Conference PaperPDF Available

train2fight the virus - possibilities of university online teaching in sports

Authors:
  • Hochschule für Polizei und öffentliche Verwaltung Nordrhein-Westfalen

Abstract

The spread of SARS-CoV-2 in Germany and the general restrictions on social contacts decided upon pose major challenges for institutional teaching and learning settings (Koerner & Staller, 2020). In March 2020, a collective helplessness quickly spread among many lecturers at the German Sport University Cologne (DSHS), one of the world's most renowned sport universities, as a result of the ban on face-to-face teaching. While online based solutions were already known and proven for theory courses primary dealing with cognitive contents, for online practical teaching using electronic devices for the learning of motor and tactical skills neither experience nor orientation was available. In order for the practical teaching to take place under conditions of COVID-19 innovative and adapted solutions were in need, which at the same time at least principally meet the demands of the respective university curriculum. In the case of DSHS` regular "self-defence" module, this meant that students had to be enabled to "understand and practically apply basic principles of self-defence" (DSHS, 2020) by means of online teaching. The paper presents the conceptual framework of DSHS` university "self-defence" course developed specifically for this challenge, in which elements of gamification (Schell, 2008; Fischer et al., 2017) play a driving role.
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train2fight the virus - possibilities of university online teaching in sports
train2fight the virus – Möglichkeiten universitärer Online-Lehre in der Sportpraxis
Future and Reality of Gaming (FROG):
Anthology „A ludic society“
November 21-22, 2020
Center of Applied Game Studies, Donau Universität Krems
Authors
Swen Koernero, Mario S. Stallerx
o Deutsche Sporthochschule Köln, Abteilung für Trainingspädagogik und Martial Research
x Hochschule für Polizei und Verwaltung Nordrhein-Westfalen
Abstract English
The spread of SARS-CoV-2 in Germany and the general restrictions on social contacts decided
upon pose major challenges for institutional teaching and learning settings (Koerner & Staller,
2020). In March 2020, a collective helplessness quickly spread among many lecturers at the
German Sport University Cologne (DSHS), one of the world's most renowned sport
universities, as a result of the ban on face-to-face teaching. While online based solutions were
already known and proven for theory courses primary dealing with cognitive contents, for
online practical teaching using electronic devices for the learning of motor and tactical skills
neither experience nor orientation was available.
In order for the practical teaching to take place under conditions of COVID-19 innovative and
adapted solutions were in need, which at the same time at least principally meet the demands
of the respective university curriculum. In the case of DSHS` regular "self-defence" module,
this meant that students had to be enabled to "understand and practically apply basic principles
of self-defence" (DSHS, 2020) by means of online teaching. The paper presents the conceptual
framework of DSHS` university “self-defence” course developed specifically for this
challenge, in which elements of gamification (Schell, 2008; Fischer et al., 2017) play a driving
role.
Abstract German
Die Ausbreitung von SARS-CoV-2 in Deutschland und die damit beschlossen generellen
Kontakteinschränkungen stellen institutionelle Lehr- und Lernsettings vor große
Herausforderungen (Koerner & Staller, 2020). Unter zahlreichen Lehrenden der Deutschen
Sporthochschule Köln (DSHS), einer der weltweit renommiertesten Sportuniversitäten, hatte
sich im März dieses Jahres in Folge des Verbots zur Präsenzlehre schnell eine kollektive
Ratlosigkeit breitgemacht. Für Theorieveranstaltungen waren online-basierte Lösungen bereits
bekannt. Aber Online-Praxis-Lehre? Also Sport-, Spiel- und Bewegungsvermittlung an PC,
Tablet oder Handy und Kamera? Wie kann das funktionieren?
Damit praktische Lehre an der DSHS dennoch stattfinden konnte, bedurfte es unter Corona-
