The document summarizes the responses to a questionnaire conducted by BEGIN ULTIMATE to better support Ultimate frisbee beginners in Japan. Some key findings include:
- Most respondents were male, aged 30 or older, and Japanese. Many started playing in university through friends or clubs.
- Respondents found the dynamic play and team tactics most attractive about Ultimate. Less experienced players cited opportunities for growth.
- Information on team recruitment, basic skills/rules, and practice methods were cited as most needed but difficult to access.
- Providing online resources like video tutorials and e-books on fundamentals could help address gaps for beginners and coaches. BEGIN ULTIMATE will focus on improving content
IT Services Questionnaire Analysis LinkedinLuke Searle
The survey results show that most students and teachers are generally satisfied with the IT services at Perins School. Some key findings include:
- 57% of all students said issues were resolved straight away, while 33% had to wait a short time
- 65% agreed that the IT team resolved their issues and explained what was wrong
- 76% said their questions were answered and 75% felt the IT team showed product knowledge
- The most helpful member of the IT team, according to 65% of respondents, was Mr. Searle
- Customer service was rated as excellent by 22% and good by 48% of respondents
1. The document provides guidance on organizing a new FIRST Tech Challenge team, including assigning roles, determining leadership, and getting started on activities like building a practice field.
2. It recommends assigning roles like captain, builders, programmers, and materials specialist and providing ways those roles could be determined like letting the team vote or having competitions.
3. The document also provides random advice and lessons learned, such as encouraging parental involvement, avoiding strong personalities dominating decisions, and not giving up as a coach despite the challenges.
The document outlines the format for the TCS IT Wiz 2014 quiz competition. It describes a preliminary written round with 20 questions, after which the top 6 teams will advance to the stage final. The stage final consists of 5 buzzer rounds testing teams on topics like current events, identifying wrong clues, and questions related to social media, local news, and mobile technology. Points are awarded for correct answers and deducted for incorrect or passed answers depending on the round.
Edelman Berland Research Findings: Veterans as Strategic Assets InitiativeEdelman
The objectives of the Veterans as Strategic Assets (VSA) Initiative is to gain an understanding practices around teaching and hiring veterans, in order to position veterans as a strategic asset for the Illinois Joining Forces (IJF) and the Student Veterans of America (SVA). Edelman Berland conducted a global, 10-minute online survey from January 9 to May 7, 2014. The findings are based on 1,628 responses including 1,469 veterans, n=89 employees, and n=70 community partners including those in higher education/community college/workplace training non-profits.
This document summarizes a webinar on the invisible dynamics of collaboration in high performing groups and teams. It discusses using a tool called Menti to anonymously score statements about group dynamics and map individual results on a chart. The webinar explored research findings on how group dynamics relate to organizational learning and environment factors. It aimed to help participants reflect on dynamics within their own groups and areas for improvement.
Children and adolescents’ perceptions of learning in video games and schooljamonjanight
The document summarizes research on children and adolescents' perceptions of learning in video games versus school. Focus groups were conducted with frequent and infrequent gamers in grades 4-8. Students saw video games and schoolwork as involving learning, but viewed games as more fun. When stuck in a game or problem, most sought help, and frequent gamers identified more help sources for games. Frequent gamers also cited renewing effort on school problems more than infrequent gamers. Both groups used trial and error for new games. Problems in games and school were seen as similar in requiring problem solving, but games were viewed as more exciting and having fewer consequences.
National University: Can We Make Online Group Projects Work?National University
- The document discusses challenges with online group projects and strategies to address them, drawing from examples in economics and sustainability management courses. It emphasizes the importance of clear expectations, project management, individual accountability, and addressing issues promptly to ensure success. Faculty play a key role in supporting collaborative work through their guidance and availability.
Implementing a Multiplayer Classroom: Results from Designing a Class as a GameAndy Petroski
Andy Petroski presented on implementing a multiplayer classroom where a class is designed as a game. The goals are to make learning more student-centered, immersive, and collaborative while providing ongoing feedback. Students reported enjoying the format and peer interaction, though some found it overwhelming. Results showed increased engagement, individualization, and a higher percentage of students earning A's and B's compared to traditional classrooms.
