컨텐츠로 이동
Physical Skills and Digital Gaming: The Relationship between Basketball and an Augmented Reality Adaption 해당 항목을 미리보기
닫기해당 항목을 미리보기
해당 아이템을 전자로 보기 위한 자원 선택하기

Physical Skills and Digital Gaming: The Relationship between Basketball and an Augmented Reality Adaption

저자: Andreas Hebbel-Seeger 소속: MHMK—University of Applied Sciences Media and Communication, Campus Hamburg, Gertrudenstraße 3, Hamburg, 20095, Germany
판/형식: 장 : English
요약:
The focus of studies in Game-based-Learning and Serious Games is often set to exploring the relationship between experience and the ability to learn in digital game environments which are transferred to real world contexts. As Fritz (Handbuch Medien: Computerspiele (p. 229-246). Bonn, Germany: Bundeszentrale für politische Bildung, 1997) states, those transfers are not of monodirectional character. In our own study  더 읽기…
평가:

(아무런 평가가 없습니다.) 0 리뷰와 함께 - 첫번째로 올려주세요.

다음과 같습니다:

온라인으로 문서 찾기

이 항목에 대한 링크

도서관에서 사본 찾기

해당 아이템을 보유하고 있는 도서관들에 대한 정보를 얻을 수 없습니다

상세정보

모든 저자 / 참여자: Andreas Hebbel-Seeger 소속: MHMK—University of Applied Sciences Media and Communication, Campus Hamburg, Gertrudenstraße 3, Hamburg, 20095, Germany
ISBN: 978-3-319-10207-8 978-3-319-10208-5
출판물:Reiners, Torsten, t.reiners@curtin.edu.au, School of Information Systems, Curtin University, Bentley, West Australia, Australia; Gamification in Education and Business; 291-313; Cham : Springer International Publishing : Springer
언어 메모: English
고유 식별자: 5701709165
상:

초록:

The focus of studies in Game-based-Learning and Serious Games is often set to exploring the relationship between experience and the ability to learn in digital game environments which are transferred to real world contexts. As Fritz (Handbuch Medien: Computerspiele (p. 229-246). Bonn, Germany: Bundeszentrale für politische Bildung, 1997) states, those transfers are not of monodirectional character. In our own study about a complex motor-driven action in a sports’ context we tried to explore the antipodal perspective and searched for references in real word sports skills when applied to digital gameplay.
When motor-driven sport skills become evident, it is strongly influenced by several components of the action itself, by anthropometric characteristics e.g. endurance and coordination skills of the player and by the exterior and situational conditions under with an activity is performed (comp e.g. Ehlenz et al., Krafttraining. Grundlagen, Methoden, Übungen, Trainingsprogramme. München, Germany: BLV, 1987, p. 11; Weineck, Optimales Training (14. Auflage). Nürnberg, Germany: Spitta, 2004, p. 21). The execution and control of motor-driven sport activities in kinesiology is explained via schematics based on abstract movement-experiences (Schmid, Psychological Rev 82:225-260, 1975; Schmid, Eine Schematheorie über das Lernen diskreter motorischer Fertigkeiten. Kassel, Germany: Kassel University Press, 1994; Schmid & Lee, Motor control and learning: A behavioral emphasis. Champaign, IL: Human Kinetics, 2005; Olivier & Rockmann, Grundlagen der Bewegungswissenschaft. Schorndorf, Germany: Hofmann, 2003).
By the example of basketball we’ve looked for considerations regarding to an “intermondial transfer” (Fritz, Wie Computerspieler ins Spiel kommen. Theorien und Modell zur Nutzung und Wirkung virtueller Spielwelten. Berlin, Germany: Vistas, 2011, S. 93) from real-world movement schematics to action in a digital (game) adoption: We observed the performance of players passing through real-world tasks (penalty shots) in comparison to the their action in an adapted augmented reality environment.

리뷰

사용자-기여 리뷰
GoodReads 리뷰 가져오는 중…
DOGObooks 리뷰를 가지고 오는 중…

태그

모든 사용자 태그 (2)

가장 인기있는 태그 보기 태그 리스트 | 태그 구름

요청하신 것을 확인하기

이 항목을 이미 요청하셨을 수도 있습니다. 만약 이 요청을 계속해서 진행하시려면 Ok을 선택하세요.

윈도우 닫기

WorldCat에 로그인 하십시오 

계정이 없으세요? 아주 간단한 절차를 통하여 무료 계정을 만드실 수 있습니다.