2
Bedingungen neuer, angepasster Lösungen, die gleichzeitig die formulierten curricularen
Kompetenzziele erreichbar machen. Im Fall der Profilergänzung „Selbstverteidigung“ z.B., die
studiengangübergreifend gewählt werden kann, bedeutete dies, Studierende mittels Online-
Lehre zu befähigen „grundlegende Prinzipien der Selbstverteidigung zu verstehen und
praktisch anzuwenden“ (DSHS 2020). Der Beitrag stellt ein speziell für diese Herausforderung
entwickeltes Rahmen-Lehrkonzept vor, in dem Elemente der Gamifizierung (Schell, 2008;
Fischer et al., 2017) eine treibende Rolle spielen: train2fight the virus an online fighting class.
References
Fischer, H., Heinz, M., Schlenker, L., Münster, S., Follert, F., & Köhler, T. (2017). Die
Gamifizierung der Hochschullehre – Potenziale und Herausforderungen. In Gamification
und Serious Games (pp. 113–125). Springer Fachmedien
Deutsche Sporthochschule Köln (DSHS) (2020). Modulhandbuch PE 2.35 „Kampfkunst,
Kampfsport und Selbstverteidigung“. DSHS Köln.
Koerner, S. & Staller, M. S. (accepted, 2020). Coaching self-defense under COVID-19:
Challenges and solutions in the police and civilian domain. Security Journal, xx-xx.
Schell, J. (2008). The art of game design. Elsevier.
ResearchGate has not been able to resolve any citations for this publication.
Article
Full-text available
The spread of SARS-CoV-2 has led to a general shutdown of police and civilian self-defense training. While means of distance learning such as online teaching appear to be feasible for theory dominant subjects addressing cognitive resources of the learner, combat-related practices like self-defense trainings don´t seem to fit into the realm of virtual learning due to their bodily foundation. This is made clear by the collective perplexity of police and civilian coaches, gyms and organizations, on how to proceed with training during the lockdown in general, while approaches of distance learning (e.g., online learning) have rarely been considered. In the following article, we tackle the situation of police and civilian self-defense coaches in times of Corona. In a first step, contextual changes and challenges of coaching self-defense are identified through the lenses of a professional coaching model. In line with basic assumptions of ecological dynamics, adaptability seems to be the decisive resource for the coaching and training of self-defense in times of Corona. As an example for such an adaptation in training practice, a conceptual framework for distance-based self-defense training in the civilian and police domain is presented. This framework is adjusted to the respective requirements of physical distancing and adopted to novel security matters within the public sphere caused by the current regulations. In sum, the article attempts to provide ideas and orientation for police and civilian self-defense coaches as well as for their own development possibilities.
Chapter
Full-text available
Punkte, Abzeichen, Bestenlisten – und schon fällt der Begriff der Gamifizierung. Die fortschreitende Digitalisierung vereinfacht den Einsatz sogenannter Spielelemente in der akademischen Bildung erheblich. Dabei bietet der Trend der Humifizierung neben Punkten, Abzeichen und Ranglisten viele niedrigschwellige und technisch wenig aufwendige Möglichkeiten der Lernmotivationssteigerung. Gamifizierung – verstanden als Designstrategie – kann helfen, motivations- und partizipationsförderliche Lernumgebungen an Hochschulen zu kreieren, in denen Studierende berufliche Kompetenzen individuell oder gemeinsam aufbauen können. Dafür muss die Gamifizierung pädagogischen Prinzipien folgen. Der vorliegende Beitrag thematisiert dies und setzt sich mit der Idee der Gamifizierung, den wesentlichen Merkmalen von Spielen und deren Potenzialen für das Lernen und Lehren in der Hochschule auseinander. Zur Verdeutlichung dessen werden hochschulische Entwicklungstendenzen wie die Anregung der Studienmotivation, vertiefendes Lernen und Senkung der Abbrecherzahlen fokussiert. Abschließend werden praktische Umsetzungsbeispiele und deren Effekte für das Lernen in der Hochschule aufgezeigt.
The art of game design
  • J Schell
Schell, J. (2008). The art of game design. Elsevier.