scholarly journals “Learning by Design”: What Sports Coaches can Learn from Video Game Designs

2021 ◽  
Vol 7 (1) ◽  
Author(s):  
Sam Robertson ◽  
Carl T. Woods

AbstractThere have been multiple calls made in the sport science literature for the promotion of interdisciplinarity to progress some of sports’ most prevailing challenges. Designing practice environments that support learning represents one such challenge, particularly given contemporary perspectives of skill acquisition and motor learning calls for coaches to realign their role—progressing toward the designers of practice tasks that promote athlete-environment interactions. In doing so, performers learn through exploration, deepening a relationship with their performance environment as they solve problems based on changing and interacting constraints. This paper illustrates an interdisciplinary approach to the area of learning through sport practice by adapting established principles embedded in video game designs. Specifically, 13 principles common to good video game designs are described, with practical examples of each provided across different sports. Fundamentally, this paper aims to offer sports practitioners with an overview and application of key principles that could support learning by design. Beyond this, the ideas presented here should further illustrate the value of interdisciplinarity in sports research and practice.

2015 ◽  
Vol 2 (6) ◽  
pp. 233-239
Author(s):  
Diletta Acuti ◽  
◽  
Ada Baldi ◽  
Romeo Bandinelli ◽  
Emiliano degl Innocenti ◽  
...  

2020 ◽  
Vol 51 (4) ◽  
pp. 550-570
Author(s):  
Cindy Luu ◽  
Thomas B. Talbot ◽  
Cha Chi Fung ◽  
Eyal Ben-Isaac ◽  
Juan Espinoza ◽  
...  

Objective. Multi-patient care is important among medical trainees in an emergency department (ED). While resident efficiency is a typically measured metric, multi-patient care involves both efficiency and diagnostic / treatment accuracy. Multi-patient care ability is difficult to assess, though simulation is a potential alternative. Our objective was to generate validity evidence for a serious game in assessing multi-patient care skills among a variety of learners. Methods. This was a cross-sectional validation study using a digital serious game VitalSignsTM simulating multi-patient care within a pediatric ED. Subjects completed 5 virtual “shifts,” triaging, stabilizing, and discharging or admitting patients within a fixed time period; patients arrived at cascading intervals with pre-programmed deterioration if neglected. Predictor variables included generic multi-tasking ability, video game experience, medical knowledge, and clinical efficiency with real patients. Outcome metrics in 3 domains measured diagnostic accuracy (i.e. critical orders, diagnoses), efficiency (i.e. number of patients, time-to-order) and critical thinking (number of differential diagnoses); MANOVA determined differences between novice learners and expected expert physicians. Spearman Rank correlation determined associations between levels of expertise. Results. Ninety-five subjects’ gameplays were analyzed. Diagnostic accuracy and efficiency distinguished skill level between residency trained (residents, fellows and attendings) and pre-residency trained (medical students and undergraduate) subjects, particularly for critical orders, patients seen, and correct diagnoses (p < 0.003). There were moderate to strong correlations between the game’s diagnostic accuracy and efficiency metrics compared to level of training, including patients seen (rho = 0.47, p < 0.001); critical orders (rho = 0.80, p < 0.001); time-to-order (rho = −0.24, p = 0.025); and correct diagnoses (rho = 0.69, p < 0.001). Video game experience also correlated with patients seen (rho = 0.24, p = 0.003). Conclusion. A digital serious game depicting a busy virtual ED can distinguish between expected experts in multi-patient care at the pre- vs. post-residency level. Further study can focus on whether the game appropriately assesses skill acquisition during residency.


2021 ◽  
pp. 1-12
Author(s):  
Maria Esther Diaz-Gonzalez de Ferris ◽  
María de Lourdes Díaz-González de Martínez ◽  
Angelica María Díaz-González de Velázquez ◽  
Antonio Díaz-González Borja ◽  
Agustín Díaz-González Borja ◽  
...  

Adolescents and young adults (AYAs) with CKD or end-stage kidney disease (ESKD) have unique medical, dental, psychosocial, neurocognitive, and academic needs and require close interdisciplinary collaboration to optimize their care. The etiology of CKD in AYAs is diverse compared to older adults. With their continuously improved survival, AYAs must start preparation for health-care transition (HCT) from pediatric- to adult-focused health care in the pediatric setting and it must continue at the adult-focused setting, given that their brain maturation and self-management skill acquisition occur until their mid-20s. While the growth and physical maturation of most visible body parts occur before 18 years of age, the prefrontal cortex of the brain, where reasoning, impulse control, and other higher executive functions reside, matures around 25 years of age. The HCT process must be monitored using patient- and caregiver-measuring tools to guide interventions. The HCT process becomes more complex when patients and/or caregivers have a language barrier, different cultural beliefs, or lower literacy levels. In this article, we discuss the unique comorbidities of pediatric-onset CKD/ESKD, provide information for a planned HCT preparation, and suggest interdisciplinary coordination as well as cultural and literacy-appropriate activities to achieve optimal patient outcomes.