IT Services Questionnaire Analysis LinkedinLuke Searle
The survey results show that most students and teachers are generally satisfied with the IT services at Perins School. Some key findings include:
- 57% of all students said issues were resolved straight away, while 33% had to wait a short time
- 65% agreed that the IT team resolved their issues and explained what was wrong
- 76% said their questions were answered and 75% felt the IT team showed product knowledge
- The most helpful member of the IT team, according to 65% of respondents, was Mr. Searle
- Customer service was rated as excellent by 22% and good by 48% of respondents
1. The document provides guidance on organizing a new FIRST Tech Challenge team, including assigning roles, determining leadership, and getting started on activities like building a practice field.
2. It recommends assigning roles like captain, builders, programmers, and materials specialist and providing ways those roles could be determined like letting the team vote or having competitions.
3. The document also provides random advice and lessons learned, such as encouraging parental involvement, avoiding strong personalities dominating decisions, and not giving up as a coach despite the challenges.
The document outlines the format for the TCS IT Wiz 2014 quiz competition. It describes a preliminary written round with 20 questions, after which the top 6 teams will advance to the stage final. The stage final consists of 5 buzzer rounds testing teams on topics like current events, identifying wrong clues, and questions related to social media, local news, and mobile technology. Points are awarded for correct answers and deducted for incorrect or passed answers depending on the round.
Edelman Berland Research Findings: Veterans as Strategic Assets InitiativeEdelman
The objectives of the Veterans as Strategic Assets (VSA) Initiative is to gain an understanding practices around teaching and hiring veterans, in order to position veterans as a strategic asset for the Illinois Joining Forces (IJF) and the Student Veterans of America (SVA). Edelman Berland conducted a global, 10-minute online survey from January 9 to May 7, 2014. The findings are based on 1,628 responses including 1,469 veterans, n=89 employees, and n=70 community partners including those in higher education/community college/workplace training non-profits.
This document summarizes a webinar on the invisible dynamics of collaboration in high performing groups and teams. It discusses using a tool called Menti to anonymously score statements about group dynamics and map individual results on a chart. The webinar explored research findings on how group dynamics relate to organizational learning and environment factors. It aimed to help participants reflect on dynamics within their own groups and areas for improvement.
Children and adolescents’ perceptions of learning in video games and schooljamonjanight
The document summarizes research on children and adolescents' perceptions of learning in video games versus school. Focus groups were conducted with frequent and infrequent gamers in grades 4-8. Students saw video games and schoolwork as involving learning, but viewed games as more fun. When stuck in a game or problem, most sought help, and frequent gamers identified more help sources for games. Frequent gamers also cited renewing effort on school problems more than infrequent gamers. Both groups used trial and error for new games. Problems in games and school were seen as similar in requiring problem solving, but games were viewed as more exciting and having fewer consequences.
National University: Can We Make Online Group Projects Work?National University
- The document discusses challenges with online group projects and strategies to address them, drawing from examples in economics and sustainability management courses. It emphasizes the importance of clear expectations, project management, individual accountability, and addressing issues promptly to ensure success. Faculty play a key role in supporting collaborative work through their guidance and availability.
Implementing a Multiplayer Classroom: Results from Designing a Class as a GameAndy Petroski
Andy Petroski presented on implementing a multiplayer classroom where a class is designed as a game. The goals are to make learning more student-centered, immersive, and collaborative while providing ongoing feedback. Students reported enjoying the format and peer interaction, though some found it overwhelming. Results showed increased engagement, individualization, and a higher percentage of students earning A's and B's compared to traditional classrooms.
The document summarizes the results of a questionnaire about sports and technology. It shows that most respondents do sports but do not track them, and that the majority know little to nothing about technology in sports. The results also indicate that football has the most participants and fans compared to other sports. This information will help focus the documentary on football and educate viewers about technology since most know little about the topic.
Career Exploration PowePoint project requirements 2014Lorraine Stratton
This document outlines the requirements for a Career-Related Learning Experience (CRLE) project in which students research a potential career path. As part of the project, students will conduct an interview or online research about a career of interest, focusing on the education, skills, duties, and technology use required. Students will then create a PowerPoint presentation summarizing their findings and reflect on how the project influenced their understanding of career preparation and goals. The document provides guidance on using online career exploration tools, drafting interview questions, and meeting standards for reflection, collaboration, and communication.
