Many people are getting interested in bowling, but they tend to stop playing after a few times. One of the most prominent reasons is that they do not have the opportunity to deepen in their bowling technique and practice accordingly. Thus, they do not feel any improvement in their technique of bowling, so they are disappointed, and they are dropping out. STAYinBowling is a project funded with support from the European Commission, created to help bowling athletes improve and stay engaged with the sport. An online questionnaire was used, answered by both bowling athletes and coaches, to identify their needs and specify the areas that some digital tools might be useful. Based on the participants’ questionnaires a Massive Open Online Course was created. Moreover, an internet of things toolbox, that consists of two applications for tracking the movement of the hand and the steps while bowling was created, as well as an online unifying dashboard presenting data gathered by these two applications. The purpose of the study is to present the process of collecting the needs, designing and creating the digital tools, as well as to present some of the feedback we got from the experts on a formative evaluation.

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STAYinBowling: A Suite of Digital Educational Tools for Supporting Bowling Coaches and Athletes

  • Hippokratis Apostolidis,
  • Lampros Karavidas,
  • Ilias Zosimadis,
  • Dimitris Zygolanis,
  • Nikolaos Politopoulos,
  • Anastasia Stamelou,
  • Ioannis Stamelos,
  • Thrasyvoulos Tsiatsos

摘要

Many people are getting interested in bowling, but they tend to stop playing after a few times. One of the most prominent reasons is that they do not have the opportunity to deepen in their bowling technique and practice accordingly. Thus, they do not feel any improvement in their technique of bowling, so they are disappointed, and they are dropping out. STAYinBowling is a project funded with support from the European Commission, created to help bowling athletes improve and stay engaged with the sport. An online questionnaire was used, answered by both bowling athletes and coaches, to identify their needs and specify the areas that some digital tools might be useful. Based on the participants’ questionnaires a Massive Open Online Course was created. Moreover, an internet of things toolbox, that consists of two applications for tracking the movement of the hand and the steps while bowling was created, as well as an online unifying dashboard presenting data gathered by these two applications. The purpose of the study is to present the process of collecting the needs, designing and creating the digital tools, as well as to present some of the feedback we got from the experts on a formative evaluation.