Applying Serious Games to Motor Learning in Sport

2012 ◽  
Vol 2 (4) ◽  
pp. 61-73 ◽  
Author(s):  
Josef Wiemeyer ◽  
Philipp Schneider

Considering the wide use of Serious Games in application fields like cognitive learning, health education and rehabilitation and the recent developments of sensor and interface technology it is surprising that applications to motor learning in sport are rare. The aim of this study is to examine whether a specific learning effect can be elicited by training with a commercial exergame (Nintendo Wii Sports Resort). A sample of 23 young club basketball players attended either a virtual training (VT) or a real training (RT) of basketball throws. Training consisted of 750 throws distributed to 10 training units. As a result, VT and RT groups improved in virtual and real performance, but only the RT group transferred training to the virtual condition. Furthermore, the RT group enjoyed training more than the VT group. As a conclusion, added values of Serious Games in sport skill learning may take effect only under certain conditions.

2021 ◽  
Vol 12 ◽  
Author(s):  
Krishn Bera ◽  
Anuj Shukla ◽  
Raju S. Bapi

Several canonical experimental paradigms (e.g., serial reaction time task, discrete sequence production task, m × n task) have been proposed to study the typical behavioral phenomenon and the nature of learning in sequential keypress tasks. A characteristic feature of most paradigms is that they are representative of externally-specified sequencing—motor tasks where the environment or task paradigm extrinsically provides the sequence of stimuli, i.e., the responses are stimulus-driven. Previous studies utilizing such canonical paradigms have largely overlooked the learning behaviors in a more realistic class of motor tasks that involve internally-guided sequencing—where the sequence of motor actions is self-generated or internally-specified. In this work, we use the grid-navigation task as an instance of internally-guided sequencing to investigate the nature of learning in such paradigms. The participants performed Grid-Sailing Task (GST), which required navigating (by executing sequential keypresses) a 5 × 5 grid from start to goal (SG) position while using a particular key-mapping (KM) among the three cursor-movement directions and the three keyboard buttons. The participants performed two behavioral experiments—Single-SG and Mixed-SG condition. The Single-SG condition required performing GST on a single SG position repeatedly, whereas the Mixed-SG condition involved performing GST using the same KM on two novel SG positions presented in a random, inter-mixed manner. In the Single-SG condition, we show that motor learning contributes to the sequence-specific learning in GST with the repeated execution of the same trajectories. In the Mixed-SG condition, since the participants utilize the previously learned KM, we anticipate a transfer of learning from the Single-SG condition. The acquisition and transfer of a KM-specific internal model facilitates efficient trajectory planning on novel SG conditions. The acquisition of such a KM-specific internal model amounts to trajectory-independent cognitive learning in GST. We show that cognitive learning contributes to the learning in GST by showing transfer-related performance improvements in the Mixed-SG condition. In sum, we show the role of cognitive and motor learning processes in internally-guided sequencing and further make a case for using GST-like grid-navigation paradigms in investigating internally guided skill learning.


Molecules ◽  
2021 ◽  
Vol 26 (20) ◽  
pp. 6315
Author(s):  
Shunli Chu ◽  
Jue Wang ◽  
Fengxiang Gao

Chitosan (CS) is a natural polymer with a positive charge, a deacetylated derivative of chitin. Chitosan nanostructures (nano-CS) have received increasing interest due to their potential applications and remarkable properties. They offer advantages in stomatology due to their excellent biocompatibility, their antibacterial properties, and their biodegradability. Nano-CSs can be applied as drug carriers for soft tissue diseases, bone tissue engineering and dental hard tissue remineralization; furthermore, they have been used in endodontics due to their antibacterial properties; and, finally, nano-CS can improve the adhesion and mechanical properties of dental-restorative materials due to their physical blend and chemical combinations. In this review, recent developments in the application of nano-CS for stomatology are summarized, with an emphasis on nano-CS’s performance characteristics in different application fields. Moreover, the challenges posed by and the future trends in its application are assessed.


