionist design to support deep learning in play

    OpenAIRE

    Holbert, Nathan; Weintrop, David; Wilensky, Uri; Sengupta, Pratim; Killingsworth, Stephen; Krinks, Kyra; Clark, Doug; Brady, Corey; Shapiro, R. Benjamin; Russ, Rosemary S.; Klopfer, Eric

    2014-01-01

    This effort has produced many interesting games though it is unclear if “educational video games” have achieved their promise. Similarly, for many years constructionists have engaged children in learning across a variety of contexts, including game design. While these programs have been successful, their exploratory nature leads to concerns about content coverage. In this symposium we discuss the potential of blending these two design traditions. Constructionist video games infuse tradi...

  3. Field Robotics in Sports: Automatic Generation of guidance Lines for Automatic Grass Cutting, Striping and Pitch Marking of Football Playing Fields

    Directory of Open Access Journals (Sweden)

    Ole Green

    2011-03-01

    Full Text Available Progress is constantly being made and new applications are constantly coming out in the area of field robotics. In this paper, a promising application of field robotics in football playing fields is introduced. An algorithmic approach for generating the way points required for the guidance of a GPS-based field robotic through a football playing field to automatically carry out periodical tasks such as cutting the grass field, pitch and line marking illustrations and lawn striping is represented. The manual operation of these tasks requires very skilful personnel able to work for long hours with very high concentration for the football yard to be compatible with standards of Federation Internationale de Football Association (FIFA. In the other side, a GPS-based guided vehicle or robot with three implements; grass mower, lawn stripping roller and track marking illustrator is capable of working 24 h a day, in most weather and in harsh soil conditions without loss of quality. The proposed approach for the automatic operation of football playing fields requires no or very limited human intervention and therefore it saves numerous working hours and free a worker to focus on other tasks. An economic feasibility study showed that the proposed method is economically superimposing the current manual practices.

  4. Play to Learn: Great Projects to Try, Websites to Bookmark, and a World of Learning to Share with Students

    Science.gov (United States)

    Adams, Caralee

    2011-01-01

    When kids play video games, they want to perfect their skills, advance to the next level, and become a master. It is the kind of focus that many teachers would love to see in their classrooms. From elementary through high school, computer games are being woven into the curriculum to engage students in new ways. However, many schools lack the…

  5. Towards playful learning and computational thinking — Developing the educational robot BRICKO

    DEFF Research Database (Denmark)

    Pedersen, B. K. M. K.; Andersen, K. E.; J⊘rgensen, A.

    2018-01-01

    Educational Robotics has proven a feasible way of supporting and exemplifying Computational Thinking. With this paper, we describe the user-centered iterative and incremental development of a new educational robotic system, BRICKO, to support tangible, social and playful interaction while educating...... children in 1st–3rd grade in Computational Thinking. We develop the system through seven main iterations including a total of 108 participant pupils and their teachers. The methodology is a mixture of observation and interviews using Wizard of OZ testing with the early pilot prototypes as well as usability...... categories of command-bricks. We discuss the methodologies used for assuring a playful and social educational robotic system and conclude that we achieved a useful prototype for supporting education in Computational Thinking....

  6. A ‘SKILL THEORY’ APPLICATION TO LEARNING AND ITS IMPLICATIONS FOR SPORTS

    NARCIS (Netherlands)

    van der Steen, Steffie; den Hartigh, Ruud

    2014-01-01

    Introduction This presentation focuses on a process approach to learning. This entails that we closely look at the real-time construction of cognitive skills, taking into account the person-context dynamics that form these. In particular, we focus on a coding system that has been used to classify

  7. Media, Digital Technology and Learning in Sport: A Critical Response to Hodkinson, Biesta and James

    Science.gov (United States)

    Enright, Eimear; Gard, Michael

    2016-01-01

    Background: In their 2008 paper, Hodkinson, Biesta and James draw on the sociological theories of Pierre Bourdieu to construct what they claim is a "holistic" theoretical framework for understanding learning. While not an attempt to dissolve the long-standing opposition between "cognitive" and "situated" theories, the…

  8. Evaluation of Sports Trainers Perceptions on Computer Aided Education Related to the Attitudes toward Learning

    Science.gov (United States)

    Murathan, Talha; Kaya, Oktay

    2016-01-01

    Technologic developments have--the same as they have done it in every sector--influenced the education system. These influences have forced to use the computer in the education-training applications within the education system. The aim of this research is to determine, compare, and examine the influences on the conduct for learning of sport…

  9. Playing on the edge

    DEFF Research Database (Denmark)

    Cermak-Sassenrath, Daniel

    2018-01-01

    and specific ways. For instance, gambling for money, party and drinking games, professional play and show sports, art installations, violent and military propaganda computer games, pervasive/mobile gaming, live-action role playing, festivals, performances, and games such as Ghosting and Planking. It is argued......Everything gets more interesting, challenging, or intense the closer it gets to the edge, and so does play. How edgy can play become and still be play? Based on Huizinga’s notion of play, this chapter discusses how a wide range of playful activities pushes the boundaries of play in different...... that in concert with a number of characteristics that mark an activity as play, play is essentially a subjective perspective and individual decision of the player. Huizinga calls this attitude the play spirit, which informs a player’s actions and is in turn sustained by them. Edgy digital or mobile games do...

  10. SPORT SUPPLEMENTATION

    OpenAIRE

    Alexandаr Marinkov

    2016-01-01

    Sport supplementation is essential for athletes performance and achievements. The well balanced and structured supplementation is a challenge for sport medicine because must be done a balance between potential benefits and potential risks (anti-doping rule violations and others). In this review are structured the most used categories sport supplementations. Nutritional supplements used in sport could be divided in some main categories like: amino acids, vitamins, proteins and antioxidants. Fo...

  11. SPORT MARKETING

    OpenAIRE

    Omer Špirtović; Danilo Aćimović; Ahmet Međedović; Zoran Bogdanović

    2010-01-01

    Word „marketing“ comes from AngloSaxon linguistic domain and implies in a narrow sense the market. Under marketing, we consider certain process, which should create and solve relations of exchange between manufacturers on one side, and consumers on the other. Discussion about sport marketing implies its theoretical definition and generalization, and then its actual definition in sport environment. Sport marketing belongs to business function of sport organization and represents primaly an eco...

  12. What do children observe and learn from televised sports betting advertisements? A qualitative study among Australian children.

    Science.gov (United States)

    Pitt, Hannah; Thomas, Samantha L; Bestman, Amy; Daube, Mike; Derevensky, Jeffrey

    2017-12-01

    To explore children's awareness of sports betting advertising and how this advertising may influence children's attitudes, product knowledge and desire to try sports betting. Semi-structured qualitative interviews were conducted with 48 children (8-16 years) from Melbourne, Victoria. The interview schedule explored children's recall and interpretations of sports betting advertising, strategies within advertisements that may appeal to children, children's product knowledge and understanding of betting terminology, and factors that may encourage gambling. Interviews were transcribed and thematic analysis was conducted. Children recalled in detail sports betting advertisements that they had seen, with humour the most engaging appeal strategy. They were also able to describe other specific appeal strategies and link these strategies to betting brands. Many children described how advertisements demonstrated how someone would place a bet, with some children recalling the detailed technical language associated with betting. Children had detailed recall of sports betting advertisements and an extensive knowledge of sports betting products and terminology. Implications for public health: To protect children from the potential harms associated with sports betting, governments should consider changing regulations and implementing evidence-based education campaigns to counter the positive messages children receive from the sports betting industry. © 2017 The Authors.

