Serious Sports

408 views

Published on

The Serious Sports Digital Game is a new, free, online “Coaching Game” The game is designed to help support the learning process of developing good basketball coaching principles in areas such as fitness training, skills training and tactics and strategies through a number of in-game activities and is available for piloting. The Serious Sports project aimed to develop a digital sports game and reusable framework that will offer sports/fitness coaches the opportunity to simulate the physical conditioning, training content and structure in different (training) seasons for a European-wide sparring sport.

Furthermore, it provided the VET system with a ‘good practice’ guide that is scalable, applicable and transferable in training courses for initial and continuous professional development and a reusable framework that will be used to populate the digital game with other disciplines thus expanding the scope of the project to benefit a wider variety of trainers.

0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total views
408
On SlideShare
0
From Embeds
0
Number of Embeds
5
Actions
Shares
0
Downloads
23
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide

Serious Sports

  1. 1. “SERIOUS SPORTS – GBL FRAMEWORK FOR SPORTS AND COACHING” Presented by: Maja Pivec, FH JOANNEUM, AT Slides by: Darragh Coakley & Roisin Garvey, CIT, Cork, IE Ljubljana 24/4/2014
  2. 2. TITLE GROWTH OF DIGITAL GAMES
  3. 3. DIGITAL GAMES AND GAMERS • Not typically painted in a positive light • Image of Dank Internet Cafes & Unhealthy Lifestyle: • Junk food • Lack of sunlight • Etc.
  4. 4. DIGITAL GAMES AND GAMERS
  5. 5. TITLE Games Nowadays used for a myriad of purposes
  6. 6. SPARX • www.sparx.org.nz • Fantasy Game • Player must talk to characters, solve problems • Designed to treat mild - moderate depression
  7. 7. SPARX
  8. 8. SPARX • Use of Cognitive Behavioural Therapy • Links between: • How people think • What they do • How they feel.
  9. 9. SPARX “It turns out according to a clinical trial published in the British Medical Journal Sparx is at least as effective as “traditional” therapies in treating depression. Again this is for mild to moderate cases of depression not severe cases" “The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial”
  10. 10. TITLE BUILDING COGNITIVE ABILITIES
  11. 11. NEURORACER • NeuroRacer • Developed by University of California, San Francisco • Develops: • Short-term memory • Long-term focus
  12. 12. NEURORACER Involves: •Driving •Identifying specific road signs that pop up on the screen •While ignoring other signs deemed irrelevant
  13. 13. TITLE BUILDING PHYSICAL ABILITIES
  14. 14. EXERGAMES "Exergame play increases caloric expenditure, heart rate, and coordination. Psychosocial and cognitive impacts of exergame play may include increased self-esteem, social interaction, motivation, attention, and visual–spatial skill" “Exergames for Physical Education Courses: Physical, Social, and Cognitive Benefits - (Staiano &Calvert, 2011)”
  15. 15. EXERGAMES • www.weecanfightobesity.org • Alabama State Department of Education • “To empower students and educators …through the use of technology based interactive game activities”
  16. 16. EXERGAMES • Finnish defence forces • Installed wiis and exergames in barracks across Finland • To help compliment physical conditioning
  17. 17. EXERGAMES • Ageing Research and Development in Ireland (CARDI) • Use of Wii to: • Improve balance and gait for elderly people • Minimize the risk of falls in the future • Wii used as an "extra arm of therapy"
  18. 18. TITLE LEARNING THROUGH GAMES
  19. 19. GAME BASED LEARNING • Games provide instant feedback to the user, • 100% continuous/formative assessment 100% of the time. • Games build (Shaffer’s “Epistemic Games”): • Situated understandings • Effective social practices • Powerful identities • Shared values and ways of thinking
  20. 20. GAME BASED LEARNING • Gee suggests games may have as many as 36 learning principles build into them, e.g. • Achievement Principle: there are intrinsic rewards from the beginning, customised to each learner's level, effort, and growing mastery • Practice Principle: Learners get lots and lots of practice in a context where the practice is not boring • "Psychosocial Moratorium" Principle: learners can take risks in a space where real-world consequences are lowered • Multimodal Principle: Meaning and knowledge are built up through various modalities (images, texts, symbols, interactions, abstract design, sound, etc.), not just words