PEDIATRICS ◽  
1992 ◽  
Vol 90 (3) ◽  
pp. V-V
Author(s):  
ROBERT J. HAGGERTY

The William T. Grant Foundation supports eight consortia, each devoted to a specific issue, and each consisting of ten to twenty members from a Variety of scientific disciplines. Our purpose is to provide a forum for discussion of ideas, research, and conceptual and theoretical bases of that research to individuals who work in related areas, but who might not under other circumstances have easy communication with each other, especially in the preliminary stages of the development of their research projects. By the time national meetings occur, projects are of necessity completed, and there is no chance for modification using an interdisciplinary approach. We have been very pleased with this device to bring research workers of different disciplines together. The newest of these consortia is devoted to the Developmental Psychobiology of Stress and includes pediatricians, psychologists, and anthropologists who work on both human and animal models. This group moved promptly in their first meeting to bring together a talented group of researchers from different disciplines; the results of their research are presented in this supplement. They well exemplify the advances that have been made in recent years in methodology to study mind-body interactions in infants and older children. Methodologic barriers in the past have limited research on stress in humans. It is stimulating and exciting to see that these barriers are beginning to be overcome, and that research such as is presented here is illuminating this exciting new field. It has enormous application to pediatric practice and child health in the future.


Author(s):  
A.A. Vasiliev ◽  
◽  
Yu.V. Pechatnova ◽  

The article is devoted to a comprehensive interdisciplinary study of the term «game» and its relatively new variety – computer game. The need to use an interdisciplinary approach to the study of the term is explained by the versatility and multi-aspect nature of the phenomenon under study. The article reveals the meaning of the concept «game» in the philosophical, aesthetic, historical, cultural, linguistic, psychological, technological and legal dimensions. The research methodology includes historical, systematic methods, as well as the method of formal legal analysis. The author emphasizes the influence of the development of forms of game activity on the development of social evolution, as well as the interaction of the game and the achievements of scientific and technological progress. The relevance of studying the term «computer game» lies in the fact that computer games have become the most popular type of gaming activity and the most profitable commercial product on the modern market. In this regard, terminological certainty is necessary due to the economic feasibility and effective legal regulation of the development, implementation and use of computer games. The authors propose to identify the main features of the concept «game», in general, and the specific features of the term «computer game», in particular. Based on the set of features, the author's definition of the concept «computer game» is proposed. In order to distinguish the studied concept from related categories, the analysis of the terms «electronic game» and «video game» is carried out. In conclusion, the authors assess the approaches to the legal regulation of computer games from the point of view of domestic legislation. As a result of the analysis of the possibility of attributing a computer game to a variety of programs for electronic computers or a variety of multimedia products, the choice was made in favor of the latter. Thus, at present, in order to solve legal problems related to the development and use of a computer game, the authors propose the application of the law analogy.


1996 ◽  
Vol 168 (S30) ◽  
pp. 9-16 ◽  
Author(s):  
Hans-Ulrich Wittchen

Comorbidity has become an increasingly popular theme in psychiatry and clinical psychology, although its heuristic value was recognised long ago. Frequently used in research and practice, no definition of comorbidity is uniformly accepted and it has no comprehensive and coherent theoretical framework. These factors have led to substantial variation in the magnitude of comorbidity across studies. The variability in the definition, assessment and design of comorbidity studies has led to an increasingly complex and confusing picture about the potential value of this concept. The full exploration of mechanisms of comorbidity requires an interdisciplinary approach to investigating nosology, assessment, and underlying models of comorbidity, as well as experimental study designs beyond the scope of clinical and epidemiological studies. A more precise specification of comorbidity patterns might help identify common biochemical and cognitive markers relevant in the aetiology of specific mental disorders as well as comorbid conditions. Critical issues that might help us understand and explain the variability of findings are described.


2000 ◽  
Vol 17 (3) ◽  
pp. 340-358
Author(s):  
Marcel Bouffard

Kerr and Blais’ (2000) paper is frequently ambiguous, incoherent, and severely misrepresents the work of Bouffard, Strean and Davis (1998). Kerr and Blais have committed the logical fallacy of attacking a straw man, which is to misrepresent an opponent’s argument presumably for the purpose of making its attack easier. Although they indicate their desire to proceed without reference to ontological and epistemological assumptions, they implicitly submit the contentious statement that eclecticism is a philosophy that has been accepted by movement skill acquisition researchers. They also endorse eclecticism as a philosophy. In this reaction, I question the validity of numerous statements made by Kerr and Blais and elaborate on some points we made in 1998. I conclude that Kerr and Blais’ paper is a parody of Bouffard, Strean and Davis’ work, which is unlikely to advance our understanding, and submit that the study of research assumptions is an essential part of genuine inquiry.


2010 ◽  
Vol 22 (4) ◽  
pp. 70-94 ◽  
Author(s):  
Y. Ken Wang ◽  
Pratim Datta

Although much research in the IS field has examined IS adoption, less is known about post-adoption behavior among IS users, especially when competing alternatives are available. Incorporating commitment theory from social psychology and management science literature, this paper proposes an IS continuance model that explains why some IS technologies enjoy continued use after adoption and others are often relegated to the basement as shelfware. This paper uses a technology commitment perspective to unravel why adopted technologies experience mixed success. Specifically, the authors argue that IS continuance may be best understood by investigating user commitment toward specific technologies. Three components of technology commitment, that is, affective commitment, calculative commitment, and normative commitment, are used to formulate a research model. The model is empirically tested in the context of instant messaging software. Results show a strong support for the model and explicate commitment differentials among users across different brands of instant messaging software. The study ends with a discussion of the results and their implications for research and practice.


2010 ◽  
Vol 20 (11) ◽  
pp. 2522-2530 ◽  
Author(s):  
K. I. Erickson ◽  
W. R. Boot ◽  
C. Basak ◽  
M. B. Neider ◽  
R. S. Prakash ◽  
...  
Keyword(s):  

Sign in / Sign up

Export Citation Format

Share Document