Teaching Practice
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Use of Digital Applications in Physical Education and Sports Lessons: The Example of Goosechase

Year 2024, Volume: 16 Issue: 3, 179 - 191, 29.12.2024
https://doi.org/10.55929/besad.1567461

Abstract

The effective use of technology in physical education classes and how such technologies contribute to these classes stand out as a significant topic. Based on this premise, this study aimed to examine the use of the GooseChase application in high school physical education classes through the reflections of practitioner teacher on his experiences. The practitioner of the study was a physical education teacher working at a private high school. The study emphasized teaching experiences by providing concrete examples of how the physical education teacher implemented the GooseChase application in his lessons. The reflections indicate that the GooseChase application enhanced student engagement, enriched learning experiences, and promoted physical activity. This highlights the necessity and impact of innovative approaches in physical education instruction, demonstrating that the use of technology can make the educational process more effective by increasing students' active participation and motivation. It seems that innovative approaches involving the use of the technology in physical education teaching can enhance learning by increasing students’ active participation and motivation.

References

  • Baker, S., Aumiller, B., Henao, M. P., George, D. R., Morales, T., & Kraschnewski, J. (2024). Integrating a Gamified Digital Application in Naturebased Settings to Improve Physical Activity and Health Outcomes Among Central Pennsylvanians: Using a Socioecological, Cross-disciplinary Guiding Framework. American Journal of Health Behavior, 48(1), 111-119. https://doi.org/10.5993/AJHB.48.1.11
  • Casey, A., Goodyear, V. A., & Armour, K. M. (2017). Digital technologies and learning in physical education. Abingdon: Routledge.
  • Edney, S. M., Olds, T. S., Ryan, J. C., Vandelanotte, C., Plotnikoff, R. C., Curtis, R. G., & Maher, C. A. (2020). A social networking and gamified app to increase physical activity: cluster RCT. American journal of preventive medicine, 58(2). https://doi.org/10.1016/j.amepre.2019.09.009
  • GooseChase (2024). Create delightful experiences for youth groups, group wellness, celebrations, icebreaks, urban races, recreation, teambuilding. GooseChase Adventures Inc. https://www.goosechase.com (Erişim Tarihi: 10 Ekim 2024).
  • Graham, G., Holt/Hale, S. A., & Parker, M. (2004). Children moving: A reflective approach to teaching physical education (10th ed.). Mountain View, CA: Mayfield.
  • Greenstein, L. (2012). Assessing 21st century skills: A guide to evaluating mastery and authentic learning. Corwin Press.
  • Johnson, D. W. (1989). Cooperation and competition: Theory and research. Interaction Book Company. Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
  • Koekoek, J., & Van Hilvoorde, I. (2019). Digital Technology in Physical Education. Routledge. Özkarakaş, H. (2023). Beden eğitimi ve spor öğretiminde dijital teknoloji kullanımı (M. L. Ince, I. H. Altunsöz, D. Hünük, & M. A. Öztürk, Edt.). Gençlik Spor Yayınları.
  • Piaget, J. (2013). The construction of reality in the child. Routledge. https://doi.org/10.4324/9781315009650
  • Roblyer, M. D., & Doering, A. H. (2014). Integrating educational technology into teaching. Harlow: Pearson.
  • Stanne, M. B., Johnson, D. W., & Johnson, R. T. (1999). Does competition enhance or inhibit motor performance: a meta-analysis. Psychological bulletin, 125(1), 133.
  • Welbers, K., Konijn, E. A., Burgers, C., De Vaate, A. B., Eden, A., & Brugman, B. C. (2019). Gamification as a tool for engaging student learning: A field experiment with a gamified app. E-learning and Digital Media, 16(2), 92-109. https://doi.org/10.1177/2042753018818342

Beden Eğitimi ve Spor Dersinde Dijital Uygulamaların Kullanılması: GooseChase Örneği

Year 2024, Volume: 16 Issue: 3, 179 - 191, 29.12.2024
https://doi.org/10.55929/besad.1567461