The document summarizes key aspects of effectively managing and overseeing volunteer youth sports coaches. It discusses the importance of screening, training, evaluating, and holding coaches accountable through codes of conduct and reporting procedures. Screening involves background checks and interviews, while training provides continuing education. Evaluation allows feedback to improve coaching, and accountability establishes penalties for inappropriate behavior to protect youth participants.
This document summarizes a study on recruitment and retention of first-year students in Dalhousie University intramurals. Surveys were conducted of first-year students, sport representatives, and other Canadian universities. Key findings include that first-year students had little awareness of intramurals prior to university and preferred social and health benefits. The document provides recommendations such as increased campus promotion, orientation events, online promotions, and leveraging resident assistants to boost participation.
Using technology to enhance classroom learningamberogden
The document discusses using technology like PowerPoint and websites to enhance classroom learning. It provides tips for using these tools effectively, including organizing content for the audience, using visuals and graphics, engaging students interactively, and balancing active and reflective learning experiences. PowerPoint tips include using design templates, outlining lectures, minimizing text and overuse of animations/transitions. Tips for websites include enhancing online learning without overusing technology and specifying what students should look for on multimedia clips. The overall message is that technology should be used judiciously to focus on content and engage students, not overshadow the learning experience.
P2PU.org: Free & Open Professional Development & Collaborations for Educators...Karen F
A presentation for the Global Education Collaborative Conference by Anna Batchelder, Chris Batchelder, and Karen Fasimpaur
Recording available at https://sas.elluminate.com/mr.jnlp?suid=M.53A29A852B41D0D4EB98F6179C32E0&sid=2008350
Using Technology To Enhance Classroom LearningAdriana Edmond
The document discusses using technology like PowerPoint and websites to enhance classroom learning. It provides tips for using PowerPoint effectively, such as organizing content, using visuals and graphics, and making presentations interactive. PowerPoint should be used to supplement in-person lectures rather than overload students. When placing PowerPoint online, some features may not translate well so alternatives should be considered. Overall, the key is finding the right balance of technology and other teaching methods to engage today's students.
The document discusses the ADDIE model for designing training programs for adult learners. It describes each step of the ADDIE process - Analysis, Design, Development, Implementation, and Evaluation. For each step, it provides examples of the types of activities that would be included, such as conducting an audience analysis in the Analysis stage or writing learning objectives and developing course materials in the Design and Development stages. The purpose is to review this design process that can support training for adult learners.
Creekview senior project proposal form 2012NPelletier945
Nathan Pelletier proposes to complete a heptathlon for his senior project, which consists of 7 track events. As the school does not offer all the standard events, he will modify the events. Nathan holds school records in throwing events and is state ranked. He connects this project to a potential career as a youth track coach or Olympian. Nathan will train with all coaches for the modified heptathlon events. Completing events in a single meet will be physically challenging. He estimates $70 costs for new shoes and will ask throwing coach Tim Smyrl, who has coaching experience, to facilitate.
1) The document describes a survey given to the author's cohort at Western Oregon University to understand the relationship between personal technology use and appreciation of technology use in sports.
2) The survey was distributed electronically to 6 cohort members and included questions about technology use, views on technology in education/sports, and personal experiences with feedback technology during athletic activities.
3) The results showed no clear pattern between personal technology use and views on its use in sports, likely due to the small sample size and some unclear questions. The author concludes there is no established correlation within this cohort.
Game-based Learning Webinar by GreenBooks & GamelearnShyam Sunder
This document discusses using game-based learning to enhance learning outcomes. It describes an L&D manager named Prasad who was questioned about learner engagement, skill proficiency, and ROI of training. To address these issues, Prasad decided to increase engagement through gamification and simulation. The document provides examples of how games can incorporate elements like stories, challenges, and feedback to create optimal learning experiences. It also shares research finding games are effective ways for adults to learn and outlines benefits experienced by organizations that adopt game-based learning.
This document discusses group work assessment and challenges in three sections. It begins by outlining reasons for doing group work, such as developing job-relevant skills, and common problems that arise like freeloading members and assigning fair grades. Several solutions are proposed, including clear expectations, tracking individual contributions, and incorporating peer reviews. Benefits of group work are then highlighted, like improved engagement and soft skills. The document concludes that while group work causes issues, it is worthwhile for building student resilience and employability.