  13. Giocampus school: a "learning through playing" approach to deliver nutritional education to children.

    Science.gov (United States)

    Rosi, Alice; Brighenti, Furio; Finistrella, Viviana; Ingrosso, Lisa; Monti, Giorgia; Vanelli, Maurizio; Vitale, Marco; Volta, Elio; Scazzina, Francesca

    2016-01-01

    To improve nutritional knowledge of children, single-group educational interventions with pre/post knowledge assessment were performed in primary schools in Parma, Italy, participating to the Giocampus Program. A total of 8165 children (8-11 years old) of 3rd, 4th and 5th grades of primary school were involved in 3 hours per class nutritional lessons, with specifically designed games and activities for each school grade. To evaluate children learning, a questionnaire was administered before and after three months of educational intervention. A total of 16330 questionnaires were analysed. Children nutritional knowledge significantly increased (peducational figures, tools and games, was successful in improving children's nutritional knowledge. A stable integration of this method in primary school settings could prepare a new generation of citizens, better educated on health-promotion lifestyles.

  14. 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…

  15. MANAGEMENT OF SPORT COMPLEXES

    Directory of Open Access Journals (Sweden)

    Marian STAN

    2015-07-01

    Full Text Available The actuality of the investigated theme. Nowadays, human evolution, including his intellectual development, proves the fact that especially the creation manpower and the employment was the solution of all life’s ambitions in society. So, the fact is that in reality, man is the most important capital of the society. Also, in an individual’s life, the practice of sport plays a significant role and that’s why the initiation, the launch and the management of sports complexes activity reveal the existence of specific management features that we will identify and explain in the current study. The aim of the research refers to the elaboration of a theoretical base of the management of the sport complexes, to the pointing of the factors that influence the efficient existence and function of a sport complex in our country and to the determination of the responsibilities that have a manager who directs successfully the activity of the sport complexes. The investigation is based on theoretical methods, such as: scientific documentation, analysis, synthesis, comparison and on empirical research methods, like: study of researched literature and observation. The results of the research indicate the fact that the profitability of a sport complex must assure a particular structure to avoid the bankruptcy risk and also, that the administration of the sport complexes activity must keep in view the reliable functions of the contemporaneous management.

  16. Does linguistic input play the same role in language learning for children with and without early brain injury?

    Science.gov (United States)

    Rowe, Meredith L; Levine, Susan C; Fisher, Joan A; Goldin-Meadow, Susan

    2009-01-01

    Children with unilateral pre- or perinatal brain injury (BI) show remarkable plasticity for language learning. Previous work highlights the important role that lesion characteristics play in explaining individual variation in plasticity in the language development of children with BI. The current study examines whether the linguistic input that children with BI receive from their caregivers also contributes to this early plasticity, and whether linguistic input plays a similar role in children with BI as it does in typically developing (TD) children. Growth in vocabulary and syntactic production is modeled for 80 children (53 TD, 27 BI) between 14 and 46 months. Findings indicate that caregiver input is an equally potent predictor of vocabulary growth in children with BI and in TD children. In contrast, input is a more potent predictor of syntactic growth for children with BI than for TD children. Controlling for input, lesion characteristics (lesion size, type, seizure history) also affect the language trajectories of children with BI. Thus, findings illustrate how both variability in the environment (linguistic input) and variability in the organism (lesion characteristics) work together to contribute to plasticity in language learning.

  17. Symbolic Play and Novel Noun Learning in Deaf and Hearing Children: Longitudinal Effects of Access to Sound on Early Precursors of Language

    Science.gov (United States)

    Quittner, Alexandra L.; Cejas, Ivette; Wang, Nae-Yuh; Niparko, John K.; Barker, David H.

    2016-01-01

    In the largest, longitudinal study of young, deaf children before and three years after cochlear implantation, we compared symbolic play and novel noun learning to age-matched hearing peers. Participants were 180 children from six cochlear implant centers and 96 hearing children. Symbolic play was measured during five minutes of videotaped, structured solitary play. Play was coded as "symbolic" if the child used substitution (e.g., a wooden block as a bed). Novel noun learning was measured in 10 trials using a novel object and a distractor. Cochlear implant vs. normal hearing children were delayed in their use of symbolic play, however, those implanted before vs. after age two performed significantly better. Children with cochlear implants were also delayed in novel noun learning (median delay 1.54 years), with minimal evidence of catch-up growth. Quality of parent-child interactions was positively related to performance on the novel noun learning, but not symbolic play task. Early implantation was beneficial for both achievement of symbolic play and novel noun learning. Further, maternal sensitivity and linguistic stimulation by parents positively affected noun learning skills, although children with cochlear implants still lagged in comparison to hearing peers. PMID:27228032

  18. Symbolic Play and Novel Noun Learning in Deaf and Hearing Children: Longitudinal Effects of Access to Sound on Early Precursors of Language.

    Science.gov (United States)

    Quittner, Alexandra L; Cejas, Ivette; Wang, Nae-Yuh; Niparko, John K; Barker, David H

    2016-01-01

    In the largest, longitudinal study of young, deaf children before and three years after cochlear implantation, we compared symbolic play and novel noun learning to age-matched hearing peers. Participants were 180 children from six cochlear implant centers and 96 hearing children. Symbolic play was measured during five minutes of videotaped, structured solitary play. Play was coded as "symbolic" if the child used substitution (e.g., a wooden block as a bed). Novel noun learning was measured in 10 trials using a novel object and a distractor. Cochlear implant vs. normal hearing children were delayed in their use of symbolic play, however, those implanted before vs. after age two performed significantly better. Children with cochlear implants were also delayed in novel noun learning (median delay 1.54 years), with minimal evidence of catch-up growth. Quality of parent-child interactions was positively related to performance on the novel noun learning, but not symbolic play task. Early implantation was beneficial for both achievement of symbolic play and novel noun learning. Further, maternal sensitivity and linguistic stimulation by parents positively affected noun learning skills, although children with cochlear implants still lagged in comparison to hearing peers.

  19. Which educational role can Libraries play in a University learning environment?

    Directory of Open Access Journals (Sweden)

    Alexandra Angeletaki

    2010-07-01

    • • Classroom instruction and observation of skills and technology application proficiencies • Face to face conversation with the students and the faculty members involved in the program. • Web-organised library survey. Project coordinator: Alexandra Angeletaki, University library of Trondheim Email: alexandra.angeletaki@ub.ntnu.no Description: The traditional way of assessing library service quality is to measure the numbers of users and resource materials purchased each year by the library users (Quantitative. But can this type of information help the Library to establish itself as an important educational component, meeting its role in the digital information world with a high academic standard that can influence the research outcome of the faculty it serves. What will the future Library environment be, if one takes in consideration the technological change of the library in place to the library in “Space”? The aim should be to maximise not only the services in numbers as they are easy numeric figures to measure, but in quality that meets the academic requirements of a research Library with educational programs exerting influence on the learning experience of its users. It is consequent then that such a measurement will have to be empowered in order to increase academic literacy and research competence. The University Library of Trondheim has been working the last 2 years in collecting data about the learning process of archaeology students trained in Information literacy workshops in collaboration with the Institute of Archaeology from the University of Trondheim. In 2010 our department introduced the use of reading devices for first year students of two different curriculums Archaeology and Chemistry. Three reading devices were filled up with the texts of the subjects taught and the students that were chosen to participate in the program will be giving at the end of the Spring semester 2010 an account of the use of the reading devices. The overall

  20. Sport Tourism Centres from Top Athletes’ Perspective: Differences among Sport Groups

    OpenAIRE

    Polanec, Anže

    2014-01-01

    Background: Sport tourism plays an important role in the tourism industry and consequently in the economy. Sport tourism centres as providers of sport services need to be familiar with the basic needs of their customers and tailor their services accordingly. Objectives: The aim of the paper is to determine the models for customizing sport tourism services to address the needs specific for an individual sport. Methods/Approach: A questionnaire has been created and sent electronically or physic...

