The use of 360°-learning-materials, VR and Game-Based Learning (GBL) has been researched either in a general sense or for certain subjects only. Specifically for PE class, however, these technologies have rarely been the focus of researcher's attention. During the “DigiProSMK” project, this chair has already contributed to research in this field.
Using 360° videos for observing multiple ways to start a sprint at the same time, adding text-based information to depictions of a certain set of moves during athletics class, using dedicated “Exergames” and VR games during PE lessons, planning lessons and units, using the VR environment as a “best practise example” and following the depicted movements closely in the real world.
All of these examples illustrate the innovational, digitally-based and game-based learning scenarios which can be the subject of Bachelor's or Master's theses here at the chair.
Contact: Kevin Birkefeld, M.Ed.