Jamie McGann’s research while affiliated with Dublin City University and other places

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Publications (9)


Influence of Visual and Haptic Cues on Motor Learning: Insights from Tennis Skill Acquisition in Children
  • Article

April 2023

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112 Reads

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2 Citations

Journal of Motor Behavior

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Matthieu Foissac

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Underdevelopment of cognitive abilities in children, such as memory and attention, may make the use of verbal instructions difficult for learning new motor skills. The objective of this study was to evaluate whether visual and haptic cues which emphasize certain instructions facilitate skill acquisition in young tennis players. Twenty children were distributed in 2 groups: experimental (EXP) and control (CON). EXP received a racket with visual and haptic cues while CON trained with a classic racket. The task consisted of playing 30 consecutive forehands during a pretest and 16 weeks post-intervention. EXP displayed a larger improvement both in their technique (better ready position, more balls hit in front and to the side of the body) and in their performance (more points scored), highlighting the positive impact of visual and haptic cues during the early stage of motor learning.


Junior Cycle Physical Education syllabi in Ireland.
A new curriculum model for second-level physical education: Y-PATH PE4Me A new curriculum model for second-level physical education: Y-PATH PE4Me
  • Article
  • Full-text available

January 2022

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122 Reads

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7 Citations

Curriculum Studies in Health and Physical Education

In Ireland, physical education (PE) in the first three years of second level (12-15 years) is taught within the broader program area of Wellbeing, which necessarily influences the aims and objectives which need to be achieved. Within this context, Y-PATH PE4Me is proposed as an underpinning curriculum model to serve as an appropriate and valuable guide to aid delivery of second-level PE. Y-PATH PE4Me aims to enable every student to lead a sustained physically active life. This proposed curriculum model is facilitated by (i) utilising pedagogical strategies to foster an autonomous motivational climate, and (ii) maintaining a consistent focus on core learning outcomes, which emphasise the development of positive attitudes and motivation towards physical activity, health-related knowledge and awareness, and core movement skills. Y-PATH PE4Me offers a structured model to guide well-aligned pedagogical decisions towards the goals and philosophy of wellbeing-aligned PE.

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A new curriculum model for second-level physical education: Y-PATH PE4Me A new curriculum model for second-level physical education: Y-PATH PE4Me

January 2022

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147 Reads

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3 Citations

Curriculum Studies in Health and Physical Education

In Ireland, physical education (PE) in the first three years of second level (12–15 years) is taught within the broader program area of Wellbeing, which necessarily influences the aims and objectives which need to be achieved. Within this context, Y-PATH PE4Me is proposed as an underpinning curriculum model to serve as an appropriate and valuable guide to aid delivery of second-level PE. Y-PATH PE4Me aims to enable every student to lead a sustained physically active life. This proposed curriculum model is facilitated by (i) utilising pedagogical strategies to foster an autonomous motivational climate, and (ii) maintaining a consistent focus on core learning outcomes, which emphasise the development of positive attitudes and motivation towards physical activity, health-related knowledge and awareness, and core movement skills. Y-PATH PE4Me offers a structured model to guide well-aligned pedagogical decisions towards the goals and philosophy of wellbeing-aligned PE.


Active School Flag timeline.
Number of schools receiving their first flag and number of schools renewing their flag each academic year. Note: Covid-19-related school closures from March to June 2020 likely impacted applications and renewals for the ASF programme.
Breakdown of schools currently engaged with the ASF.
Ten Years of ‘Flying the Flag’: An Overview and Retrospective Consideration of the Active School Flag Physical Activity Initiative for Children—Design, Development & Evaluation