  1. Brain network activation as a novel biomarker for the return-to-play pathway following sport-related brain injury: A prospective case study

    Directory of Open Access Journals (Sweden)

    Adam W Kiefer

    2015-11-01

    Full Text Available Children and adolescent athletes are at a higher risk for concussion than adults, and also experience longer recovery times and increased associated symptoms. It has also recently been demonstrated that multiple, seemingly mild concussions may result in exacerbated and prolonged neurologic deficits. Objective assessments and return to play criteria are needed to reduce risk and morbidity associated with concussive events in these populations. Recent research has pushed to study the use of electroencephalography as an objective measure of brain injury. In the present case study, we present a novel approach that examines event related potentials via a brain network activation (BNA analysis as a biomarker of concussion and recovery. Specifically, changes in BNA scores as indexed through this approach, offer a potential indicator of neurological health as the BNA assessment qualitatively and quantitatively indexes the network dynamics associated with brain injury. Objective tools such as these support accurate and efficient assessment of brain injury and may offer a useful step in categorizing the temporal and spatial changes in brain activity following concussive blows, as well as the functional connectivity of brain networks, associated with concussion.

  2. Designing for movement quality in exergames: lessons learned from observing senior citizens playing stepping games.

    Science.gov (United States)

    Skjæret, Nina; Nawaz, Ather; Ystmark, Kristine; Dahl, Yngve; Helbostad, Jorunn L; Svanæs, Dag; Vereijken, Beatrix

    2015-01-01

    Exergames are increasingly used as an exercise intervention to reduce fall risk in elderly. However, few exergames have been designed specifically for elderly, and we lack knowledge about the characteristics of the movements elicited by exergames and thereby about their potential to train functions important for fall risk reduction. This study investigates game elements and older players' movement characteristics during stepping exergames in order to inform exergame design for movement quality in the context of fall preventive exercise. Fourteen senior citizens (mean age 73 years ± 5.7, range 65 - 85) played 3 stepping exergames in a laboratory. Each of the exergames was described with respect to 7 game elements (physical space, sensing hardware technology, game graphics and sound, model of user, avatar/mapping of movements, game mechanism and game narrative). Five movement characteristics (weight shift; variation in step length, speed, and movement direction; visual independency) were scored on a 5-point Likert scale based on video observations of each player and each game. Disagreement between raters was resolved by agreement. Differences in scores for the 3 exergames were analyzed with a multivariate one-way ANOVA. The Mole received the highest sum score and the best score on each of the 5 movement characteristics (all p values independency (p < 0.03 and p < 0.0005, respectively), and lower than The Mole on speed variation (p < 0.05). The physical space players used when exergaming and the on-screen representation of the player, affected movement quality positively as indexed by multiple weight shifts and variation in stepping size, direction, and speed. Furthermore, players' movements improved when playing speed-affected game progression and when the game narrative was related to a natural context. Comparing differences in game elements with associated differences in game movement requirements provides valuable insights about how to design for movement quality

  3. Sports Digitalization

    DEFF Research Database (Denmark)

    Xiao, Xiao; Hedman, Jonas; Tan, Felix Ter Chian

    2017-01-01

    evolution, as digital technologies are increasingly entrenched in a wide range of sporting activities and for applications beyond mere performance enhancement. Despite such trends, research on sports digitalization in the IS discipline is surprisingly still nascent. This paper aims at establishing...... a discourse on sports digitalization within the discipline. Toward this, we first provide an understanding of the institutional characteristics of the sports industry, establishing its theoretical importance and relevance in our discipline; second, we reveal the latest trends of digitalization in the sports...

  4. Career Paths in Sport Management

    Science.gov (United States)

    Schwab, Keri A.; Legg, Eric; Tanner, Preston; Timmerman, Danielle; Dustin, Daniel; Arthur-Banning, Skye G.

    2015-01-01

    Sport management alumni (N = 268) from five universities that offer undergraduate programs with an emphasis in sport management within departments of parks, recreation, and tourism were sampled via an electronic survey. The survey sought to learn where alumni were working, and how they felt about their career choice and undergraduate professional…

  5. How Role Play Addresses the Difficulties Students Perceive when Writing Reflectively about the Concepts They are Learning in Science

    Science.gov (United States)

    Millar, Susan

    A fundamental problem which confronts Science teachers is the difficulty many students experience in the construction, understanding and remembering of concepts. This is more likely to occur when teachers adhere to a Transmission model of teaching and learning, and fail to provide students with opportunities to construct their own learning. Social construction, followed by individual reflective writing, enables students to construct their own understanding of concepts and effectively promotes deep learning. This method of constructing knowledge in the classroom is often overlooked by teachers as they either have no knowledge of it, or do not know how to appropriate it for successful teaching in Science. This study identifies the difficulties which students often experience when writing reflectively and offers solutions which are likely to reduce these difficulties. These solutions, and the use of reflective writing itself, challenge the ideology of the Sydney Genre School, which forms the basis of the attempt to deal with literacy in the NSW Science Syllabus. The findings of this investigation support the concept of literacy as the ability to use oral and written language, reading and listening to construct meaning. The investigation demonstrates how structured discussion, role play and reflective writing can be used to this end. While the Sydney Genre School methodology focuses on the structure of genre as a prerequisite for understanding concepts in Science, the findings of this study demonstrate that students can use their own words to discuss and write reflectively as they construct scientific concepts for themselves. Social construction and reflective writing can contribute to the construction of concepts and the development of metacognition in Science. However, students often experience difficulties when writing reflectively about scientific concepts they are learning. In this investigation, students identified these difficulties as an inability to understand

  6. Learning About Semi Conductors for Teaching—the Role Played by Content Knowledge in Pedagogical Content Knowledge (PCK) Development

    Science.gov (United States)

    Rollnick, Marissa

    2017-08-01

    This study focuses on how teachers learn to teach a new topic and the role played by their developing content knowledge as they teach. The paper is based on seven high school science teachers' studies on the teaching of semiconductors, at the time a new topic in the curriculum. Analysis of artefacts such as teacher concept maps, video recordings of lessons, journals and other classroom-based evidence shows how the extent and type of teachers' content knowledge informed their choice of teaching approaches and how their learning of content took place alongside the development of teaching strategies. The development of content knowledge was combined with increased understanding of how to teach the topic in almost all cases. Evidence of development of teachers' PCK was found in their increased ability to design teaching strategies, and their use of representations and suitable assessment tasks for their lessons. Some specific common teaching strategies were identified across the teachers. These strategies could add to the canon of teachers' topic - specific professional knowledge for semiconductors. The study provides increased understanding of how teachers simultaneously master content and its teaching and how mediated self-reflection is a fruitful approach for assisting teachers to learn to teach a new topic.

  7. Children with Motor Impairments Play a Kinect Learning Game: First Findings from a Pilot Case in an Authentic Classroom Environment

    Directory of Open Access Journals (Sweden)

    Symeon Retalis

    2014-02-01

    Full Text Available This paper presents the first very positive findings from an empirical study about the effectiveness of the use of a Kinect learning game for children with gross motor skills problems and motor impairments. This game follows the principles of a newly presented approach, called Kinems, which advocates that special educators and therapists should use learning games that via embodied touchless interaction – thanks to the Microsoft Kinect camera- children with dyspraxia and other related disorders such as autism, Asperger's Syndrome, and Attention Deficit Disorder, can improve related skills. Several Kinems games have been proposed (http://www.kinems.com. These games are innovative and are played with hand and body gestures. Kinems suggests that games should be highly configurable so that a teacher can modify the settings (e.g. difficult level, time settings, etc. for the individual needs of each child. Also, a teacher should have access to kinetic and learning analytics of the child’s interaction progress and achievements should be safely stored and vividly presented.

