The Serious Game “Top Eleven” as an Educational Simulation Platform for Acquiring Knowledge and Skills in the Management of Sports Clubs
The aim of this study is to examine whether students of a sport management undergraduate course can gain knowledge in the management of a professional soccer club, by participating in a commercial serious game. Serious is considered the cyber game that its purpose exceeds entertainment. For this cas...
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description | The aim of this study is to examine whether students of a sport management undergraduate course can gain knowledge in the management of a professional soccer club, by participating in a commercial serious game. Serious is considered the cyber game that its purpose exceeds entertainment. For this case study, the serious sport club management game was “Top Eleven”. The theoretical model that this study was based on, is Misfeldt’s “scenarios based learning” for the transformation of a serious game into an educational means. It includes dimensions that cover part of the sport management class content in the National and Kapodistrian University of Athens, School of Physical Education and Sport Science. The transformation consisted of educational scenarios vested to the serious game, in order to add educational parameters to its basic elements with the purpose to relate further to the sport management class. The application showed that Top Eleven covers adequately Misfeldt’s model dimensions; therefore it can be used as an educational tool. Furthermore, an evaluation of the class gamification was conducted by the participating students (n = 62). The data collected showed that the majority of the students (f = 61, 98.4%) agreed that the participation in the serious game was “helpful” to their sport management class education process. They further agreed that they gained “very” or “very much” knowledge related to the management of a professional soccer club (f = 41, 66.1%) and that 59.7% (f = 37) of them would choose to work in a position of “sport club manager” as a result of the experience they gained by participating in the serious game. |
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Serious is considered the cyber game that its purpose exceeds entertainment. For this case study, the serious sport club management game was “Top Eleven”. The theoretical model that this study was based on, is Misfeldt’s “scenarios based learning” for the transformation of a serious game into an educational means. It includes dimensions that cover part of the sport management class content in the National and Kapodistrian University of Athens, School of Physical Education and Sport Science. The transformation consisted of educational scenarios vested to the serious game, in order to add educational parameters to its basic elements with the purpose to relate further to the sport management class. The application showed that Top Eleven covers adequately Misfeldt’s model dimensions; therefore it can be used as an educational tool. Furthermore, an evaluation of the class gamification was conducted by the participating students (n = 62). The data collected showed that the majority of the students (f = 61, 98.4%) agreed that the participation in the serious game was “helpful” to their sport management class education process. They further agreed that they gained “very” or “very much” knowledge related to the management of a professional soccer club (f = 41, 66.1%) and that 59.7% (f = 37) of them would choose to work in a position of “sport club manager” as a result of the experience they gained by participating in the serious game.</description><identifier>ISSN: 2211-1662</identifier><identifier>EISSN: 2211-1670</identifier><identifier>DOI: 10.1007/s10758-021-09573-8</identifier><language>eng</language><publisher>Dordrecht: Springer Netherlands</publisher><subject>Administrator Education ; Athletics ; Clubs ; Colleges & universities ; Computer & video games ; Creativity and Arts Education ; Education ; Educational Games ; Educational software ; Educational Technology ; Foreign Countries ; Game Based Learning ; Games ; Knowledge acquisition ; Knowledge Level ; Learning and Instruction ; Original Research ; Physical Education ; Science Education ; Simulation ; Skill Development ; Soccer ; Sports management ; Student Attitudes ; Students ; Undergraduate Students ; Video Games</subject><ispartof>Technology, knowledge and learning, 2022-03, Vol.27 (1), p.255-273</ispartof><rights>The Author(s), under exclusive licence to Springer Nature B.V. 2021</rights><rights>The Author(s), under exclusive licence to Springer Nature B.V. 2021.