Universitat Internacional de Catalunya

Motor Games

Motor Games
6
10122
4
First semester
op
Main language of instruction: Catalan

Other languages of instruction: Spanish,

Teaching staff


jamores@uic.es

Introduction

This course aims to contribute to the education and training of students, as a future teacher, with the acquisition of different theoretical and practical resources in terms of gaming within the educational, sports and leisure fields.

Pre-course requirements

There is no previous requirement.

Objectives

1. Analyze the game as a cultural manifestation, and recognize in it the social and educational values it contains, such as the potential for education for equality, education for peace, or the capacity for teamwork.

2. Know how to defend with theoretical arguments the value of the game as content and application resource in the different manifestations of Physical and Sports Activity, especially as a vehicle to enhance the pleasure and enjoyment component inherent in physical practice.

3. Know how to classify and organize motor games to prepare physical activity sessions in which the game will be used as a resource.

4. Recognize the potential of the different manifestations of the game and discriminate their possibilities based on the internal logic of the motor situations that occur in games that, given their nature, may contain experiences in all domains of action.

5. Assess the possibilities of the motor game according to the interests and development of the participants, applying the behavioral and social principles of this content.

6. Know how to manage resources and criteria for an adequate methodological application of the game within the framework of physical-sports activities.

7. Be creative in the application of the game adapting to the different professional situations in which it will act, thus facilitating the promotion of physical activity as a form of constructive use of leisure time.

8. Be autonomous in the search for documentation about the game, while being critical to discriminate the adequacy of the materials found in specialized literature.

9. Know how to work as a team, to design and organize game application situations in the different professional aspects in which the motor game has a place.

10. Know how to observe any practice of games in order to take references for further intervention.

11. Know the particularities necessary to actively participate in the recovery of the recreational heritage of the community.

Learning outcomes of the subject

I. Explain the particularities of the game as cultural manifestation, its evolution and values, the playful interests depending on the evolutionary moment as well as the playful heritage of a community

II. Develop, classify and manage with agility a game file, the values and characteristics of the games.

III. Design a game session within a given context, being able to modify conditions of practice, observe problems and propose solutions within it by applying appropriate methodological resources.

IV. Presents critical capacity when assessing technical and scientific documentation in relation to the game.

Syllabus

I. DO WE KNOW WHAT IS A MOTOR GAME?

1-. Introduction to the concept of game and motor game.

2-. Nature, theories and characteristics of the game and motor game

3-. Game as a cultural phenomenon. (Game, leisure, playful, sport, physical activity, motor game)

4-. Contributions of the game to development (affective, social, cognitive)

 

II. KNOW TO APPLY: ANALYSIS AND DESIGN OF MOTOR GAMES

5-. Motor games classification. Concepts and criteria

6-. The design of motor games

7-. Analysis and design. Internal logic, structure and functionality games engines

 

III. TEACH TO PLAY, TEACH TO LIVE. DIDACTIC APPLICATIONS

8-. The motor game and its teaching

9-. Evolution of motor games. - The game in children (symbolic game, motor story ..) - The game in primary - Evaluation through the motor game

 

IV. THE MOTOR GAME AS A SOCIO-CULTURAL PHENOMENON. THE TRADITION PLAYED

10-. The traditional motor games

11-. Motor games and alternative sports

 

V. THE MOTOR GAME AND SPORTS. THE SPORTS INITIATION

12-. Teaching-Learning Sports Models (sports initiation)

13-. the creativity

Teaching and learning activities

In person



Problem-based learning

Cooperative learning

Project-based learning

Case studies

Presenting method / lecture

Problem and exercise solving

 

Practical classes

Theory classes

Individual / independent study and work

Group study and work

Tutorials

Evaluation systems and criteria

In person



• 5% Assistance and Participation

• 20% TFM

• 15% Group activity exposures.

• 25% Preparation of teaching sessions (individual and group).

• 35% Final Exam.