Author(s):  
Sayed Kavos Salehi ◽  
Farshid Tahmasebi ◽  
Fateme Sadat Talebrokni

Learning motor skills follows a predictable sequence and stages. The main purpose of this study is to examine Gallahue’s motor learning model and compare it with existing featured models. Until now, several different models have been proposed by several theorists to identify and describe stages of motor learning. Fitts, P.M., and Posner, M.I. (1967. Human performance. Belmont: Brooks/Cole Pub. Co.) proposed a three-stage model for motor skill learning based on the learner’s cognitive state during the learning continuum. Gentile (1972–1978) proposed a two-stage model based on the goals of the learner. Gallahue (1972–2012) presented a three-level model with several accompanying sub-stages. In the present study, these models were compared in order to identify the best model to assist learners and practitioners. Analytical examinations showed that Gallahue’s motor learning model incorporates elements from both Fitts and Posner and Gentile models, but also provides specific guidelines and actions for instructors and practitioners along the learning continuum. Therefore, it seems to be more comprehensive and coherent (logical connection or relevant) in terms of functionality than existing models and provides specific cues for maximizing learning and meet the learner’s needs at each stage of learning.


Author(s):  
Alynda N Wood

Motor learning is a core aspect of human life, and appears to be ubiquitous throughout the animal kingdom. Dopamine, a neuromodulator with a multifaceted role in synaptic plasticity, may be a key signaling molecule for motor skill learning. Though typically studied in the context of reward-based associative learning, dopamine appears to be necessary for some types of motor learning. Mesencephalic dopamine structures are highly conserved among vertebrates, as are some of their primary targets within the basal ganglia, a subcortical circuit important for motor learning and motor control. With a focus on the benefits of cross-species comparisons, this review examines how "model-free" and "model-based" computational frameworks for understanding dopamine's role in associative learning may be applied to motor learning. The hypotheses that dopamine could drive motor learning either by functioning as a reward prediction error, through passive facilitating of normal basal ganglia activity, or through other mechanisms are examined in light of new studies using humans, rodents, and songbirds. Additionally, new paradigms that could enhance our understanding of dopamine's role in motor learning by bridging the gap between the theoretical literature on motor learning in humans and other species are discussed.


Author(s):  
Hannah R. Marston ◽  
Philip A. McClenaghan

Exergames and Exergaming have become a new phenomenon in recent years due to the release of the Nintendo Wii console and more recently the Microsoft Kinect. Videogames are categorized into genres based upon the actions that gamers are expected to execute to achieve goals and overcome challenges. However, with the development of new technology, and this notion of exergaming, is it actually activity or gameplay that defines the notion of exergames as a genre into current categories? This chapter reviews several genre/taxonomy theories to gain a greater understanding of exergames within the serious games arena, with several facets proposed by the authors to provide a more succinct progress within this sector.


2020 ◽  
Vol 34 (9) ◽  
pp. 804-813
Author(s):  
Gabriela Cantarero ◽  
Jake Choynowski ◽  
Maria St. Pierre ◽  
Manuel Anaya ◽  
Matthew Statton ◽  
...  

Background. Concussions affect nearly 3 million people a year and are the leading cause of traumatic brain injury–related emergency department visits among youth. Evidence shows neuromotor regions are sensitive to concussive events and that motor symptoms may be the earliest clinical manifestations of neurodegenerative traumatic brain injuries. However, little is known about the effects repeated concussions play on motor learning. Namely, how does concussion acuity (time since injury) affect different behavioral and neurophysiological components of motor learning? Methods. Using a 3-pronged approach, we assessed (1) behavioral measures of motor learning, (2) neurophysiological measures underlying retention of motor learning known as occlusion, and (3) quantitative survey data capturing affective symptoms of each participant. Collegiate student athletes were stratified across 3 groups depending on their concussion history: (1) NonCon, no history of concussion; (2) Chronic, chronic-state of concussion (>1 year postinjury), or (3) Acute, acute state of concussion (<2 weeks postinjury). Results. We found that athletes in both the acute and chronic state of injury following a concussion had impaired retention and aberrant occlusion in motor skill learning as compared with athletes with no history of concussion. Moreover, higher numbers of previous concussions (regardless of the time since injury) correlated with more severe behavioral and neurophysiological motor impairments by specifically hindering neurophysiological mechanisms of learning to affect behavior. Conclusions. These results indicate the presence of motor learning impairment that is evident within 2 weeks postinjury. Our findings have significant implications for the prognosis of concussion and emphasize the need for prevention, but can also direct more relevant rehabilitation treatment targets.