Abstract

Beden eğitimi derslerinde teknolojinin etkili bir şekilde nasıl kullanılabileceği ve kullanılan teknolojilerin beden eğitimi derslerine nasıl katkı sağlayacağı önemli bir konu olarak öne çıkmaktadır. Buradan yola çıkarak bu çalışma, lise beden eğitimi derslerinde GooseChase uygulamasının kullanımını uygulayıcı öğretmenin deneyimleri üzerine yaptığı yansımalar ışığında incelemektir. Çalışmanın uygulayıcısı, özel bir lisede görev yapan bir beden eğitimi öğretmenidir. Çalışmada, beden eğitimi öğretmeninin GooseChase uygulamasını derslerinde nasıl uyguladığına dair somut örnekler sunularak, öğretim deneyimleri vurgulanmıştır. Uygulayıcı öğretmenin yansımaları, GooseChase uygulamasının öğrenci etkileşimi, öğrenme deneyimi ve fiziksel aktiviteyi destekleme konusunda katkı sağladığını vurgulamaktadır. Beden eğitimi öğretiminde teknoloji kullanımını içeren yenilikçi yaklaşımların, öğrencilerin aktif katılımını ve motivasyonunu artırarak eğitim sürecini daha etkili hale getirebilecek özellikler taşıdığı görülmektedir.

Ethical Statement

Bu çalışma bir uygulama araştırması olduğu için etik kurul izni veya katılımcı onamı alınmamıştır.

Supporting Institution

Bu çalışmanın yürütülmesinde destek sağlayan herhangi bir kurum bulunmamaktadır.

References

  • Baker, S., Aumiller, B., Henao, M. P., George, D. R., Morales, T., & Kraschnewski, J. (2024). Integrating a Gamified Digital Application in Naturebased Settings to Improve Physical Activity and Health Outcomes Among Central Pennsylvanians: Using a Socioecological, Cross-disciplinary Guiding Framework. American Journal of Health Behavior, 48(1), 111-119. https://doi.org/10.5993/AJHB.48.1.11
  • Casey, A., Goodyear, V. A., & Armour, K. M. (2017). Digital technologies and learning in physical education. Abingdon: Routledge.
  • Edney, S. M., Olds, T. S., Ryan, J. C., Vandelanotte, C., Plotnikoff, R. C., Curtis, R. G., & Maher, C. A. (2020). A social networking and gamified app to increase physical activity: cluster RCT. American journal of preventive medicine, 58(2). https://doi.org/10.1016/j.amepre.2019.09.009
  • GooseChase (2024). Create delightful experiences for youth groups, group wellness, celebrations, icebreaks, urban races, recreation, teambuilding. GooseChase Adventures Inc. https://www.goosechase.com (Erişim Tarihi: 10 Ekim 2024).
  • Graham, G., Holt/Hale, S. A., & Parker, M. (2004). Children moving: A reflective approach to teaching physical education (10th ed.). Mountain View, CA: Mayfield.
  • Greenstein, L. (2012). Assessing 21st century skills: A guide to evaluating mastery and authentic learning. Corwin Press.
  • Johnson, D. W. (1989). Cooperation and competition: Theory and research. Interaction Book Company. Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
  • Koekoek, J., & Van Hilvoorde, I. (2019). Digital Technology in Physical Education. Routledge. Özkarakaş, H. (2023). Beden eğitimi ve spor öğretiminde dijital teknoloji kullanımı (M. L. Ince, I. H. Altunsöz, D. Hünük, & M. A. Öztürk, Edt.). Gençlik Spor Yayınları.
  • Piaget, J. (2013). The construction of reality in the child. Routledge. https://doi.org/10.4324/9781315009650
  • Roblyer, M. D., & Doering, A. H. (2014). Integrating educational technology into teaching. Harlow: Pearson.
  • Stanne, M. B., Johnson, D. W., & Johnson, R. T. (1999). Does competition enhance or inhibit motor performance: a meta-analysis. Psychological bulletin, 125(1), 133.
  • Welbers, K., Konijn, E. A., Burgers, C., De Vaate, A. B., Eden, A., & Brugman, B. C. (2019). Gamification as a tool for engaging student learning: A field experiment with a gamified app. E-learning and Digital Media, 16(2), 92-109. https://doi.org/10.1177/2042753018818342
There are 12 citations in total.

Details

Primary Language Turkish
Subjects Physical Training and Sports Pedagogy
Journal Section Review
Authors

Alper Korkmaz 0009-0008-7570-835X

Zehra Çapraz 0009-0005-2796-4509

Publication Date December 29, 2024
Submission Date October 15, 2024
Acceptance Date November 29, 2024
Published in Issue Year 2024 Volume: 16 Issue: 3

Cite

APA Korkmaz, A., & Çapraz, Z. (2024). Beden Eğitimi ve Spor Dersinde Dijital Uygulamaların Kullanılması: GooseChase Örneği. Journal of Physical Education and Sports Studies, 16(3), 179-191. https://doi.org/10.55929/besad.1567461