  8. The Development of Cooperative Learning Model Based on Local Wisdom of Bali for Physical Education, Sport and Health Subject in Junior High School

    Science.gov (United States)

    Yoda, I. K.

    2017-03-01

    The purpose of this research is to develop a cooperative learning model based on local wisdom (PKBKL) of Bali (Tri Pramana’s concept), for physical education, sport, and health learning in VII grade of Junior High School in Singaraja-Buleleng Bali. This research is the development research of the development design chosen refers to the development proposed by Dick and Carey. The development of model and learning devices was conducted through four stages, namely: (1) identification and needs analysis stage (2) the development of design and draft of PKBKL and RPP models, (3) testing stage (expert review, try out, and implementation). Small group try out was conducted on VII-3 grade of Undiksha Laboratory Junior High School in the academic year 2013/2014, large group try out was conducted on VIIb of Santo Paulus Junior High School Singaraja in the academic year 2014/2015, and the implementation of the model was conducted on three (3) schools namely SMPN 2 Singaraja, SMPN 3 Singaraja, and Undiksha laboratory Junior High School in the academic year 2014/2015. Data were collected using documentation, testing, non-testing, questionnaire, and observation. The data were analyzed descriptively. The findings of this research indicate that: (1) PKBKL model has met the criteria of the operation of a learning model namely: syntax, social system, principles of reaction, support system, as well as instructional and nurturing effects, (2) PKBKL model is a valid, practical, and effective model, (3) the practicality of the learning devices (RPP), is at the high category. Based on the research results, there are two things recommended: (1) in order that learning stages (syntax) of PKBKL model can be performed well, then teachers need to have an understanding of the cooperative learning model of Student Team Achievement Division (STAD) type and the concepts of scientifically approach well, (2) PKBKL model can be performed well on physical education, sport and health learning, if the

  9. RECOMMENDATIONS FOR ACHIEVING MEDIUM- AND HIGH-INTENSITY PHYSICAL / SPORT ACTIVITY IN PHYSICAL EDUCATION TO IMPROVE THE HEALTH AND LEARNING OF CHILDREN AND ADOLESCENTS

    Directory of Open Access Journals (Sweden)

    Bostjan Šimunič

    2016-01-01

    Full Text Available The world faces an epidemic of general physical inactivity, impeding the achievement of a sufficient level of medium- and high-intensity physical / sport activities (P / SA. Never in human history were people less physically active than they are now, both at work and in their free time. The most problematic seem to be children and adolescents whose level of P / SA decreases and is not sufficient for maintaining health. School plays an important role in ensuring sufficient and quality P / SA. Physical education is a key period during school when students can be physically active. Consequently, policy makers and moderators of strategies in the field of movement, health and sport should strive to develop the appropriate curriculum and strategies for increasing the volume, intensity and quality of P / SA during physical education. Teachers should pay particular attention, with didactic and methodical approaches, to the achievement of medium- and high-intensity of children’s P / SA.

  10. The Effectiveness of CBL Model to Improve Analytical Thinking Skills the Students of Sport Science

    Science.gov (United States)

    Sudibyo, Elok; Jatmiko, Budi; Widodo, Wahono

    2016-01-01

    Sport science undergraduate education, one of which purposes is to produce an analyst in sport. However, generally analytical thinking skills of sport science's students is still relatively very low in the context of sport. This study aimed to describe the effectiveness of Physics Learning Model in Sport Context, Context Based Learning (CBL)…

  11. Playfulness and Openness

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Petersson, Eva

    2011-01-01

    What does it mean to design a playful learning tool? What is needed for a learning tool to be perceived by potential users as playful? These questions emerged reflecting on a Participatory Design process aimed at enhancing museum-learning practice from the perspective of primary school children...

  12. Addressing and navigating the social domain in sport: Coaches and physical education teachers

    NARCIS (Netherlands)

    Jacobs, F.M.

    2016-01-01

    Introduction: Sport is often seen as an activity that requires participants to primarily learn physical, technical and tactical skills. In the last two decades, however, there has been a growing awareness that social skills/behaviors also play a role in the development of athletes. Various scholars

  13. Talent development of high performance coaches in team sports in Ireland.

    Science.gov (United States)

    Sherwin, Ian; Campbell, Mark J; Macintyre, Tadhg Eoghan

    2017-04-01

    Coaches are central to the development of the expert performer and similarly to continued lifelong participation in sport. Coaches are uniquely positioned to deliver specific technical and tactical instruction and mentoring programmes that support the psychological and social development of athletes in a challenging, goal-oriented and motivational environment. The current study aimed to qualitatively investigate current coach learning sources and coaches' educational backgrounds in team sports in Ireland. Coaches from five team sports in Ireland were asked to complete an online questionnaire. Subsequently male coaches (n = 19) from five team sports who completed the questionnaire and met the inclusion criteria were invited to attend a follow-up semi-structured interview. Inclusion criteria for coaches were that they possess at least 10 years' experience coaching their sport and were coaching more than 4 hours per week. Formal coach education does not meet the needs of high performance coaches who rely more on self-directed learning and coaching experience as their main sources of CPD. Although prior playing experience at a high level is both valuable and desirable, there are concerns about fast-tracking of ex-players into high performance coaching roles. Preferred sources of education and the best learning environment for coaches of team sports in Ireland are more informal than formal. Further research is needed to examine how this learning is applied in a practical manner by examining coaching behaviours and the impact it has on the athlete development process.

  14. Research Paper: Effect of Play-based Therapy on Metacognitive and Behavioral Aspects of Executive Function: A Randomized, Controlled, Clinical Trial on the Students With Learning Disabilities

    Directory of Open Access Journals (Sweden)

    Samaneh Karamali Esmaili

    2017-05-01

    Conclusion: Play-based therapy is effective on the metacognitive and behavioral  aspects of EF in students with specific learning disabilities. Professionals can use play-based therapy rather than educational approaches in clinical practice to enhance EF skills.

  15. Designing for Immediate Play

    DEFF Research Database (Denmark)

    Pichlmair, Martin; Mech, Lena; Sicart, Miguel Angel

    2017-01-01

    This paper is concerned with designing for immediate play, the experience that a player has when joining a game designed for being played without particular preparation. Museum games, urban games, casual sports, and ad-hoc multiplayer video games are kinds of games that facilitate immediate play...... offer using examples and expert opinions. While most practices and game examples mentioned in this paper are from non-digital games, a special focus is put on the role of technology in immediately playable experiences. Still, the examined design dimensions are independent of the technological foundation...... of the game. This paper provides a starting point for designing better immediate play situations....

  16. Sports-related Head Injury

    Science.gov (United States)

    ... and head gear come in many sizes and styles for many sports and must properly fit to ... to play or practice." The "Concussion Diagnosis and Management" section details circumstances in which an athlete should ...

  17. Recovery Time for Sports Concussions

    Science.gov (United States)

    ... this issue Health Capsule Recovery Time for Sports Concussions En español Send us your comments Scientists look ... an athlete to return to play after a concussion. Paul Burns/Blend Images/Thinkstock A brain injury- ...