</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c418t-e3161f16eeb0527539a19abadaa6d171afcc52a2ddf9c3ac4418b18e49cb4b83</citedby><cites>FETCH-LOGICAL-c418t-e3161f16eeb0527539a19abadaa6d171afcc52a2ddf9c3ac4418b18e49cb4b83</cites><orcidid>0000-0002-1196-4484</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://link.springer.com/content/pdf/10.1007/s10758-021-09573-8$$EPDF$$P50$$Gspringer$$H</linktopdf><linktohtml>$$Uhttps://link.springer.com/10.1007/s10758-021-09573-8$$EHTML$$P50$$Gspringer$$H</linktohtml><link.rule.ids>314,776,780,27903,27904,41467,42536,51297</link.rule.ids><backlink>$$Uhttp://eric.ed.gov/ERICWebPortal/detail?accno=EJ1327220$$DView record in ERIC$$Hfree_for_read</backlink></links><search><creatorcontrib>Afthinos, Yanni</creatorcontrib><creatorcontrib>Kiaffas, Zacharias</creatorcontrib><creatorcontrib>Afthinos, Theofilos</creatorcontrib><title>The Serious Game “Top Eleven” as an Educational Simulation Platform for Acquiring Knowledge and Skills in the Management of Sports Clubs</title><title>Technology, knowledge and learning</title><addtitle>Tech Know Learn</addtitle><description>The aim of this study is to examine whether students of a sport management undergraduate course can gain knowledge in the management of a professional soccer club, by participating in a commercial serious game. Serious is considered the cyber game that its purpose exceeds entertainment. For this case study, the serious sport club management game was “Top Eleven”. The theoretical model that this study was based on, is Misfeldt’s “scenarios based learning” for the transformation of a serious game into an educational means. It includes dimensions that cover part of the sport management class content in the National and Kapodistrian University of Athens, School of Physical Education and Sport Science. The transformation consisted of educational scenarios vested to the serious game, in order to add educational parameters to its basic elements with the purpose to relate further to the sport management class. The application showed that Top Eleven covers adequately Misfeldt’s model dimensions; therefore it can be used as an educational tool. Furthermore, an evaluation of the class gamification was conducted by the participating students (n = 62). The data collected showed that the majority of the students (f = 61, 98.4%) agreed that the participation in the serious game was “helpful” to their sport management class education process. They further agreed that they gained “very” or “very much” knowledge related to the management of a professional soccer club (f = 41, 66.1%) and that 59.7% (f = 37) of them would choose to work in a position of “sport club manager” as a result of the experience they gained by participating in the serious game.</description><subject>Administrator Education</subject><subject>Athletics</subject><subject>Clubs</subject><subject>Colleges & universities</subject><subject>Computer & video games</subject><subject>Creativity and Arts Education</subject><subject>Education</subject><subject>Educational Games</subject><subject>Educational software</subject><subject>Educational Technology</subject><subject>Foreign Countries</subject><subject>Game Based Learning</subject><subject>Games</subject><subject>Knowledge acquisition</subject><subject>Knowledge Level</subject><subject>Learning and Instruction</subject><subject>Original Research</subject><subject>Physical Education</subject><subject>Science Education</subject><subject>Simulation</subject><subject>Skill Development</subject><subject>Soccer</subject><subject>Sports management</subject><subject>Student Attitudes</subject><subject>Students</subject><subject>Undergraduate Students</subject><subject>Video