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1.
In this paper, I engage the debate on Suits’ theory of games by providing a Kantian view of Utopia. I argue that although the Kantian aspects of Suits’ approach are often overlooked in comparison to its Socratic-Platonic aspects, Kant’s ideas play a fundamental role in Suits’ proposal. In particular, Kant’s concept of ‘regulative idea’ is the basis of Suits’ Utopia. I regard Utopia as Suits’ regulative idea on game playing. In doing so, I take Utopia to play a double role in Suits’ theory of games. First, it highlights the primary condition of possibility of game-playing, namely, the lusory attitude. Second, it provides a normative criterion that serves as a critical principle to evaluate instances of game playing and as a counterfactual assumption that makes game playing possible. I provide further support for my Kantian interpretation of Suits’ Utopia by bringing to light the anthropological assumptions upon which Utopia is built. In doing so, I argue that both Suits’ theory of games, in general, and his Utopia, in particular, lay out the conditions of possibility of game playing, not an analysis on the life most worth living.  相似文献   

2.
Background: A fundamental dimension of school physical education (PE) is arguably movement and movement activities. However, there is a lack of discussion in the context of PE regarding what can be called the capability to move in terms of coordinative abilities, body consciousness and educing bodily senses.

Purpose: This article explores and articulates what there is to know, from the mover's perspective, when knowing how to move in specific ways when playing exergames (dance games). Taking different ways of moving as expressing different ways of knowing as a point of departure, the following questions are the focus of this article: (i) How do students move when imitating movements in a dance game, and what different ways of knowing the movements can be described in the student group? (ii) What aspects of the movements are discerned simultaneously through the different ways of knowing the movements? (iii) What aspects seem critical for the students to discern and experience in order to know the movements in as complex a way as possible?

Design and analysis: The theoretical point of departure concerns an epistemological perspective on the capability to move as knowing how with no distinction between physical and mental skills, and also knowing as experiencing aspects of something to know. The data in this study comprise video recordings of students playing Nintendo Wii dance games in PE lessons in a compulsory school (for children aged between 7 and 16 years) in a small Swedish town. There were three PE lessons with four different stations, of which one was Nintendo Wii dance games (Just Dance 1 and 2). In total, the videoed material covers three 60-minute PE lessons, recorded during the autumn of 2012 and in which just over twenty students participated. In the study, we have used video observation as a data collection method. Jordan and Henderson maintain that video observation removes the gap between ‘what people say they do and what they, in fact, do’ (51). To conduct a systematic and thorough analysis of how the students experienced the avatar's movements, we looked for moments where all the students and the avatar could be simultaneously observed. Two video sequences were chosen, showing four students imitating two distinct and defined movements which constituted the basis for a phenomenographic analysis.

Conclusion: The result of the phenomenographic analysis shows different ways of knowing the movements as well as what aspects are discerned and experienced simultaneously by the students. In other words, these aspects also describe knowing in terms of discerning, discriminating and differentiating aspects of ways of moving. By examining a certain exergame's role ‘as a teacher,' we have emphasized the capability to move, from the mover's perspective, as an intrinsic educational goal of PE while highlighting the need for systematically planning movement education.  相似文献   

3.
This paper reports on research framed as a strengths-based appreciative inquiry (AI) into the use of a game sense (GS) approach for sport and games teaching in physical education (PE). The aim of this research was to find the elements which sustain teachers in the use of a GS approach. This is particularly pertinent given strong advocacy for GS as a preferred sport pedagogy but slow acceptance in Australian PE. Through the story of experience that emerged the common elements giving ‘life’ to the PE teachers' pedagogical practice, and thus sustaining the use of GS teaching, is illuminated. AI has not been previously used to case study games and sport teaching in schools generally and a GS approach specifically. Further research examining the long-term and accumulated benefits of AI for qualitative PE pedagogical is proposed, as is further investigation of teachers' experience with a GS approach from primary to secondary PE teaching.  相似文献   