When Student Confidence Clicks - Using Student Response SystemsFabio R. Arico'
In this presentation I illustrate the methodology used to measure the relationship between student attainment, engagement, and self-efficacy beliefs through Student Response Systems.
https://sites.google.com/site/fabioarico
This document outlines the topics and assignments for a media relations in sport lecture and class. The class will discuss press releases, smartphone applications for high school sports, and the use of social media by sports teams. Students are assigned individual questions to research about different social media platforms like Twitter, Facebook, and Foursquare and their potential uses and benefits for sports marketing. They will then present their findings to the class.
This is a summary of the most interesting results about the floorball fan survey conducted by the students of Glion Institute of Higher Education (commissioned by the IFF).
eLearning and the Future through Fact or FishyKarl Kapp
This document discusses the use of games and gamification in learning. It provides examples of how companies have successfully used games and gamification to engage employees in training. Research shows that games can be more effective than lectures at promoting different types of learning and retention. Effective elements of gamification include challenges, stories, avatars, feedback and allowing learners to fail. The document advocates using stories, characters, and interactivity to engage learners rather than relying on lectures or bulleted lists. It presents evidence that games can influence real-world behaviors in a positive way.
The 5-paragraph essay structure includes an introduction with a hook, background, and thesis statement; three body paragraphs with a topic sentence and supporting details each; and a conclusion. The introduction draws the reader in, provides context, and states what will be discussed. Each body paragraph focuses on a main idea and supporting points. The conclusion summarizes the key points and ties them back to the thesis.
Enhancing New Employee Orientation with a Digital Scavenger HuntSeriousGamesAssoc
Karen Burns, Asst. Coordinator of Faculty Development | The University of Alabama
Enhancing New Employee Orientation with a Digital Scavenger Hunt
Pervasive games are a burgeoning genre in which the affordances of mobile devices are used to extend the boundaries of digital games into the real world. This game genre leverages the GPS, photo, video, and texting capabilities of smart phone devices in order to create games that require location-dependent and context-sensitive interactions between the physical and virtual environments. One particular form of pervasive games is a digital scavenger hunt.
This presentation will focus on the findings of a study in which a digital scavenger hunt was integrated into new employee orientation. The goal of the study is to determine if a digital scavenger hunt can be an effective means of enhancing the typical employee orientation by reinforcing information provided during the face-to-face sessions, introducing new information, reducing the stress new employees typically feel, and fostering employee competence. While this study is ongoing, data collection and analysis will be completed by May 2019.
This session will report on the findings of this study and include a discussion of the successes and challenges of the study. Additionally, discussion will center on potential applications of a digital scavenger hunt being used as a means of learning through discovery.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Best Practices in International Student Engagement: From Inquiry to Enrollmen...Hotcourses Abroad
Presentation by Mike Elms, Hotcourses CEO, from NAFSA 2014 in San Diego. The presentation focuses on best practice in international student engagement following student inquiry on the part of higher education institutions. Consisting of findings from Hotcourses' own student survey and mystery shopper exercise involving universities, as well as examples of tracked responses in other sectors.
The document summarizes the results of a questionnaire about sports and technology. It shows that most respondents do sports but do not track them, and that the majority know little to nothing about technology in sports. The results also indicate that football has the most participants and fans compared to other sports. This information will help focus the documentary on football and educate viewers about technology since most know little about the topic.
Career Exploration PowePoint project requirements 2014Lorraine Stratton
This document outlines the requirements for a Career-Related Learning Experience (CRLE) project in which students research a potential career path. As part of the project, students will conduct an interview or online research about a career of interest, focusing on the education, skills, duties, and technology use required. Students will then create a PowerPoint presentation summarizing their findings and reflect on how the project influenced their understanding of career preparation and goals. The document provides guidance on using online career exploration tools, drafting interview questions, and meeting standards for reflection, collaboration, and communication.
The document summarizes key aspects of effectively managing and overseeing volunteer youth sports coaches. It discusses the importance of screening, training, evaluating, and holding coaches accountable through codes of conduct and reporting procedures. Screening involves background checks and interviews, while training provides continuing education. Evaluation allows feedback to improve coaching, and accountability establishes penalties for inappropriate behavior to protect youth participants.
This document summarizes a study on recruitment and retention of first-year students in Dalhousie University intramurals. Surveys were conducted of first-year students, sport representatives, and other Canadian universities. Key findings include that first-year students had little awareness of intramurals prior to university and preferred social and health benefits. The document provides recommendations such as increased campus promotion, orientation events, online promotions, and leveraging resident assistants to boost participation.
