The rapid development of digital technologies has opened up new possibilities for how Physical Education is taught. This book offers a comprehensive, practice-oriented and critical exploration of the actual and potential applications of digital technologies in PE. It considers the opportunities that are offered by new technologies and how they may be best implemented to enhance the learning process.
Including contributions from the US, UK, Europe, Canada and New Zealand, this international collection reflects on how digital innovations are shaping PE pedagogy in theory and practice across the globe. Its chapters identify core pedagogical principles – rather than simply discussing passing digital fads – and offer practical narratives, case studies and reflections on how PE practitioners can introduce technology into teaching and learning through the use of social media, video gaming, virtual reality simulation, iPads and Wiki platforms.
Digital Technology in Physical Education: Global Perspectives is a valuable resource for students, researchers and practitioners of PE looking to integrate digital technology into their work in a way that does justice to the complexity of teaching and learning.
Table of Contents
1. Next Generation PE: Thoughtful Integration of Digital Technologies
[Ivo van Hilvoorde and Jeroen Koekoek]
Part I: Skill Acquisition and Assessment: Practical Implications of Research
2. Digital Video and Self Modeling in the PE Classroom
[Tao Zhang and Hongxin Li]
3. Adopting Self-controlled Video Feedback in Physical Education: a way to Unite Self-Regulation Skills, Motivational Beliefs and Motor Skill Learning
[Marjan Kok and John van der Kamp]
4. The Role of Digital Technology in the Assessment of Children’s Movement Competence During Primary School Physical Education Lessons
[Tom van Rossum and David Morley]
5. Exploring Pedagogies of Digital Technology in Physical Education Through Appreciative Inquiry
[Julia Sargent and Ashley Casey]
PART II: Technological Influence on Models-Based Practices
6. Technology in Models-Based Practice: A Case of Sport Education
7. Using Social Media in the Sport Education Model
8. Video Gaming Design: Insights for Teaching Games for Understanding and Sport Education
[Tim Hopper, Kathy Sanford and Hong Fu]
Part III: Concepts and Critical Reflections on Digi-Tech in PE
9. Developing Physical Educators’ Knowledge of Opaque and Transparent Technologies and its Implications for Student Learning
[Clayton Kuklick and Stephen Harvey]
10. Digital Technologies and the Hidden Curriculum in the Educational Praxis of Physical Education
[Corina van Doodewaard and Annelies Knoppers]
11. Using Digital Technology in Physical Education Tailored to Students’ Learning Phase
[Wytse Walinga, Arnold Consten, Gert van Driel, and John van der Kamp]
12. ePE: Using Connectivism to Theorise Developments in Digital Technology in Physical Education in Aotearoa/New Zealand
[Margot Bowes and Chris Swanwick]
PART IV: Technological Innovations for Professional Development
13. Harnessing the Power of Virtual Reality Simulation in Physical Education Teacher Education
[Misti Neutzling, Karen Pagnano Richardson, and Deborah Sheehy]
14. Experiences of Using iPads in Physical Education Teacher Education
[Susan Marron and Maura Coulter]
15. Pre-service and In-service Teachers’ use of a Wiki Platform Within a Physical Education Mentoring Program
Jeroen Koekoek is Senior Lecturer in Physical Education and Sport Pedagogy at Windesheim University of Applied Sciences, the Netherlands. His research interests are in the areas of game-based approaches and teacher education related to game pedagogy. In particular, he advocates for TGfU principles in the context of physical education and sport.
Ivo van Hilvoorde is Assistant Professor of Sport Philosophy at Vrije Universiteit and Professor of Human Movement at Windesheim University of Applied Sciences, the Netherlands. In his research he integrates philosophical, sociological and pedagogical perspectives on sport and physical education, with special interest in new technologies.