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"Where did you learn to fight?" Gamification on an online fighting class for students at German Sport University Cologne

Authors:
  • Hochschule für Polizei und öffentliche Verwaltung Nordrhein-Westfalen
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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. For the German Sport University Cologne (GSU), one of the world's most renowned sport universities, due to the officially ordered shift from presence to online courses innovative and adapted solutions were in need, especially where the teaching and learning of motor and tactical skills had to be arranged. In this situation, especially for students of the GSU “self-defence” course of the summer semester 2020 the question aroused, “where do we learn to fight?”The paper presents the conceptual framework of a regular university Krav Maga based self-defence course –“train2fight the virus” –developed specifically for this challenge, in which elements of gamification (Schell, 2017) play a driving role. Particularly, the story envisaged that besides weekly team challenges in the areas of “fitness”, “growth”, “fighting”, “solidarity” and “knowledge” students had to prepare for a strenuous fight against an unknown and highly skilled end-boss via live online trainings.

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... Inspiriert von Fallarbeit (Lüsebrink, 2006) sowie dem Einsatz von neuen Medien und analogen Spielen, bin ich schließlich auf den Ansatz der Gamifi zierung gestoßen (Staller et al., 2017). 18 (Koerner & Staller, 2021a, 2021bStaller, 2020;. ...
... Zur Distanz-Lehre gezwungen, lag mit der weltweiten Pandemie und Corona als gesellschaftlichem Dauerund Überthema das Hauptnarrativ geradezu auf dem Servierteller. Das auch die Lehre bedrohende und herausfordernde Coronavirus bildete den Mittelpunkt der Rahmenerzählung, die wiederum den Kern des Rahmenkonzepts meiner Lehrveranstaltungen ausmachte (Koerner & Staller, 2021a). Als Beispiel zeigt Abbildung 4 das Rahmennarrativ für die Praxiskurse im Bereich "Ringen & Kämpfen" im Bachelor Lehramt sowie im Bereich "Selbstverteidigung / Krav Maga" in der studiengang übergreifenden Profilergänzung (Koerner & Staller, 2021b). ...
... Beim Design für die Narrative Gamifizierung beider Seminare habe ich mich -wie in vorherigen Lehrprojekten auch (Koerner & Staller, 2021a, 2021b) -locker an der Elemente-Tetrade von Schell (2012) ...
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... B. "communication", "extended reality"). Neben dieser technischen Klassifikation der Möglichkeiten ergeben sich auch konzeptionelle Neuerungen beispielsweise dadurch, dass gamifizierte Ansätze Anleihen aus Videospielen für die Trainingsgestaltung nutzen (Koerner & Staller, 2021b) oder 360 Grad-Umgebungen für die Simulation von repräsentativen Entscheidungssituationen genutzt werden (Kittel et al., 2023;Musculus et al., 2021). Digitale Technologien stellen Alternativen bereit für die Erfassung und Analyse von Daten sowohl im informellen Training bspw. ...
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Preprint
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An Digitalität führt kein Weg vorbei. Dies gilt auch für die Polizei und das polizeiliche Einsatztraining. Der Beitrag behandelt das Verhältnis von polizeilichem Einsatztraining und Digitalität in drei Relationen: Einsatztraining für die digitale, (b) mit der digitalen und (c) in der digitalen Welt. Im Durchgang der Analyse wird deutlich, dass die Bezugnahme der Polizei bzw. des Einsatztrainings auf das Digitale bestehenden Eigenlogiken folgt und damit auch bestehende Probleme fortsetzt. Um diese nicht weiter zu vernebeln, plädieren wir im Fazit für einen kontrollierten Umgang mit Digitalität. Die Kontrolle ermöglicht dabei nicht die Technologie selbst, sondern Einsicht als Beobachtung 2. Ordnung.
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