Using technology to enhance classroom learningamberogden
The document discusses using technology like PowerPoint and websites to enhance classroom learning. It provides tips for using these tools effectively, including organizing content for the audience, using visuals and graphics, engaging students interactively, and balancing active and reflective learning experiences. PowerPoint tips include using design templates, outlining lectures, minimizing text and overuse of animations/transitions. Tips for websites include enhancing online learning without overusing technology and specifying what students should look for on multimedia clips. The overall message is that technology should be used judiciously to focus on content and engage students, not overshadow the learning experience.
P2PU.org: Free & Open Professional Development & Collaborations for Educators...Karen F
A presentation for the Global Education Collaborative Conference by Anna Batchelder, Chris Batchelder, and Karen Fasimpaur
Recording available at https://sas.elluminate.com/mr.jnlp?suid=M.53A29A852B41D0D4EB98F6179C32E0&sid=2008350
Using Technology To Enhance Classroom LearningAdriana Edmond
The document discusses using technology like PowerPoint and websites to enhance classroom learning. It provides tips for using PowerPoint effectively, such as organizing content, using visuals and graphics, and making presentations interactive. PowerPoint should be used to supplement in-person lectures rather than overload students. When placing PowerPoint online, some features may not translate well so alternatives should be considered. Overall, the key is finding the right balance of technology and other teaching methods to engage today's students.
The document discusses the ADDIE model for designing training programs for adult learners. It describes each step of the ADDIE process - Analysis, Design, Development, Implementation, and Evaluation. For each step, it provides examples of the types of activities that would be included, such as conducting an audience analysis in the Analysis stage or writing learning objectives and developing course materials in the Design and Development stages. The purpose is to review this design process that can support training for adult learners.
Creekview senior project proposal form 2012NPelletier945
Nathan Pelletier proposes to complete a heptathlon for his senior project, which consists of 7 track events. As the school does not offer all the standard events, he will modify the events. Nathan holds school records in throwing events and is state ranked. He connects this project to a potential career as a youth track coach or Olympian. Nathan will train with all coaches for the modified heptathlon events. Completing events in a single meet will be physically challenging. He estimates $70 costs for new shoes and will ask throwing coach Tim Smyrl, who has coaching experience, to facilitate.
1) The document describes a survey given to the author's cohort at Western Oregon University to understand the relationship between personal technology use and appreciation of technology use in sports.
2) The survey was distributed electronically to 6 cohort members and included questions about technology use, views on technology in education/sports, and personal experiences with feedback technology during athletic activities.
3) The results showed no clear pattern between personal technology use and views on its use in sports, likely due to the small sample size and some unclear questions. The author concludes there is no established correlation within this cohort.
Game-based Learning Webinar by GreenBooks & GamelearnShyam Sunder
This document discusses using game-based learning to enhance learning outcomes. It describes an L&D manager named Prasad who was questioned about learner engagement, skill proficiency, and ROI of training. To address these issues, Prasad decided to increase engagement through gamification and simulation. The document provides examples of how games can incorporate elements like stories, challenges, and feedback to create optimal learning experiences. It also shares research finding games are effective ways for adults to learn and outlines benefits experienced by organizations that adopt game-based learning.
This document discusses group work assessment and challenges in three sections. It begins by outlining reasons for doing group work, such as developing job-relevant skills, and common problems that arise like freeloading members and assigning fair grades. Several solutions are proposed, including clear expectations, tracking individual contributions, and incorporating peer reviews. Benefits of group work are then highlighted, like improved engagement and soft skills. The document concludes that while group work causes issues, it is worthwhile for building student resilience and employability.
When Student Confidence Clicks - Using Student Response SystemsFabio R. Arico'
In this presentation I illustrate the methodology used to measure the relationship between student attainment, engagement, and self-efficacy beliefs through Student Response Systems.
https://sites.google.com/site/fabioarico
This document outlines the topics and assignments for a media relations in sport lecture and class. The class will discuss press releases, smartphone applications for high school sports, and the use of social media by sports teams. Students are assigned individual questions to research about different social media platforms like Twitter, Facebook, and Foursquare and their potential uses and benefits for sports marketing. They will then present their findings to the class.