  18. About reliability of joyful learning. From Isomorphism between Knowledge and Play to “Neurodidatics Skills” of Trainers

    Directory of Open Access Journals (Sweden)

    Antonia Chiara Scardicchio

    2014-10-01

    Full Text Available Moving from the evidence of neuroscience about the importance of "joyful" dimension in the learning process, both in childhood than in adulthood, the essay discusses about isomorphism - neurobiologically founded - between knowledge and play. It moves from one stydy in particular, as a pre- text for neuropedagogical reflection around the "joy": joy in education process is described like an epistemological and didactic interweaving between form and content, knowledge and passion, dimensions of meaning and relationship. The landing is related to the acceptance of the systemic dimension in the design and evaluation of adult education: the appearance of "joyful", therefore, does not coincide with lightness and dilution of knowledge but with the understanding of its complexity. The invitation, both epistemological as pragmatic, is the recognition of the indispensability of "neurodidatics skills" (Rivoltella, 2012 for anyone involved in education and relationships.

  19. Social learning and aggressive and playful behaviors of pre-school boys / Aprendizagem social e comportamentos agressivo e lúdico de meninos pré-escolares

    OpenAIRE

    Timoteo Madaleno Vieira; Francisco Dyonisio C. Mendes; Leonardo Conceição Guimarães

    2010-01-01

    We investigated the interaction between social learning factors measured by questionnaires and aggressive and playful behaviors of pre-school children, through direct observation during their playful break time. The subjects were 15 boys between four and six years old who were enrolled in a non-profit child care center in Goiânia-GO, Brazil. A multivariate analysis of variance indicated significant effects of aggressive models at home on aggression levels during playful behavior. Children exp...

  20. APRENDER JUGANDO CON "TEJIDOS PRECOLOMBINOS" MEDIANTE ROMPECABEZAS VIRTUALES LEARN BY PLAYING WITH "PRE-COLUMBIAN TEXTILES" THROUGH VIRTUAL PUZZLES

    Directory of Open Access Journals (Sweden)

    Diego Aracena Pizarro

    2008-09-01

    Full Text Available Este trabajo presenta un ambiente multimedia de rompecabezas sobre tejidos precolombinos de gran complejidad ornamental, expuestos en el Museo Arqueológico San Miguel de Azapa, Arica-Chile. El rompecabezas permite interaccionar de manera más entretenida y didáctica, con el objetivo de que la facilidad del uso del software permita aprender jugando, observando los intrincados símbolos y signos precolombinos que de otra manera pasan desapercibidos por no formar parte del ideario de los estudiantes actuales. El software se evaluó con alumnos de enseñanza básica y media de establecimientos educacionales de la ciudad, con el objetivo de complementar sus estudios a las asignaturas de historia que contienen temática prehispánica. Esta representación educacional fue implementada con herramienta Flash multimedia, con el propósito de estimular la parte creativa de los estudiantes y de abrir un mundo de juegos complementarios referentes al mismo tema, con la filosofía de aprender jugando.This paper presents a multimedia environment puzzle about Pre-Columbian textiles exhibiting ornamental complexities, found in the Archeological Museum San Miguel de Azapa, Arica-Chile. The software allow for an enjoyable and didactic interactive way of learning by playing, giving the users the opportunity of identifying intricate pre-Columbian symbols and signals, that otherwise would be unnoticed. The software was tested with schoolboys of ages 12 to 16 years old, from schools in Arica, with the purpose of complementing their studies in History courses containing Pre-hispanic topics. This educational software was implemented with Multimedia Flash Tool, so as to stimulate the creativity of the students, opening a world of complementary games with the philosophy of "learning by playing".

  1. Sport-Related Concussions

    Science.gov (United States)

    Brady, Don; Brady, Flo

    2011-01-01

    Sport-related concussions (SRC) are not limited to specific age ranges, professional athletes, or gender. The primary focus of much of SRC research pertains to the assessment, management, and return to play (RTP) of the concussed athlete. This article highlights some major issues of SRC along with some controversies that presently exist within the…

  2. Sports related to drowning.

    Science.gov (United States)

    Szpilman, David; Orlowski, James P

    2016-09-01

    Aquatic sports are included in the top list of risky practices as the environment per se carries a possibility of death by drowning if not rescued in time. Not only are aquatic sports related to a high risk of death, but also all sports practiced on the water, over the water and on ice. Whatever the reason a person is in the water, drowning carries a higher possibility of death if the individual is unable to cope with the water situation, which may simply be caused by an inability to stay afloat and get out of the water or by an injury or disease that may lead to physical inability or unconsciousness. The competitive nature of sports is a common pathway that leads the sports person to exceed their ability to cope with the environment or simply misjudge their physical capability. Drowning involves some principles and medical interventions that are rarely found in other medical situations as it occurs in a deceptively hostile environment that may not seem dangerous. Therefore, it is essential that health professionals are aware of the complete sequence of action in drowning. This article focuses on the pulmonary injury in sports and recreational activities where drowning plays the major role. Copyright ©ERS 2016.

  3. Motor learning in Sport. A short stroll into a (unfamiliar world. [Aprendizaje motor en el deporte: Un corto paseo por un mundo (desconocido].

    Directory of Open Access Journals (Sweden)

    Luis Miguel Ruiz

    2015-01-01

    Full Text Available It was in 1990 when Quest published an issue about “Usefulness of motor learning research for physical educators”. Several scholars tried to give an answer to this question, while motor learning researchers were in favour of this kind of scientific knowledge (Singer, 1990, Magill, 1990 pedagogues were more sceptical (Locke, 1990; Hoffman, 1990. Is it still a question that needs an answer? Does motor learning and expertise research useful for coaches and teachers? To quote J. von Uexkül “perhaps it would be a good idea to give a short stroll into the world of this (unfamiliar world”. Recently the philosophy of mind and philosophy of sport has begun to focus on sport expertise (Breivik, 2007; Moe, 2005. Today we are witnessing a change of the explanatory model of motor skill acquisition. Computational and computer metaphor is rejected and dynamic, sensorimotor, extended and enactive positions are the fashionable approaches (Araujo, 2013; Aviles et al., 2014; Clark and Chalmers, 2011; Davids, 2015; Froese and Di Paolo, 2011; Noë, 2010. In some cases these positions are coincidences but not in others. All of the researchers are agree upon the need to consider the mutuality of human beings and their surroundings. The computer metaphor, which at the time was the paradigm of any explanation, is now beginning to be seen as an overcome idea(Moe, 2005; Varela, Thompson and Rosch, 2005.

  4. The Cstf2t Polyadenylation Gene Plays a Sex-Specific Role in Learning Behaviors in Mice.

    Directory of Open Access Journals (Sweden)

    Jaryse C Harris

    Full Text Available Polyadenylation is an essential mechanism for the processing of mRNA 3' ends. CstF-64 (the 64,000 Mr subunit of the cleavage stimulation factor; gene symbol Cstf2 is an RNA-binding protein that regulates mRNA polyadenylation site usage. We discovered a paralogous form of CstF-64 called τCstF-64 (Cstf2t. The Cstf2t gene is conserved in all eutherian mammals including mice and humans, but the τCstF-64 protein is expressed only in a subset of mammalian tissues, mostly testis and brain. Male mice that lack Cstf2t (Cstf2t-/- mice experience disruption of spermatogenesis and are infertile, although female fertility is unaffected. However, a role for τCstF-64 in the brain has not yet been determined. Given the importance of RNA polyadenylation and splicing in neuronal gene expression, we chose to test the hypothesis that τCstF-64 is important for brain function. Male and female 185-day old wild type and Cstf2t-/- mice were examined for motor function, general activity, learning, and memory using rotarod, open field activity, 8-arm radial arm maze, and Morris water maze tasks. Male wild type and Cstf2t-/- mice did not show differences in learning and memory. However, female Cstf2t-/- mice showed significantly better retention of learned maze tasks than did female wild type mice. These results suggest that τCstf-64 is important in memory function in female mice. Interestingly, male Cstf2t-/- mice displayed less thigmotactic behavior than did wild type mice, suggesting that Cstf2t may play a role in anxiety in males. Taken together, our studies highlight the importance of mRNA processing in cognition and behavior as well as their established functions in reproduction.

