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

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Abstrakt

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 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 a model that covers three approaches; design ‘for’, ‘with’ and ‘of’ movement. From an innovation perspective, it is essential to sense needs and identify future opportunities. This includes understanding technologies and the lives of potential users. Being able to transform core knowledge and insights into innovative practice requires abilities best formed in a creative learning environment that also contains a production space, where physical prototypes creates realizations and insights. Learning is optimally done in project-based setups, and close contact with co-learners and mentors plays a central role in social-emotional learning. The model consisting of four levels in interplay. Level one is the foundation of learning and also the goal of character qualities development. The second level consists of four arenas in interplay: 1) the content to be learned. 2) the environment in which learning take place. 3) the community in which learning is situated. 4) the focus of sensing trends, and future opportunities. The third level embrace the learning process and the fourth level frames the purposefulness of the learning. Our ‘Movement Innovation Learning’ model (MIL) is founded on the acquisition of skills alongside the development of personal character qualities. These support innovation-learning together, based on both a purposefulness in an instrumental learning approach and also as a ‘bildung’ aspect of learning, where the knowledge acquired and created carries a value in itself.
OriginalsprogEngelsk
TitelProceedings of The 11th European Conference on Game-Based Learning
RedaktørerDr Maja Pivec, Dr Josef Gründler
Udgivelses stedUK
ForlagAcademic Conferences and Publishing International
Publikationsdato2017
Sider155-164
ISBN (Trykt)978-1-911218-56-2
ISBN (Elektronisk)978-1-911218-57-9
StatusUdgivet - 2017
Begivenhed11th European Conference on Games Based Learning - FH JOANNEUM University of Applied Science, Graz, Østrig
Varighed: 5. okt. 20176. okt. 2017
Konferencens nummer: 11
http://www.academic-conferences.org/conferences/ecgbl/

Konference

Konference11th European Conference on Games Based Learning
Nummer11
LokationFH JOANNEUM University of Applied Science
LandØstrig
ByGraz
Periode05/10/201706/10/2017
Internetadresse

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Emneord

  • game-based design
  • design for movement
  • innovation education
  • sports science
  • 21st century skills

Citationsformater

Elbæk, L., & Friis, J. J. (2017). Perspectives on a Learning-Model for Innovating Game-Based Movement in Sports and Health. I D. M. Pivec, & D. J. Gründler (red.), Proceedings of The 11th European Conference on Game-Based Learning (s. 155-164). Academic Conferences and Publishing International.