2018 ◽  
Vol 49 (4) ◽  
pp. 401-422 ◽  
Author(s):  
Nina Imlig-Iten ◽  
Dominik Petko

Background and Aim. Serious games are generally considered to have positive effects on many aspects of learner engagement as well as on cognitive learning gains and subject-related interest. Yet few studies have examined which combination of game elements influence engagement and learning, and how these factors are related. For this reason, an experimental study was conducted to explore these aspects with regard to digital serious games. Method. Twelve primary school classes with 153 students from 9 to 12 years of age participated in this experimental field study using group comparisons. The students were randomly assigned to interact either with an educational simulation or a digital serious game. The results were analyzed using t-tests and hierarchical linear regressions. Results and Conclusion. Results show that there are no group differences in tested learning gains nor in self-reported cognitive learning gains or increase in interest. Although there are also no differences regarding enjoyment, self-reported levels of deep thinking are higher when learning with a serious game. While post-test knowledge is only influenced by prior knowledge, self-reported cognitive learning gains and increases in interest are both positively correlated with deep thinking and enjoyment. These results lead to the conclusion that learning with serious games does not always lead to the expected increases in all aspects of engagement and learning outcomes. Thus, research needs to address the interplay of game elements and their impact on engagement and learning in more detail.


2019 ◽  
Vol 92 (1101) ◽  
pp. 20190071 ◽  
Author(s):  
Evelien Nackaerts ◽  
Nicholas D'Cruz ◽  
Bauke W Dijkstra ◽  
Moran Gilat ◽  
Thomas Kramer ◽  
...  

In the past decade, neurorehabilitation has been shown to be an effective therapeutic supplement for patients with Parkinson’s disease (PD). However, patients still experience severe problems with the consolidation of learned motor skills. Knowledge on the neural correlates underlying this process is thus essential to optimize rehabilitation for PD. This review investigates the existing studies on neural network connectivity changes in relation to motor learning in healthy aging and PD and critically evaluates the imaging methods used from a methodological point of view. The results indicate that despite neurodegeneration there is still potential to modify connectivity within and between motor and cognitive networks in response to motor training, although these alterations largely bypass the most affected regions in PD. However, so far training-related changes are inferred and possible relationships are not substantiated by brain–behavior correlations. Furthermore, the studies included suffer from many methodological drawbacks. This review also highlights the potential for using neural network measures as predictors for the response to rehabilitation, mainly based on work in young healthy adults. We speculate that future approaches, including graph theory and multimodal neuroimaging, may be more sensitive than brain activation patterns and model-based connectivity maps to capture the effects of motor learning. Overall, this review suggests that methodological developments in neuroimaging will eventually provide more detailed knowledge on how neural networks are modified by training, thereby paving the way for optimized neurorehabilitation for patients.


2019 ◽  
Vol 2019 ◽  
pp. 1-16 ◽  
Author(s):  
Efren Diez-Jimenez ◽  
Rocco Rizzo ◽  
Maria-Jesus Gómez-García ◽  
Eduardo Corral-Abad

Passive electromagnetic devices for vibration damping and isolation are becoming a real alternative to traditional mechanical vibration and isolation methods. These types of devices present good damping capacity, lower cost, null power consumption, and higher reliability. In this work, a state-of-the-art review has been done highlighting advantages and drawbacks, application fields, and technology readiness level of most recent developments. In addition, a general introductory section relates presents key considerations that any engineer, electrical or mechanical, needs to know for a deep comprehension and correct design of these types of devices.


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