4.
An essential and yet often neglected motivation of Bernard Suits’ elevation of gameplay to the ideal of human existence is his account of capacities along perfectionist lines and the function of games in eliciting them. In his work Suits treats the expression of these capacities as implicitly good and the purest expression of the human telos. Although it is a possible interpretation to take Suits’ utopian vision to mean that gameplay in his future utopia must consist of the logically inevitable replaying of activities we conduct in the present for instrumental reasons (playing games-by-default), because gameplay for Suits is identical with the expression of sets of capacities specifically elicited by game rules, it is much more likely that he intends utopian gameplay to be an endless series of carefully crafted opportunities for the elicitation of special capacities (playing games-by-design), and thus embody his ideal of existence. This article therefore provides a new lens for understanding both Suits’ definitional work on gameplay and its connection to his utopian vision in the last chapter of The Grasshopper: Games, Life, and Utopia.11. Jon Pike, Alex Barber, Thi Nguyen, Paul Gaffney, and several anonymous reviewers have given helpful feedback on earlier drafts of this paper, for which I am extremely grateful.View all notes  相似文献   

5.
ABSTRACT

Videogames often confront players with frustratingly difficult challenges, fearsome enemies, and tragic stories. As such, they can evoke feelings of failure, sadness, anger, and fear. Although these feelings are usually regarded as undesirable, many players seem to enjoy videogames which cause them. In this paper, I argue that player misery often originates from a fictional or lusory attitude which brackets game events from real-life, making the player’s emotions solely relevant within the game context. As they are part of the game themselves, these negative emotions can be enjoyed and easily relativized, since players can acknowledge that their cause is ‘only a game’. However, there are feelings of misery associated with the playing of videogames which are not caused by either the game’s fiction or challenge. In the last part of this paper, I describe a qualitatively different kind of player misery: one that is caused by elements that are not perceived as part of the game by the player, and is not bracketed from real life by a lusory or fictional attitude.  相似文献   

6.
采用教学实验法和问卷调查法在高校网球普修课教学中采用专项化活动性游戏和组合技术作为教学内容和练习手段,把培养兴趣、掌握方法、锻炼身心、终身体育作为课程的总目标进行改革尝试。结果得出在高校网球普修课运用游戏法,其教学效果明显优于传统教学法,有利于调动学生学习的积极性,促进学生基本技术的学习和基本战术意识的提高;同时游戏教学法能培养学生遵守纪律、团结协作、公平竞争的优良品德,学生与群体间的社会交往能力也由此得以提高。  相似文献   

7.
体育游戏——阳光体育的重要组成部分   总被引:1,自引:0,他引:1  
本文运用文献资料法、座谈法、对比分析等研究方法,分析了体育游戏的教育优势,论述了阳光体育活动中开展体育游戏的可行性和必要性,建议体育教师本着发展学生素质、增强学生体质的目标,认真钻研体育教材,收集、改编、创编新颖有趣的体育游戏,在课堂内外组织体育游戏的群体活动和竞赛,使这一优秀的传统体育项目在阳光体育运动中充分发挥作用...  相似文献   

8.
Abstract

In this article I defend my previously published system approach to game playing in sports (Lebed, 2006). Founded on the main argument of mine about insufficiency of performance analysis only for games study, it is based on an inter-disciplinary comprehension of sporting game events from four different angles: the logical-philosophical, the behavioural (performance), the anthropological, and complexity angles. The paper consists of four parts, corresponding to the four angles. The first three parts offer deconstructive and reconstructive analysis. The three provide criticism of McGarry and Frank's arguments against my view of complex dynamical systems in sports. The logical analysis negates my opponents’ general view of a match (a process) as a dynamical system. The behaviour analysis refutes their claim about couple oscillator dynamics as a universal dynamically interpreted model of game playing. The anthropological panoramic vision of sporting games leads me to conclude that my opponents’ analysis of two exclusively interacting sides in a squash or soccer contest is too narrow and insufficient to explain the broad diversity of games. According to the, classification suggested in Lebed (2004), I offer seven possible models that can systematically reflect different groups of games. In the fourth part, the complexity angle is analysed from a constructive point of view. Here I take one of the above seven models and try to outline a ‘‘soccer-like’’ game perspective modelling founded on the view of play process as a conflict of two four-level self-regulating complex systems, where each one is additionally involved in its own loop of cybernetic regulation.  相似文献   