  21. 21. TITLE SPORTS GAMES
  22. 22. • Replicate (or to simulate) real- life situations within the world of sports in a computer or video game • Focus on fidelity to actual sport in taxonomy, physical movement, equipment, etc SPORTS GAMES
  23. 23. • Primarily cognitive competencies • Can also be subdivided into sports knowledge and problem solving (meta-cognitive). • Can provide information and demonstrate knowledge about: – Sports rules – Terminology used in the sport – Physiology for a given sport – Movement and environment – Organizations, institutions & individuals SPORTS GAMES
  24. 24. • Focus mainly on a specific sport and its constitutive sportive action and physical activity. • Reduction of real sports complexity with fictional characters and unrealistic human body movement SPORTS GAMES
  25. 25. • Primarily cognitive & social competencies • Less fidelity to real-life, more emphasis on “action gaming” • Can provide information on: – Sports techniques – Terminology used in the sport • Can engage the user in – Wider communication – Co-operation/ teamwork SPORTS GAMES
  26. 26. • Elements of role-playing games - player assumes leadership of a sports club or an athlete • Real-life fidelity, but from reality- based problems a person in that role has (e.g., economic, resource management, etc. SPORTS GAMES
  27. 27. • Primarily meta-cognitive • Analysis of individual game-play, facilitating thinking and problem-solving and decision making • Can allow the user to: – Engage in problem-solving and decision making in the sport – Build hypotheses for the relevant sport – Facilitate information-gathering and re-use of information – Engage in creativity in their approach to the game SPORTS GAMES
  28. 28. • Exercise or motion-orientated games with focus on gross motor skills. • Rarely claim real-life fidelity in terms of sports movement, but can legitimately claim provision of aerobic/ anaerobic activity SPORTS GAMES
  29. 29. • Primarily motor skill competencies • Focus on player’s real-life movement - “action gaming” • Generally, fidelity to real sport irrelevant • Can involve player in: – Gross motor skills – Eye-hand/ eye-foot- /eye-leg- coordination – Sense of embodied cognition – Sense of agency SPORTS GAMES
  30. 30. TITLE SERIOUS SPORTS PROJECT
  31. 31. TITLE
  32. 32. TITLE GAME DEVELOPMENT FRAMEWORK
  33. 33. COACHING FRAMEWORK
  34. 34. TITLE ONLINE DIGITAL GAME
  35. 35. Player Selection Training Planning Physical Training Skills Training Athlete Profiling Optimizing Performance Selecting Tactics Evaluating Performance Game Designed to Help Train:
  36. 36. Supports Good Coaching Principles through In-Game Learning Reflective Learning Trial and Error Evidence Based Evaluation Critical Thinking
  37. 37. Create and Develop your own Personal Team and Branding
  38. 38. Choose Players and select the Positions where they will play best
  39. 39. Train your Team’s Physical Ability and Skills with different Training Activities
  40. 40. Play Opponent Teams, Watch the Match and Analyze the Information
  41. 41. Select and Change Tactics, Players, Play Style and Performance
  42. 42. Play Opponent Teams to come first in the League…
  43. 43. …or play a Quick Match with Your Personal Team or an Existing Team
  44. 44. Earn Awards for completing significant Game Achievements
  45. 45. The Game also provides In-Depth Information on real Basketball Training Activities via Video & Animation
  46. 46. Access Videos explaining Physical and Skill-based Training Activities
  47. 47. Access an Advice Center for In-Depth Advice on Training/ Tactics
  48. 48. Access random Advice and Tips throughout the Game
  49. 49. TITLE ISSUES AND RESISTANCES
  50. 50. RESISTANCES
  51. 51. ISSUES • Obviously Games are not sufficient in themselves, or certainly should not be taken as a replacement to traditional means. • You can't replace what athletes do in a game with what they do on a video game • But technology is ever-improving and the line between real and realistic is growing increasingly blurry.
  52. 52. TITLE http://serious-sports.org/

×