This is a summary of the most interesting results about the floorball fan survey conducted by the students of Glion Institute of Higher Education (commissioned by the IFF).
eLearning and the Future through Fact or FishyKarl Kapp
This document discusses the use of games and gamification in learning. It provides examples of how companies have successfully used games and gamification to engage employees in training. Research shows that games can be more effective than lectures at promoting different types of learning and retention. Effective elements of gamification include challenges, stories, avatars, feedback and allowing learners to fail. The document advocates using stories, characters, and interactivity to engage learners rather than relying on lectures or bulleted lists. It presents evidence that games can influence real-world behaviors in a positive way.
The 5-paragraph essay structure includes an introduction with a hook, background, and thesis statement; three body paragraphs with a topic sentence and supporting details each; and a conclusion. The introduction draws the reader in, provides context, and states what will be discussed. Each body paragraph focuses on a main idea and supporting points. The conclusion summarizes the key points and ties them back to the thesis.
Enhancing New Employee Orientation with a Digital Scavenger HuntSeriousGamesAssoc
Karen Burns, Asst. Coordinator of Faculty Development | The University of Alabama
Enhancing New Employee Orientation with a Digital Scavenger Hunt
Pervasive games are a burgeoning genre in which the affordances of mobile devices are used to extend the boundaries of digital games into the real world. This game genre leverages the GPS, photo, video, and texting capabilities of smart phone devices in order to create games that require location-dependent and context-sensitive interactions between the physical and virtual environments. One particular form of pervasive games is a digital scavenger hunt.
This presentation will focus on the findings of a study in which a digital scavenger hunt was integrated into new employee orientation. The goal of the study is to determine if a digital scavenger hunt can be an effective means of enhancing the typical employee orientation by reinforcing information provided during the face-to-face sessions, introducing new information, reducing the stress new employees typically feel, and fostering employee competence. While this study is ongoing, data collection and analysis will be completed by May 2019.
This session will report on the findings of this study and include a discussion of the successes and challenges of the study. Additionally, discussion will center on potential applications of a digital scavenger hunt being used as a means of learning through discovery.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Best Practices in International Student Engagement: From Inquiry to Enrollmen...Hotcourses Abroad
Presentation by Mike Elms, Hotcourses CEO, from NAFSA 2014 in San Diego. The presentation focuses on best practice in international student engagement following student inquiry on the part of higher education institutions. Consisting of findings from Hotcourses' own student survey and mystery shopper exercise involving universities, as well as examples of tracked responses in other sectors.
Similar to Ultimatefrisbee questionnaire and answer (20)
Euro Cup Group E Preview, Team Strategies, Key Players, and Tactical Insights...Eticketing.co
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Matka BOSS Result | Satta Matka Tips | Kalyan Matka 143dpbossdpboss69
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Luciano Spalletti Leads Italy's Transition at UEFA Euro 2024.docxEuro Cup 2024 Tickets
Italy are the defending European champs, but after Luciano Spalletti swapped Roberto Mancini last September, they are still taking the cautious first steps of a new era
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Here are our Euro 2024 predictions for the group stages
Will England make it through the group stages?, Will Germany use the home advantage to full effect?
Follow our progress, see how many we get right
If you want to join in let us know before the first game kick off and we can invite you to our private league
or join in with our friends at DeeperThanBlue
https://www.linkedin.com/posts/activity-7204868572995538944-qejG
https://www.selectdistinct.co.uk/2024/06/13/euro-2024-match-predictions/
#EURO2024 #Germany2024 #England #EURO2024predictions
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Euro 2024 Key Tactics and Strategies of the Netherlands.docxEticketing.co
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UEFA Euro 2024 fans worldwide can book Croatia vs Italy Tickets from our online platform www.eticketing.co. Fans can book Euro Cup Germany Tickets on our website at discounted prices.
4. The Purpose of Questionnaire
To support beginners to start Ultimate, esp. in Japan
To support those who teach beginners Ultimate
Little resource related to Ultimate is available on
medias compared to other major sports. Especially
beginners have large challenge. BEGIN ULTIMATE is
launched to offer them useful information.