December 2020

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131 Reads

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16 Citations

Whole-school physical activity (PA) promotion programmes are recommended to increase youth PA. Evaluation of programmes is essential to ensure practice is guided by evidence. This paper evaluates the Active School Flag (ASF), a whole-school PA promotion programme in Ireland, using the Reach, Effectiveness, Adoption, Implementation, and Maintenance (RE-AIM) framework. ASF was evaluated across three levels—(1) administration, (2) application, (3) outcomes—using a mixed-methods case study design. Existing data sources were reviewed, the programme coordinator was interviewed, and a pilot study was conducted to investigate impact on 3rd and 5th class students (3 schools, n = 126 students, age range 8–12 years). In-school Moderate to Vigorous Physical Activity (MVPA; by accelerometery), motivation for PA (BREQ), PA self-efficacy (PASES), school affect and peer social support (Kidscreen27) were measured pre-programme (0 months), post-programme (8 months), and at retention (12 months). Teacher perceptions of classroom behaviour (CBAST) were also measured pre- and post-programme. ASF has been successful in engaging 46% of primary schools nationally. Students’ in-school moderate–vigorous PA increased in all pilot-study schools from pre-programme to retention (η² = 0.68–0.84). ASF programme design facilitates implementation fidelity, adoption and maintenance through buy in from schools and government stakeholders. ASF presents as an effective PA promotion programme in the short-to-medium term for primary schools. This RE-AIM evaluation provides evidence of ASF effectiveness, alongside valuable findings that could support programme improvement, and inform future similar programmes.


Teacher experiences implementing the ‘Active School Flag’ initiative to support physically active school communities in Ireland

July 2020

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184 Reads

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5 Citations

Irish Educational Studies

In order for initiatives targeting physical activity in the school community to be effectively implemented, they need to ‘make sense’ from the school’s perspective. That is, teachers need to see their value and feel confident that implementation will result in change. Teachers also need to feel competent in doing what’s required of them to implement an initiative as intended. This study takes a mixed methods research approach (questionnaire and focus groups) to understand motivations, perceived benefits and challenges associated with implementing the ‘Active School Flag’ (ASF) initiative. Active School Flag ‘coordinators’ from Irish primary schools completed questionnaires (n = 236) and participated in focus groups (n = 19). Data were analysed using descriptive and Thematic Analysis (TA). Findings suggest that schools are both intrinsically motivated (e.g. ‘to improve the health of the children’) and extrinsically motivated (by recognition and status) to implement the ASF initiative. Results also reveal a litany of perceived benefits attributed to ASF implementation (including ‘less active children become more active’). Conversely, results indicate that implementation comes with challenges relating to ‘time’ and ‘paperwork’. Findings of this study have the potential to be used as inputs to improve the ASF implementation process and inform similar future programmes.



Hop.Skip.Jump.Games: The effect of “principled” exergameplay on children's locomotor skill acquisition

November 2019

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224 Reads

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26 Citations

Sedentary past‐times such as video gameplay are cited as having a negative effect on children's Fundamental Motor Skills (FMS) acquisition. Conversely, “exergames” utilise 3D sensor control systems (eg, Kinect®) to offer full body interactive user experiences in which FMS outputs are often part of the game “play” experience. This study evaluated the impact that participation in (1) commercial exergames and, (2) purpose‐built exergames had on user locomotor skill outcomes (run, hop, skip, jump and slide) when both sets of games were deployed with a “principled” human‐in‐the‐loop personalisation process. Typically developing children aged between 5 and 6 years were divided into two groups; a control group (n = 20; 45% girls) exposed to commercial exergames and, an experimental group (n = 20; 50% girls) exposed to purpose‐built exergames. Gameplay was delivered daily, in the classroom, over a period of 8 weeks. The Test of Gross Motor Development‐2 was utilised to assess children's locomotor skills at three time points (pre, interim and posttest). A mixed analysis of variance with repeated measures on time was conducted to evaluate results of the experimental group in comparison to the control group. A significant interaction effect was observed relating to Time × Group. Pairwise comparisons with a Bonferroni adjustment demonstrated that the experimental group made significant improvements for each locomotor skill (run, hop, skip, jump and slide) from pretest to posttest while the control group made significant improvements in only one locomotor skill (the slide) over the same timeframe. Results indicate that principled design and deployment of purpose‐built exergames support high quality locomotor outputs and, improved outcomes over time. Practitioner Notes What is already known about this topic A majority of modern children do not possess proficient locomotor skills and cannot hop, skip or even run properly Teachers typically target motor skills in the Physical Education setting but these skills require regular personalised practice to improve performance 3D sensor controlled exergames provide a potential platform to target locomotor skill acquisition in the classroom, but currently lack the necessary design principles to improve user locomotor skill outcomes What this paper adds A suite of “principled” exergames with adaptable features to target locomotor skills in the classroom A human‐in‐the‐loop deployment process that empowers the teacher to be a crucial component of the learning experience Empirical evidence to support the effectiveness of purpose‐built exergames for locomotor skill acquisition purposes in the classroom Implications for practice and/or policy Educators can work with a gaming system to effectively deploy “short bouts” of 3D sensor exergameplay in the classroom and facilitate significantly improved locomotor skills in children. Design and development of educational technology could consider the teacher as a valuable “human intelligent system” capable of making decisions about the user and user experience that the system cannot. This could potentially transform effectiveness of educational technologies from both the teacher and learner perspective.