9.
10.
This paper aims to understand how pupils and teachers actions-in-context constitute being-a-pupil and being-a-teacher within a primary school physical education (PE) movement culture. Dewey and Bentley's theory of transaction, which views organism-in-environment-as-a-whole, enables the researcher to explore how actions-in-ongoing activities constitute and negotiate PE movement culture. Video footage from seven primary school PE lessons from a school in the West Midlands in the UK was analysed by focusing upon the ends-in-view of actions as they appeared through the educational content (what) and pedagogy (how) of the recorded PE experiences. Findings indicated that the movement culture within the school was a monoculture of looks-like-sport characterised by the privileging of the functional coordination of cooperative action. Three themes of pupils' and teachers' negotiation of the movement culture emerged U-turning, Knowing the game and Moving into and out of games. This movement culture required teachers to ensure pupils looked busy and reproduced cooperative looks-like-sport actions. In fulfilling this role, they struggled to negotiate between their knowledge of sport-for-real and directing pupils towards educational ends-in-view within games activities. Simply being good at sports was not a prerequisite for pupils' success in this movement culture. In order to re-actualise their knowledge of sport, pupils were required to negotiate the teacher's ‘how’ and ‘what’ by exploring what constituted cooperative actions within the spatial and social dimensions of the activities they were set. These findings suggest that if PE is to be more than just the reproduction of codified sport, careful adjustment and consideration of ends-in-view is of great importance. Without regard for the latter there is potential to create significant complexity for both teachers and pupils beyond that required by learning and performing sport.  相似文献   

11.
I argue that we have good reason to reject Bernard Suits’ assertion that game-playing is the ideal of human existence, in the absence of a suitably robust account of utopian games. The chief motivating force behind this rejection rests in the fact that Suits begs the question that there exists some possible set of games-by-design in his utopia, such that the playing of (a sufficient number of) its members would sustain an existentially meaningful existence for his utopians, in the event of a hypo-instrumental culture of material superabundance obtaining. But the set of utopian games is unknown and unknowable. Thus any implications of Suits’ vision for the utilization of our leisure time in the present are vitiated by the collapse of his normative ideal: his ‘metaphysics of leisure’ misses its mark.  相似文献   

12.
At latest in the upper school, physical education (PE) offers opportunities to deal with games and sport not only in a motor but also in a cognitive manner. The present paper asks if and under what conditions an instructional design integrating theory and practice in PE promotes meaningful learning and knowledge construction. It brings out the less considered cognitive learning potential of upper school PE and advances hypotheses about their occurrence. The results of the empirical study show that pupils in upper school PE already use learning activities that promote meaningful learning. It also shows that meaningful learning activities are restricted to a self-regulated and intrinsic learning motivation. Intrinsic learning motivation itself is highly dependent on the pupils’ academic self-concept in PE.  相似文献   

13.
体育游戏的发展,是当前体育教育的热门话题。学生们最喜欢的学习方式之一就是在游戏中学习。在游戏中,学生的体质不但能够加强,提高免疫力,还可以在游戏中学到知识技能。在体育教学中有效地利用体育游戏,有利于体育教学的高效开展。本文指出了在体育教学中运用体育游戏,增强了学生团结协作的意识,使学生的性格更加开明,同时还能提高教师的教育教学水平。将体育游戏运用到体育教学中是当前形势发展的必然要求,本文还就体育游戏在体育教学中的运用进行分析。  相似文献   

14.
通过对游戏在体育专业课程中的辅助作用,游戏课程的必要性及游戏实现体育院校培养目标中占有重要地位等问题的研究,论述了游戏对培养学生自身体育能力与教学适应能力的积极作用。  相似文献   

15.
俞林钟 《当代体育科技》2020,(11):161-161,163
随着社会的不断进步和新课改的深入发展,无论是学校方面还是社会方面都越来越重视学生的德、智、体、美、劳全面发展,而小学体育这门课程作为一门培养小学生五育观念及能力的重要学科,改变以往传统、落后的教学模式已然已成为每个教师都应深思的重要问题。基于此,本文将从"趣味游戏,激发体育兴趣""探究游戏,培养体育意识""竞赛游戏,加强体育训练""3个方面进行分析,谈一谈游戏教学法在小学体育中的应用探究。  相似文献   