  5. Play as production – production as game?

    DEFF Research Database (Denmark)

    Eichberg, Henning

    2015-01-01

    Play-related products and their export have through recent decades contributed to a certain Danish image on the world level – with Lego bricks at the commercial end and adventure playgrounds at the pedagogical end. The phenomena of toy production and play exports challenge our understanding of what...... “play” and “game” are, and of their social as well as political significance. At the municipal level, the city of Odense – “city of Hans Christian Andersen” – is branding itself as “city of play”. On the international level, Danish play-related products have expanded on the world market. In the field...... of sport, Danish sport is not just elite sport, but also organized in local associations. People meet in mass summer festivals of popular sport. Folk Academies develop sport as personal development, often in an experimental way. Street sports, parkour, play and games are promoted. Civil society is a basis...

  6. Role-Playing Mitosis.

    Science.gov (United States)

    Wyn, Mark A.; Stegink, Steven J.

    2000-01-01

    Introduces a role playing activity that actively engages students in the learning process of mitosis. Students play either chromosomes carrying information, or cells in the cell membrane. (Contains 11 references.) (Author/YDS)

  7. Play the MRI Game

    Science.gov (United States)

    ... Teachers' Questionnaire MRI Play MRI the Magnetic Miracle Game About the game In the MRI imaging technique, strong magnets and ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  8. Play the Tuberculosis Game

    Science.gov (United States)

    ... Questionnaire Tuberculosis Play Tuberculosis Experiments & Discoveries About the game Discover and experience some of the classic methods ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  9. Play the Electrocardiogram Game

    Science.gov (United States)

    ... and Work Teachers' Questionnaire Electrocardiogram Play the ECG Game About the game ECG is used for diagnosing heart conditions by ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  10. Playing by the Rules: Equity in Sports.

    Science.gov (United States)

    Carpenter, Linda Jean; Acosta, R. Vivian

    1993-01-01

    A discussion of Title IX of the 1972 Education Amendments, concerning sex discrimination in federally funded education programs, looks at grievance procedures, the effect of the legislation over time, factors encouraging swift compliance, and ways that a college or university can protect itself and its students. Focus is on college athletics. (MSE)

  11. The role of play

    NARCIS (Netherlands)

    Schouten, B.A.M.

    2011-01-01

    Play is seen as an activity that is fun, voluntary, offers escape, and is fundamentally exciting. Play is however, more than that; it is a working model of flexibility! There is a vital link between play, psychological development and learning. Moreover, the importance of play has gained importance

  12. Toddlers: Learning by Playing

    Science.gov (United States)

    ... Development Infections Diseases & Conditions Pregnancy & Baby Nutrition & Fitness Emotions & Behavior School & Family Life First Aid & Safety Doctors & ... so mastering physical skills should be fun and games for them. Parents should give toddlers many opportunities ...

  13. Sport injuries in adolescents

    Directory of Open Access Journals (Sweden)

    Susanne Habelt

    2011-11-01

    Full Text Available In spite of the wide range of injuries in adolescents during sports activities, there are only a few studies investigating the type and frequency of sport injuries in puberty. However, this information may help to prevent, diagnose and treat sports injuries among teens. 4468 injuries in adolescent patients were treated over a ten year period of time: 66,97% were boys and 32.88% girls. The most frequent sports injuries were football (31.13% followed by handball (8.89% and sports during school (8.77%. The lower extremity was involved in 68.71% of the cases. Knee problems were seen in 29.79% of the patients; 2.57% spine and 1.99% head injuries. Injuries consisted primarily of distortions (35.34% and ligament tears (18.76%; 9,00% of all injuries were fractures. We found more skin wounds (6:1 and fractures (7:2 in male patients compared to females. The risk of ligament tears was highest during skiing. Three of four ski injuries led to knee problems. Spine injuries were observed most often during horse riding (1:6. Head injuries were seen in bicycle accidents (1:3. Head injuries were seen in male patients much more often then in female patients (21:1. Fractures were noted during football (1:9, skiing (1:9, inline (2:3, and during school sports (1:11. Many adolescents participate in various sports. Notwithstanding the methodological problems with epidemiological data, there is no doubt about the large number of athletes sustain musculoskeletal injuries, sometimes serious. In most instances, the accident does not happened during professional sports and training. Therefore, school teachers and low league trainer play an important role preventing further accidence based on knowledge of individual risk patterns of different sports. It is imperative to provide preventive medical check-ups, to monitor the sport-specific needs for each individual sports, to observe the training skills as well as physical fitness needed and to evaluation coaches education.

  14. Sports Dentistry In Nigeria | Sede | Annals of Biomedical Sciences

    African Journals Online (AJOL)

    Abstract. Anecdotal evidence suggests that Sports dentistry has not been adequately focused on in Nigeria. While dental and facial injuries occur in sports, limited knowledge of the role the dentist can play in the treatment of these injuries has precluded his inclusion in sports medical teams. Some sports related dental and ...

  15. Introduction to Modern Women in Sports: Beyond Winning.

    Science.gov (United States)

    Koehler, Gretchen

    Women can benefit from sports activities across the entire continuum from play to professional. Women have been catapulted into serious sports training and have been able to contend for more sports opportunities due to the evolution of clothing reforms, more acceptable sports, the right to vote, and the right to control pregnancy. Women have…

  16. Sport Management.

    Science.gov (United States)

    Parkhouse, Bonnie L., Ed.; And Others

    1984-01-01

    Traditional teaching and coaching positions have become scarce but the expanding field of sport management has created its own job market, demanding new skills and preparation. Three articles are offered that explore different aspects and possibilities for a sport management career. (DF)

  17. Sports Nutrition.

    Science.gov (United States)

    Missouri State Dept. of Health, Jefferson City.

    This guide deals with various aspects of sports and nutrition. Twelve chapters are included: (1) "Sports and Nutrition"; (2) "Eat to Compete"; (3) "Fit Folks Need Fit Food"; (4) "The Food Guide Pyramid"; (5) "Fat Finder's Guide"; (6) "Pre- and Post-Event Meals"; (7) "Tips for the…

  18. Sport Toekomstverkenning

    NARCIS (Netherlands)

    Marieke van Bakel; Ine Pulles; Annet Tiessen-Raaphorst; Frank den Hertog; Robert Vonk; Casper Schoemaker

    2017-01-01

    Deze publicatie verschijnt enkel digitaal op www.sporttoekomstverkenning.nl. Welke maatschappelijke veranderingen beïnvloeden de sport in Nederland? Waar gaat het heen met de sport tussen nu en 2040? Welke kansen, maar ook keuzes biedt dit voor de sportsector en het sportbeleid? Deze vragen

  19. The play approach to learning in the context of families and schools: an alternative paradigm for nutrition and fitness education in the 21st century.