PaCMAn: A principled framework, arising from a systematic review of the literature, to underpin design and deployment of video games for motor skill acquisition

July 2019

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105 Reads

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7 Citations

Entertainment Computing

Research indicates that commercial exergames do not support acquisition of user Fundamental Movement Skills (FMS) owing to both technical and theoretical limitations. That is, affordable 3D sensors (e.g. Kinect®) demonstrate poor accuracy detection enabling users to ‘cheat’ motor skill outputs during gameplay and, lack fundamental design principles crucial to improve motor skill outcomes over time. Accordingly, this study outlines a principled framework to support design and deployment of video games with a primary ‘play’ purpose of motor skill acquisition. A systematic review of effective real-life interventions for motor skill acquisition was undertaken. Twenty-two studies met criteria for inclusion and were then analysed for underpinning ‘principled’ ingredients. Findings were discussed alongside fundamental game design principles, framed by The Theory of Constraints, The Exertion Framework and gaming schema from gaming literature. This led to development of a generalised framework entitled ‘PaCMAn’ (Principles and Conditions for Motor Acquisition). PaCMAn is intended to support effective design of video games for motor skill acquisition and, guide non-gaming experts (teachers, clinicians, researchers) tasked with a ‘human-in-the-loop’ deployment process deemed necessary to negotiate currently existing limitations of affordable 3D sensors.


Citations (9)


... It was shown that modifying the environment (i.e. court dimensions, net height, kind of balls, racket properties or presence of an opponent) had an influence on biomechanics, game tactics and success rate of young tennis players (Buszard et al., 2016;Fadier et al., 2022;Herbaut et al., 2023;Kachel et al., 2015;Limpens et al., 2018;Larson & Guggenheimer, 2013;Shafizadeh et al., 2019; ABSTRACT Tennis is a challenging sport to learn. Novice children players (5-8 years old) need a certain amount of practice to reach both consistency and mastery in their strokes. ...

Reference:

Proposal and evaluation of a practice session including a learning tennis wall
Influence of Visual and Haptic Cues on Motor Learning: Insights from Tennis Skill Acquisition in Children
  • Citing Article
  • April 2023

Journal of Motor Behavior

... The key to the practice of generative teaching is determining whether generative resources can be better developed and utilized. According to literature [24], the establishment of a curriculum view suitable for the new curriculum reform by physical education teachers is a sufficient condition for the effective promotion of the new curriculum reform, but it is not a necessary condition. The demand of practical transformation is to use curriculum view to take care of teaching practice, and the necessary condition is to use curriculum view to take care of teaching practice. ...

