Vermittlung von Sportspielen mithilfe von digital gestützten Lehr- und Lernprozessen
Research output: Contributions to collected editions/works › Contributions to collected editions/anthologies › Research
Authors
Sports games are very popular with children in physical education (PE) and seem
easy to instruct for teachers, because the rules are generally well known. Teaching
Games for Understanding (TGfU) is a learner- and game-centered approach first
introduced in 1982 as a contrast to technology learning. The use of digital media
can be helpful in the learning cycle of TGfU. Game sequences can be recorded
by students with an app and subsequently viewed and discussed in the reflec-
tion phases. In the study at Leuphana University Luneburg, a digitally supported
teaching process using the teaching approach Teaching Games for Understand-
ing (TGfU) was investigated. Following research question was investigated: How
do elementary school students experience and interpret the use of digital media
when teaching soccer using the TGfU approach in physical education (PE) les-
sons? In small-sided games certain game situations were tagged with an app and
then discussed in the small groups. After the teaching unit, 104 guided inter-
views were conducted with students. Data analysis was based on grounded theory
methodology. The preliminary results indicate, that digital media can be seen
as an aid in the learning process. However playing seemed to be clearly more
important for the children than using the app and the tablets. In Zurich, a longi-
tudinal intervention-based study design, focused on the teachers perspective, will
be conducted. The researchers investigate following research question: How can
the use of digital media in teaching sports games support the instruction of the
reflection phases and the associated learning process of the students?
easy to instruct for teachers, because the rules are generally well known. Teaching
Games for Understanding (TGfU) is a learner- and game-centered approach first
introduced in 1982 as a contrast to technology learning. The use of digital media
can be helpful in the learning cycle of TGfU. Game sequences can be recorded
by students with an app and subsequently viewed and discussed in the reflec-
tion phases. In the study at Leuphana University Luneburg, a digitally supported
teaching process using the teaching approach Teaching Games for Understand-
ing (TGfU) was investigated. Following research question was investigated: How
do elementary school students experience and interpret the use of digital media
when teaching soccer using the TGfU approach in physical education (PE) les-
sons? In small-sided games certain game situations were tagged with an app and
then discussed in the small groups. After the teaching unit, 104 guided inter-
views were conducted with students. Data analysis was based on grounded theory
methodology. The preliminary results indicate, that digital media can be seen
as an aid in the learning process. However playing seemed to be clearly more
important for the children than using the app and the tablets. In Zurich, a longi-
tudinal intervention-based study design, focused on the teachers perspective, will
be conducted. The researchers investigate following research question: How can
the use of digital media in teaching sports games support the instruction of the
reflection phases and the associated learning process of the students?
Translated title of the contribution | Teaching sports games with the help of digitally supported teaching and learning processes |
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Original language | German |
Title of host publication | Digitales Lehren und Lernen im Fachunterricht : Aktuelle Entwicklungen, Gegenstände und Prozesse |
Editors | Michael Ahlers, Michael Besser, Christian Herzog, Poldi Kuhl |
Number of pages | 17 |
Place of Publication | Weinheim |
Publisher | Beltz Juventa Verlag |
Publication date | 22.11.2023 |
Pages | 205-221 |
ISBN (print) | 978-3-7799-7092-7 |
ISBN (electronic) | 978-3-7799-7093-4 |
DOIs | |
Publication status | Published - 22.11.2023 |
- Physical education and sports - Teaching Games for Understanding (TGfU, digital media, app, recorded sequences, reflection phases