Games</subject><issn>2211-1662</issn><issn>2211-1670</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2022</creationdate><recordtype>article</recordtype><sourceid>ABUWG</sourceid><sourceid>AFKRA</sourceid><sourceid>AZQEC</sourceid><sourceid>BENPR</sourceid><sourceid>CCPQU</sourceid><sourceid>DWQXO</sourceid><sourceid>GNUQQ</sourceid><recordid>eNp9UcFu1DAQjRCVqEp_AAnJEhcuKR4njpNjtVpaoKhIu3fLcSaLi2OndgLqrR_QT4Cf65fg3aAicWAOM2PNezPWe1n2CugZUCreRaCC1zllkNOGiyKvn2XHjAHkUAn6_Kmv2IvsNMYbmoJTVpf8OHvYfkWywWD8HMmFGpA83v_c-pGsLX5H93j_i6hIlCPrbtZqMt4pSzZmmO3hQb6k2vswkJTIub6dTTBuRz45_8Nit8NE7cjmm7E2EuPIlK59Vk7tcEA3Ed-TzejDFMnKzm18mR31ykY8_VNPsu379XZ1mV9dX3xYnV_luoR6yrGACnqoEFvKmeBFo6BRreqUqjoQoHqtOVOs6_pGF0qXidVCjWWj27Kti5Ps7bJ2DP52xjjJwUSN1iqHSQbJqgqAlZw3CfrmH-iNn0PSYI9iohacHVBsQengYwzYyzGYQYU7CVTuLZKLRTJZJA8Wyf0vXi-kJL5-Iqw_QsEEYzTNi2Uex72kGP6e_s_W35gboCU</recordid><startdate>20220301</startdate><enddate>20220301</enddate><creator>Afthinos, Yanni</creator><creator>Kiaffas, Zacharias</creator><creator>Afthinos, Theofilos</creator><general>Springer Netherlands</general><general>Springer</general><general>Springer Nature B.V</general><scope>7SW</scope><scope>BJH</scope><scope>BNH</scope><scope>BNI</scope><scope>BNJ</scope><scope>BNO</scope><scope>ERI</scope><scope>PET</scope><scope>REK</scope><scope>WWN</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>0-V</scope><scope>3V.</scope><scope>7XB</scope><scope>88B</scope><scope>8AL</scope><scope>8FE</scope><scope>8FG</scope><scope>8FK</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>ALSLI</scope><scope>ARAPS</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>BGLVJ</scope><scope>CCPQU</scope><scope>CJNVE</scope><scope>DWQXO</scope><scope>GNUQQ</scope><scope>HCIFZ</scope><scope>JQ2</scope><scope>K7-</scope><scope>M0N</scope><scope>M0P</scope><scope>P5Z</scope><scope>P62</scope><scope>PQEDU</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PRINS</scope><scope>Q9U</scope><orcidid>https://orcid.org/0000-0002-1196-4484</orcidid></search><sort><creationdate>20220301</creationdate><title>The Serious Game “Top Eleven” as an Educational Simulation Platform for Acquiring Knowledge and Skills in the Management of Sports Clubs</title><author>Afthinos, Yanni ; 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Serious is considered the cyber game that its purpose exceeds entertainment. For this case study, the serious sport club management game was “Top Eleven”. The theoretical model that this study was based on, is Misfeldt’s “scenarios based learning” for the transformation of a serious game into an educational means. It includes dimensions that cover part of the sport management class content in the National and Kapodistrian University of Athens, School of Physical Education and Sport Science. The transformation consisted of educational scenarios vested to the serious game, in order to add educational parameters to its basic elements with the purpose to relate further to the sport management class. The application showed that Top Eleven covers adequately Misfeldt’s model dimensions; therefore it can be used as an educational tool. Furthermore, an evaluation of the class gamification was conducted by the participating students (n = 62). The data collected showed that the majority of the students (f = 61, 98.4%) agreed that the participation in the serious game was “helpful” to their sport management class education process. They further agreed that they gained “very” or “very much” knowledge related to the management of a professional soccer club (f = 41, 66.1%) and that 59.7% (f = 37) of them would choose to work in a position of “sport club manager” as a result of the experience they gained by participating in the serious game.</abstract><cop>Dordrecht</cop><pub>Springer Netherlands</pub><doi>10.1007/s10758-021-09573-8</doi><tpages>19</tpages><orcidid>https://orcid.org/0000-0002-1196-4484</orcidid><oa>free_for_read</oa></addata></record> |
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subjects | Administrator Education Athletics Clubs Colleges & universities Computer & video games Creativity and Arts Education Education Educational Games Educational software Educational Technology Foreign Countries Game Based Learning Games Knowledge acquisition Knowledge Level Learning and Instruction Original Research Physical Education Science Education Simulation Skill Development Soccer Sports management Student Attitudes Students Undergraduate Students Video Games |
title | The Serious Game “Top Eleven” as an Educational Simulation Platform for Acquiring Knowledge and Skills in the Management of Sports Clubs |
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