A new curriculum model for second-level physical education: Y-PATH PE4Me A new curriculum model for second-level physical education: Y-PATH PE4Me

Curriculum Studies in Health and Physical Education

... Implementing this model requires support from teachers, parents, and policymakers to ensure its success and optimal benefits for children's development. These findings align with previous studies by Kemble et al. (2024) and Belton et al. (2022) highlighting the importance of integrating physical activity into early childhood education to support holistic development. Additionally, the necessity of teacher training and support in implementing such models is supported by research from Barnett et al. (2019) which emphasizes that professional development for educators is crucial in achieving the desired outcomes in children's physical and cognitive growth. ...

A new curriculum model for second-level physical education: Y-PATH PE4Me A new curriculum model for second-level physical education: Y-PATH PE4Me

Curriculum Studies in Health and Physical Education

... It constitutes an integral aspect of Ireland's comprehensive school-wide initiative to promote multicomponent physical activity, encompassing collaboration between the school, the local community, and various stakeholders. This initiative was integrated into the National Physical Activity Plan of the country [79]. The Austrian "Move children healthy 2.0" program aimed to foster cooperation between primary schools and sports clubs to provide children with free-of-charge age-appropriate exercise programs after school. ...

Ten Years of ‘Flying the Flag’: An Overview and Retrospective Consideration of the Active School Flag Physical Activity Initiative for Children—Design, Development & Evaluation

... 21 Schools' substantial adaptations of the TDM and the development of rebranded, alternative physical activity offerings resonate with a recent qualitative study that highlighted the malleability of TDM. 18 Adapting TDM to counteract a drop off in activity levels 22 and to keep pupils engaged and reduce boredom has happened through offering a variety or choice of activities. ...

“…The Way That You Do It”: An Exploratory Study Investigating a Process- versus Outcome-Oriented Approach to School-Based Physical Activity Promotion

Advances in Physical Education

... Flags are highly relevant in an Irish primary school context, and are currently used in other behaviour change programmes in schools such as the Green Flag for Environmental Awareness (www.greenschoolsireland.org), and the Yellow Flag for Inclusion and Diversity (www.yellowflag.ie). Awarding a flag as part of the ASF process makes a statement about the work a school has put in to achieve success in PA promotion, and has been previously identified as a motivating factor for adoption among teachers [21,27]. ...

Teacher experiences implementing the ‘Active School Flag’ initiative to support physically active school communities in Ireland
  • Citing Article
  • July 2020

Irish Educational Studies

... The implementation of the hopscotch game in long jump learning is carried out through several variations of the game that are adjusted to the technical aspects that are to be developed (McGann et al., 2020;Rahmanto et al., 2020): 1) Start Phase: The hopscotch game trains students to control their steps and speed, especially when approaching the marked boxes. This training is relevant to the need for start techniques in the long jump, which requires optimal step and speed settings approaching the takeoff board. ...

Hop.Skip.Jump.Games: The effect of “principled” exergameplay on children's locomotor skill acquisition

... Game design has been the focus of numerous studies on educational (digital/video) games (see for Dondlinger, 2007;Hong et al., 2009;Ibrahim et al., 2012;McGann et al., 2019;Wei & Li, 2010, for reviews of related literature) and has shown to be correlated with students' level of game acceptance in digital (simulation) games ). Game design is particularly crucial to the success/failure of a DGBL lesson because a poorly designed game can add cognitive load to players, which can lower motivation and learning effectiveness (Ibrahim et al., 2012). ...

PaCMAn: A principled framework, arising from a systematic review of the literature, to underpin design and deployment of video games for motor skill acquisition
  • Citing Article
  • July 2019

Entertainment Computing

... Of the reviewed interventions, the Youth-Physical Activity Towards Health (Y-PATH) program emerged as the most extensively developed and evaluated. Y-PATH is grounded in the holistic and multidimensional theory of PL and designed for first to third secondary school students (i.e., adolescents aged 12-15 years) [21,22]. ...

Bright spots physical activity investments that work: Youth-Physical Activity Towards Health (Y-PATH)

British Journal of Sports Medicine