16.
苏雄 《体育学刊》2012,(2):69-71
对我国近10多年兴起的业余网球赛事进行研究后发现:网球赛事已从"贵族赛事"到"白领赛事"再向"平民赛事"过渡,赛事参与的人数越来越多、奖金越来越高,赛事种类、组别、参与的城市都越来越多。提出要发展我国网球业余赛事必须壮大众多的网球爱好者队伍,赛事设计尽量大众化、人性化并与国际接轨,城市站点的设立要有全国性统筹等建议。  相似文献   

17.
Abstract

The purpose of this study was to examine the development of skill competence and tactical sophistication during a games unit conducted following the features of sport education provided by Siedentop (1994). One team of six players was followed through a 30-lesson season of “Ultimate.” Using Gréhaigne, Godbout, and Bouthier's (1997) formula for an efficiency index, together with a number of other measures of skill and tactical competence, it was determined that these students made significant improvements in selection and execution dimensions of the game. Furthermore, lower skilled students did not feel marginalized within their teams and believed they had equal opportunities for improvement. The key reasons for developing competence in this setting were the sufficient length of the season to allow for significant practice opportunities and the consistent team membership throughout season, which allowed all players to develop a sense of usefulness. This curriculum model provides one way students can develop skills through a system of game playing, provided sport education units are structured to prevent the more skillful players from dominating the games.  相似文献   

18.
This study aims to examine the factors influencing pre-service Physical Education (PE) teachers’ perception of a specific constructivist approach — Teaching Games for Understanding (TGfU) in Hong Kong. By adopting a qualitative approach, 20 pre-service PE teachers were recruited for individual semi-structured interviews. Deductive data analysis was utilised to identify unique themes with broad aspects of influencing factors. Using Piaget's cognitive constructivism and Vygotsky's social constructivism as the theoretical frameworks, individual factors such as game knowledge, teacher beliefs, learning and teaching experience and social factors including government policy, teacher support and professional culture were identified as key influences in pre-service teachers’ perception of TGfU. Furthermore, individual and social factors interplay with each other. In conclusion, cognitive and social constructivism was identified as a useful theoretical framework for illustrating and analysing the factors influencing pre-service teachers’ perception of TGfU.  相似文献   

19.
ABSTRACT

Optimizing collective behaviour helps to increase performance in mutual tasks. In team sports settings, the small-sided games (SSG) have been used as key context tools to stress out the players’ awareness about their in-game required behaviours. Research has mostly described these behaviours when confronting teams have the same number of players, disregarding the frequent situations of low and high inequality. This study compared the players’ positioning dynamics when manipulating the number of opponents and teammates during professional and amateur football SSG. The participants played 4v3, 4v5 and 4v7 games, where one team was confronted with low-superiority, low- and high-inferiority situations, and their opponents with low-, medium- and high-cooperation situations. Positional data were used to calculate effective playing space and distances from each player to team centroid, opponent team centroid and nearest opponent. Outcomes suggested that increasing the number of opponents in professional teams resulted in moderate/large decrease in approximate entropy (ApEn) values to both distance to team and opponent team centroid (i.e., the variables present higher regularity/predictability pattern). In low-cooperation game scenarios, the ApEn in amateurs’ tactical variables presented a moderate/large increase. The professional teams presented an increase in the distance to nearest opponent with the increase of the cooperation level. Increasing the number of opponents was effective to overemphasise the need to use local information in the positioning decision-making process from professionals. Conversely, amateur still rely on external informational feedback. Increasing the cooperation promoted more regularity in spatial organisation in amateurs and emphasise their players’ local perceptions.  相似文献   

20.
李颖 《精武》2012,(23):32-33
体育游戏作为体育教学的一种教学形式,越来越受到教师的重视和学生的喜爱。在体育赦学中,合理地运用体育游戏可以激发学生的学习兴趣、活跃课堂气氛、提高教学效果等。通过分析体育游戏的特点和分类,探讨在体育教学中如何更好地运用体育游戏。发挥其更好的作用。  相似文献   

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