    Science.gov (United States)

    Rickard, K A; Gallahue, D L; Gruen, G E; Tridle, M; Bewley, N; Steele, K

    1995-10-01

    An alternative paradigm for nutrition and fitness education centers on understanding and developing skill in implementing a play approach to learning about healthful eating and promoting active play in the context of the child, the family, and the school. The play approach is defined as a process for learning that is intrinsically motivated, enjoyable, freely chosen, nonliteral, safe, and actively engaged in by young learners. Making choices, assuming responsibility for one's decisions and actions, and having fun are inherent components of the play approach to learning. In this approach, internal cognitive transactions and intrinsic motivation are the primary forces that ultimately determine healthful choices and life habits. Theoretical models of children's learning--the dynamic systems theory and the cognitive-developmental theory of Jean Piaget--provide a theoretical basis for nutrition and fitness education in the 21st century. The ultimate goal is to develop partnerships of children, families, and schools in ways that promote the well-being of children and translate into healthful life habits. The play approach is an ongoing process of learning that is applicable to learners of all ages.

  20. Play Matters

    DEFF Research Database (Denmark)

    Sicart (Vila), Miguel Angel

    ? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human. We play games, but we also play with toys, on playgrounds, with technologies and design......, but not necessarily fun. Play can be dangerous, addictive, and destructive. Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play--instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty...

  1. SPORTS WATCHING CULTURE AMONG MALAYSIANS

    Directory of Open Access Journals (Sweden)

    Gunathevan Elumalai

    2015-12-01

    Full Text Available Background: Ardent sports watching will lead an individual to engage in sports and recreational activities continuously, while it also creates a sports culture among Malaysians. Sports watching culture is actually an intellectual activity. It is capable of evaluating behaviour, moral values and the level of appreciation of every spectator. Methods: This survey was conducted to identify the sports viewing culture among Malaysians. A cluster sampling method was used to select 6000 respondents from 30 million Malaysian population. Respondents were selected from urban (50% and rural areas (50%. Ethnically 56% were Malays, Sarawak and Sabah natives were 11%, Chinese 25% and finally Indians 7%. The respondents age categories were 12 to 19 years (30%, 20 to 25 years (50%, 56 and above (20%. A questionnaire developed by the research team was used to collect data. The quantitative data were analysed using Statistical Package for Social Sciences (SPSS version 21.0 for windows. Results: The findings indicate that from 5864 respondents who answered the questionnaire in full, a total of 4553 people or 77.6% watch sporting events, while a total of 1311 people or 22.4% have stated not watching any sports activities. Comparison by gender showed that 85.2% of the 2482 males watch sports events while among the female 70.2% of the 2071 watch sports events. In the category of those who do not watch, the female are higher at 29.8% than the males at 14.8%. In terms of ethnicity the Malays 80.2%. Chinese 64.6%, Indians 81.9%, natives of Sabah 94.0%, natives of Sarawak 77.6% like to watch sports events. Residential locations showed no significant differences as 78.7% of urban respondents watch sports events compared to 76.8% of rural communities. Conclusion: The findings indicated that majority of Malaysians having fun in watching sports activities. Gender still plays a role in the involvement and enjoyment of sports events either as a player or supporter. Ethnicity

  2. [Liver and sport].

    Science.gov (United States)

    Watelet, J

    2008-11-01

    The liver is a vital organ and plays a central role in energy exchange, protein synthesis as well as the elimination of waste products from the body. Acute and chronic injury may disturb a variety of liver functions to different degrees. Over the last three decades, the effects of physical activity and competitive sport on the liver have been described by various investigators. These include viral hepatitis and drug-induced liver disorders. Herein, we review acute and chronic liver diseases potentially caused by sport. Team physicians, trainers and others, responsible for the health of athletes, should be familiar with the risk factors, clinical features, and consequences of liver diseases that occur in sports.

  3. Darwinism and the cultural evolution of sports.

    Science.gov (United States)

    De Block, Andreas; Dewitte, Siegfried

    2009-01-01

    This article outlines a Darwinian approach to sports that takes into account its profoundly cultural character and thereby overcomes the traditional nature-culture dichotomies in the sociology of sport. We argue that there are good reasons to view sports as culturally evolved signaling systems that serve a function similar to (biological) courtship rituals in other animals. Our approach combines the insights of evolutionary psychology, which states that biological adaptations determine the boundaries for the types of sport that are possible, and pure cultural theories, which describe the mechanism of cultural evolution without referring to sport's biological bases. Several biological and cultural factors may moderate the direct effect that signaling value has on a sport's viability or popularity. Social learning underlies many aspects of the cultural control of sports, and sports have evolved new cultural functions more-or-less unrelated to mate choice as cultural evolution itself became important in humans.

  4. Towards a More Equitable and Inclusive Learning Environment in Sport Education: Results of an Action Research-Based Intervention

    Science.gov (United States)

    Farias, Cláudio; Hastie, Peter Andrew; Mesquita, Isabel

    2017-01-01

    This study was designed to examine and intervene into student behaviours to promote a democratic, inclusive and participatory focus within Sport Education. To achieve an increased understanding of and changes within student behaviours, a collaborative participatory action research methodology was applied to provide voice to students as agents of…

  5. Transfer of Life Skills in Sport-Based Youth Development Programs: A Conceptual Framework Bridging Learning to Application

    Science.gov (United States)

    Jacobs, Jennifer M.; Wright, Paul M.

    2018-01-01

    Research has demonstrated that many quality sport-based youth development programs promote life skill acquisition (e.g., leadership, self-control) with the ultimate goal of facilitating positive outcomes in youth participants' social and academic environments. Researchers call this "transfer of life skills" (i.e., the idea that physical,…

  6. Mass Sports

    Directory of Open Access Journals (Sweden)

    Elena Grigoryeva

    2017-03-01

    Fitness has become one of the most popular kinds of the mass sport and has completely replaced the traditional “physical culture”. Dozens of variations of fitness and millions of participants pose a great challenge to contemporary architecture. The articles of our issue show the present and the future of architecture for fitness. We present a topical collection with a wide geographical range, including the Irkutsk Agglomeration, Tomsk, Krasnodar, sports in the Moscow Palace of Young Pioneers, and the anthology of the top foreign sports venues.

  7. Contemporary Research in Sports Economics

    DEFF Research Database (Denmark)

    This volume comprises scientific contributions in the context of the 5th annual conference of the European Association of Sports Economics (ESEA), which took place in September 2013 in Esbjerg, Denmark. It contains five articles on UEFA’s financial fair play regulation in European football, written...... by internationally renowned sports economists like Stefan Szymanski, Joel Maxcy and Sean Hamil. Moreover, a further three chapters deal with football topics like the dismissal of coaches or competitive balance. Furthermore, the economics of sports events – the Olympics as well as local events – are analyzed by well......-known scholars like Wladimir Andreff and Plácido Rodríguez. Next to team sports, new developments of the economics of individual sports like cycling, ski-jumping and motor-racing are explored....

  8. Sport-related anxiety: current insights

    Directory of Open Access Journals (Sweden)

    Ford JL

    2017-10-01

    Full Text Available Jessica L Ford, Kenneth Ildefonso, Megan L Jones, Monna Arvinen-Barrow Department of Kinesiology, Integrative Health Care & Performance Unit, University of Wisconsin-Milwaukee, Milwaukee, WI, USA Abstract: To date, much research has been devoted to understanding how anxiety can affect sport performance, both in practice and in competitive settings. It is well known that sport has the potential for high levels of stress and anxiety, and that practicing and employing a range of psychological strategies can be beneficial in anxiety management. Equally, growing evidence also suggests that anxiety can play a role in sport injury prevention, occurrence, rehabilitation, and the return to sport process. The purpose of this paper is to provide current insights into sport-related anxiety. More specifically, it will provide the reader with definitions and theoretical conceptualizations of sport-related anxiety. This will be followed by making a case for considering the term "performance" to be broader than activities associated with sport-related performance in practice and competition, by including performance activities associated with sport injury prevention, rehabilitation, and the return to sport process. The paper will then highlight the importance of recognizing early signs and symptoms of anxiety, and the potential need for referral. Finally, the conclusions will emphasize the need for appropriate, client-specific, and practitioner competent care for athletes experiencing sport-related anxiety. Keywords: anxiety, sport, performance, injury, sport medicine professional, sport psychology, mental health

  9. Interactive Mobile Learning: A Pilot Study of a New Approach for Sport Science and Medical Undergraduate Students

    Science.gov (United States)

    Bruce-Low, S. S.; Burnet, S.; Arber, K.; Price, D.; Webster, L.; Stopforth, M.

