Title Serious Sports
Project Number LLP/LdV/TOI/2011/IRL - 508
Project Type Transfer of Innovation
Marketing Text A common characteristic shared between sports and digital games is that both are areas of human activity that greatly interest citizens of the EU and have enormous potential for bringing people together, reaching out to all, regardless of age or social origin. Although sport plays a major role in the world of digital games nowadays, ranging from sports simulation to sports management games , the role of games in sports remains a rarely used practice. The potential for games in sports, in particular in the teaching of sports and related elements, represents an untapped wealth of possibilities.
The aim of the Serious Sports project was to develop a digital sports game and reusable framework that would help to support and train sports coaches by offering them the opportunity to simulate physical conditioning, training content and structure in different (training) seasons for a European-wide sport.
In addition, the project sought to research, enhance and promote the use of game based learning in all areas of sport and support the recognition and evaluation of social, communication and organisational skills acquired in all possible learning scenarios.
The project developed a number of results to meet the goals outlined above - including primary deliverables such as a re-usable framework for the development of sports management games focused on the coaching of a particular sport, a framework for a European-wide sport (Basketball) and a number of game prototypes for this sport - which lead to the development of the main project results - a digital sports game aimed at supporting and training sports coaches via Game-Based-Learning (GBL). Results are available on the project website: http://serious-sports.org
The central aim of the Serious Sports project was to develop, based on "serious game" technology, a theoretical and re-usable framework, a digital sports game for training sports/ fitness coaches, an online digital sport games and game-based-learning repository and associated guidelines and training for vocational teachers, sports/ fitness coaches and others involved in sports for the teaching/development of strategy/tactical understanding of competitive indoor and outdoor games.
It was intended that by imparting these competencies in an innovative and fun learning platform, and providing resources to ensure the valorisation, sustainability & re-use of the project results, the project would introduce/enforce the effective learning method game-based learning plays in sports education by developing the competencies for sports/fitness training in a re-usable games framework. The serious game environment was seen as most appropriate as it provides an immeasurable authentic experience of the game. It allows for early understanding of strategy and tactics which will be developed at rates tuned to the interest and capacity of learners.
Such environments also allow for the involvement of all teachers/persons including those who are old or have disabilities - which may preclude the transfer of their knowledge and experience to other teachers and coaches. This also sought to help modernize the sports coaching area - currently taught in conventional classroom, or field environments.
Open and distance learning
Human Health and Social Work Activities
Arts, Entertainment and Recreation
Information and Communication
open and distance learning
material for open learning
The project developed all results to progress its goals – including primary deliverables such as the theoretical and re-usable framework, a version of this framework containing information for a European-wide sport and a number of prototypes for a digital sports game for training sports/ fitness coaches. In addition, the project has developed a number of game prototypes leading to the development of the final digital sports game for training sports/ fitness coaches.
In addition to these primary deliverables, the project also developed a number of resources and tools to progress its additional aims of researching, enhancing and promoting the use of game based learning in all areas of sport. These include a series of reviews of existing commercial Off-the-Shelf entertainment titles with regard to their potential for teaching sports competencies, the reviewing of game controls and peripheral devices with regard to potential use in sports training and a survey of game engines, middleware and development suites. The resulting information has been developed into a catalogue with an introduction from the Editor-In-Chief of the International Journal of Game-Based Learning (IJGBL) and is currently available online on the project website.
All of these results are currently available on the project website (http://serious-sports.org).