In order to provide better support, BEGIN ULTIMATE
created questionnaire.
http://beginultimate.com/?page_id=1387
5. Questions
Q1-4. Age・Occupation・Sex・Nationality
Q5. Years of Experience
Q6. When started
Q7. What made you start Ultimate (Choice + Others)
Q8. Ultimate Attractions (Short answer)
Q9. Information you want but cannot reach (Choice + Others)
Q10. What do you need when teaching beginners (Short answer)
Q11. May researcher disclose answers anonymously
Research Method: Google Form
6. Answer and Insight to each question
We received over 174answers.
Thank you for your cooperation!
※174answers does not include those who do not wish disclosure.
7. 40
134
Q1 Sex
Female Male
2
75
62
24
11
Q2 Age
18> 18-22 23-29
30-39 40-49
171
111
Q3 Nationality
Japanese Irish
Chinese Antarctic
Q1-3
Male 77%、 30>Age 80%、98% Japanese
8. Q4-6
Fulltime Working57% University Sutudent39%
91% has over one year experience
86% started Ultimate at Universities
2
14
69
55
34
Q5
Experience
No Experience
1Year>
2-4Years
5-9Years
10Years<
1 5
11
150
12
Q6
When started
No Experience
JHS or younger
Highschool
University
after Graduation
3
67
2
100
11
Q4
Occupation
Highschool Student
Undergraduate Student
Graduate Student
Fulltime Working
Housewife
Freelance
※”Fulltime Working” refers to those who after/not in college, which includes housewives and freelances
9. Q7
Close friends are major reason to start
Other Answers
• “It is attractive that we have big chance to join national team.”
• “I thought I can make good use of experience from other sports.”
• “My parents are playing Ultimate.”
• “Because I happened to see people playing Ultimate.”
68
30
29
24
10
13
Q7
What made you
start Ultimate
Friends Introduction
School or College Club
PE Class
SNS or Webpage
Watching TV/Internet Programs
Others
Friends are the major reason (39%).
Meanwhile SNS (14%) and Media Programs
(6%) account for large portion.
PE Classes constitutes 17%, which can be
explained from that increasing number of
schools are adopting Ultimate for PE.
10. Q7(2)
SNS and PE classes appeal more to younger
generation
Clubs are using many media to attract people.
2012 Japanese Schools started adopting Ultimate for PE Class, that likely
influences younger generation.
14%
6%
9%
14%
14%
43%
5%
3%
10%
15%
18%
50%
6%
8%
19%
19%
18%
29%
Others
Watching TV/Internet Programs
SNS or Webpage
PE Class
School or College Club
Friends Introduction
0% 10% 20% 30% 40% 50% 60%
Q7 What made you start Ultimate (By Age Group)
22>Age(n=77) 23-29(n=62) Age>30(n=35)
11. Q8
Dynamic Play using Flying Disc is the most attraction
28%
21%
17%
12%
10%
10%
8%
4%
Q8
Ultimate Attraction
(Answers categorized)
Buoyancy of Flying Disc & Dynamic Play
Tactics as Teamsports & Teamwork
Growth & Opportunity & New Possibility
Interaction between players
Sportsmanship
Everyone can play together
Fun & Exercise
Easy Preparation
Attraction as sports, Plays taking advantage of
buoyancy (28%) and Tactics of teamsports (21%)
Wide opportunity as new sports (developing new
tactics, becoming national player, etc.) (17%)
Small numbers of players population help players
interaction(12%)
Sportsmanship reflected on Spirit of the Game (10%)
Example of answer
“Connecting Disc, connecting People”
“Original characteristics of disc and dynamic play”
“…Playing and Teaching together among various generations”
12. 0%
6%
29%
29%
35%
6%
10%
13%
12%
6%
12%
17%
23%
3%
5%
11%
6%
19%
21%
13%
21%
0%
6%
3%
14%
11%
8%
28%
31%
Easy Preparation
Fun & Exercise
Everyone can play together
Sportsmanship
Interaction between players
Growth & Opportunity & New Possibility
Tactics as Teamsports & Teamwork
Buoyancy of Flying Disc & Dynamic Play
0% 5% 10% 15% 20% 25% 30% 35% 40%
Q8 Ultimate Attraction (By Length of Experience)
>10Years(n=36)
5-9Years(n=62)
2-4Years(n=77)
1Year>(n=17)
Q8(2)
Less Experienced people answer opportunity and
attraction as sports, meanwhile experienced people’s
answer get diversified
People start Ultimate with opportunity and attraction as sports, then they
notice another attractive aspect (interaction among players, SOTG, etc.)?