    2013-01-01

    Mobile learning has increasingly become interwoven into the fabric of learning and teaching in the United Kingdom higher education sector, and as technological issues become addressed, this phenomena has accelerated. The aim of the study was to examine whether learning using a mobile learning device (Samsung NC10 Netbook) loaded with interactive…

  10. Rapportage sport 2008

    NARCIS (Netherlands)

    Koen Breedveld; Carlijn Kamphuis; Annet Tiessen-Raaphorst

    2008-01-01

    Sport boeit. Sport bindt. Sport bevordert de gezondheid. En sport betaalt. Sport is anno 2008 ongekend populair. Tweederde van de Nederlanders doet aan sport. Na zwemmen en fietsen is fitness de meest populaire sport geworden. Daarnaast zetten anderhalf miljoen Nederlanders zich als vrijwilliger

  11. [Sports purpura].

    Science.gov (United States)

    Kluger, Nicolas

    2012-10-01

    Recreational or regular physical and sport activities may be responsible for a wide range of cutaneous complications. Among them, "sports purpura" is a peculiar symptom that can occur during a large number of sports. "Effort purpura" defines any purpura occurring within the context of physical exercise irrespective of its cause. Therefore this clinical diagnosis includes various aetiologies. Diagnosis of traumatic purpura is often easy if the sport is mentioned in the anamnesis; cutaneous exercise - induced vasculitis must be also noted. Purpura can reveal systemic diseases or internal haemorrhage, such as spleen rupture, thrombopathies or systemic vasculitis, and other effort purpuras must be taken into account, including those related to the environment (cold, sun exposure...). Knowledge of a physical activity before the occurrence of purpura should be known by practitioner to avoid unnecessary and costly explorations in most of the cases. Copyright © 2012 Elsevier Masson SAS. All rights reserved.

  12. 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...

  13. Sports Accidents

    CERN Multimedia

    Kiebel

    1972-01-01

    Le Docteur Kiebel, chirurgien à Genève, est aussi un grand ami de sport et de temps en temps médecin des classes genevoises de ski et également médecin de l'équipe de hockey sur glace de Genève Servette. Il est bien qualifié pour nous parler d'accidents de sport et surtout d'accidents de ski.

  14. Sport Injuries Sustained by Athletes with Disability: A Systematic Review

    OpenAIRE

    Weiler, Richard; Van Mechelen, Willem; Fuller, Colin; Verhagen, Evert

    2016-01-01

    Background Fifteen percent of the world?s population live with disability, and many of these individuals choose to play sport. There are barriers to sport participation for athletes with disability and sports injury can greatly impact on daily life, which makes sports injury prevention additionally important. Objective The purpose of this review is to systematically review the definitions, methodologies and injury rates in disability sport, which should assist future identification of risk fa...

  15. A comparison of debate and role play in enhancing critical thinking and communication skills of medical students during problem based learning.

    Science.gov (United States)

    Latif, Rabia; Mumtaz, Sadaf; Mumtaz, Rafia; Hussain, Aamir

    2018-04-18

    Debate and role play for learning critical thinking and communication skills are being increasingly used in various undergraduate medical schools worldwide. We aim to compare students' views about effectiveness of two teaching strategies; debate and role play to exercise critical thinking and communication skills during problem-based learning (PBL). This is a comparative, cross-sectional, and questionnaire-based study. Our subjects were second year undergraduate female medical students enrolled in Imam Abdulrahman Bin Faisal University (IAU), College of Medicine from September 2014-2016, divided into 10 small PBL groups (10-13 students/group/year). Students rated role play and debate as equally effective in improving communication skills. Debate was rated superior to role play in "opening new avenues of thinking" (p-value is 0.01), whereas in "integration of knowledge of basic medical sciences with clinical skills" and "reflection of real life experience" students rated role play being superior to debate (p-value 0.01 and 0.00, respectively). Both role play and debate are well accepted by the students in PBL curriculum as an effective teaching methodology. Both are perceived equally good in improving students' communication skills. Few aspects of critical thinking are improved more by role plays compared to debate and vice versa. © 2018 by The International Union of Biochemistry and Molecular Biology, 2018. © 2018 The International Union of Biochemistry and Molecular Biology.

  16. Play the Mosquito Game

    Science.gov (United States)

    ... and Work Teachers' Questionnaire Malaria Play the Mosquito Game Play the Parasite Game About the games Malaria is one of the world's most common ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  17. Let the Music Play!--A Short-Term but No Long-Term Detrimental Effect of Vocal Background Music with Familiar Language Lyrics on Foreign Language Vocabulary Learning

    Science.gov (United States)

    de Groot, Annette M. B.; Smedinga, Hilde E.

    2014-01-01

    Participants learned foreign vocabulary by means of the paired-associates learning procedure in three conditions: (a) in silence, (b) with vocal music with lyrics in a familiar language playing in the background, or (c) with vocal music with lyrics in an unfamiliar language playing in the background. The vocabulary to learn varied in concreteness…

  18. Social learning and aggressive and playful behaviors of pre-school boys / Aprendizagem social e comportamentos agressivo e lúdico de meninos pré-escolares

    Directory of Open Access Journals (Sweden)

    Timoteo Madaleno Vieira

    2010-01-01

    Full Text Available We investigated the interaction between social learning factors measured by questionnaires and aggressive and playful behaviors of pre-school children, through direct observation during their playful break time. The subjects were 15 boys between four and six years old who were enrolled in a non-profit child care center in Goiânia-GO, Brazil. A multivariate analysis of variance indicated significant effects of aggressive models at home on aggression levels during playful behavior. Children exposed to abusive physical punishment, adult fighting and violent TV programs engaged in more episodes of aggression during playful breaks. Boys who reported to play with toy guns at home did not engage in aggressive behavior more often than those who did not, but they displayed a higher proportion of pretended aggression. Results also indicated that aggressive behavior becomes more frequent as the number of aggressive models at home increases.

  19. Factors Influencing Provision of Play and Learning Materials among Children with Physical Challenges. A Case Study of Joytown Special School, Kiambu County

    Science.gov (United States)

    Muthoni, Kamau Joyce

    2016-01-01

    In Kenya there is still a high population of children either born with or who develop physical challenges. These children are often neglected and most do not join school at the expected age. In joining school they encounter several difficulties in their play and learning activities. These children with physical challenges have developmental needs…

  20. Effects of Type of Exploratory Strategy and Prior Knowledge on Middle School Students' Learning of Chemical Formulas from a 3D Role-Playing Game

    Science.gov (United States)

    Chen, Ming-Puu; Wong, Yu-Ting; Wang, Li-Chun

    2014-01-01

    The purpose of this study was to examine the effects of the type of exploratory strategy and level of prior knowledge on middle school students' performance and motivation in learning chemical formulas via a 3D role-playing game (RPG). Two types of exploratory strategies-RPG exploratory with worked-example and RPG exploratory without…