※Please mind the small number of 1Year> answers
13. Q8(3)
Fulltime Working Class feel diverse attraction
After gradating college people can get more interaction outside of college team,
therefore they find fun in interaction?
4%
13%
26%
20%
17%
14%
6%
16%
4%
7%
29%
22%
6%
6%
11%
19%
Easy Preparation
Fun & Exercise
Everyone can play together
Sportsmanship
Interaction between players
Growth & Opportunity & New Possibility
Tactics as Teamsports & Teamwork
Buoyancy of Flying Disc & Dynamic Play
0% 5% 10% 15% 20% 25% 30% 35%
Q8 Ultimate Attraction (By Category of Respondents)
Student(n=72)
Fulltime Working & Housewife & Freelance(n=102)
14. Q9
Member Recruit Ads, Rule Instruction aren’t
enough?
4
2
4
5
7
9
18
47
87
No
Youth Teams
Commentary on games (films &…
Tactics & Skills
Practice Method
Ultimate Gears
Events & Tournaments
Rules & SOTG
Team Recruiuts & Pickups
0 20 40 60 80 100
Q9 Information you want but cannot reach
(choice + others n=184)
※Numbers in red are prepared options and white are free answers.
※Some respondents answered several in short answer form.
Examples of answer
“About Teams I can join on suddenly free holiday”
“About Teams practicing in neighborhood”
“About Practice Method and Theory”
15. Q9(2)
Fulltime Working & Housewife & Freelance feels
more need of Team Recruits & Pickups.
1
2
2
3
5
5
9
23
31
3
0
2
2
2
4
9
24
56
No
Youth Teams
Commentary on games (films & articles)
Tactics & Skills
Practice Method
Ultimate Gears
Events & Tournaments
Rules & SOTG
Team Recruits & Pickups
0 10 20 30 40 50 60
Q9 Information you want but cannot reach
(choice + others n=184)
Fulltime Working & Housewife & Freelance(n=102)
Student(n=72)
16. Q10
Overview of Ultimate for beginners, Reference of
skills and rules are in need to support beginners
2
2
4
5
5
30
33
37
43
Glossary
Organizational Support (ex. Dispatching coaches)
Place for Practice
Method of Coaching & Recruiting Beginners
Information of Teams & Pickups for Beginners
Equuipments (Gloves, Discs, Whiteboards)
Resources of Rules and SOTG
Material Introducing Ultimate to very Beginners
Resources of Basic Skills and Throw
0 20 40 60
Q10 What helps teaching Ultimate to beginners?
(Short answers categorized n=161)
Examples of Answer
“Very basics of Ultimate like throw and rules. Many
people have asked me.”
“It would be great if we had video clips summarizing
basic rules and throws.”
“Sustainable coaching system. Close contact with
Local Flying Disc Association.”
“Resources that explain what SOTG is, with real
example of SOTG inside and outside of game.”
18. Focused on Resources available online,
reconsider current situation and future action
「Team/Event Info」「Throw/Basic Tactics/Rule・SOTG・Glossary」 「Practice・Coaching
Method」 Study current support and next action on these three points.
19. ①Teams & Events Information
Team/Event information with link is embedded in
interactive.
Continue update of maps
Expanding teams on the map
(introducing youth and college
teams?)
Regularly pick up Teams and
Events ?
Teams&Pickups Tournaments
※Other Webpages introducing teams: JFDA, Club Jr.
20. ② Throw/Basic Tactics/Rule・SOTG・Glossary
Rules and Glossary are introduced in Japanese and
English. Overview of basic skills and rules are
explained only in Japanese.
Publishing E-Book or Video clip
summarizing basic skills, rules,
and tactics
Pick up SOTG and related actions
in Japan and other countries.
Easy throw practice drill
※Other Website: Club Jr., RISING ULTIMATE, RISEUP Ultimate
21. ③Practice・Coaching Methods
Introducing practice methods
adopted by pickup teams.
Referring to teaching plan at
school?
N/A
※Other Webpages: Ultimate Challenger, RISING ULTIMATE
22. Internet based resource is increasing its importance
especially for younger generation. BEGIN ULTILATE
keeps improving contents for better support.
Meanwhile, consider publishing E-Book with summary of basic knowledge and skills.
23. Again, thank you very much for your
contribution!
Next Time want to compare the difference by country/region
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