Is 3D visualization for the possibility of an interactive learning at the sports arena?
Paper i proceeding, 2011

3D visualization as a possibility for interactive learning at the sports arena? Cross border between physics, technology and learning The project thematizes visualization as a tool for learning swimming techniques. The projects focus are on one side technology and on the other side visual learning which together constitutes an important interface in the current training phases. Collaboration between Gothenburg University, The National Center for Health and Performance Development in Gothenburg and Autodesk has made it possible for us to study the visualization of swimming techniques, mechanics and physics. Computer technology makes it possible to work with this. Interactive learning includes how we use technology and how we perceive that technology affects us and our learning. Goals and objectives To develop cross-border forms of instruction between the epistemologically different types of observations made under the project. The research question is: How are we going to be able to create an optimal learning of swim techniques in an individual manner? Preliminary Pilot Study A preliminary pilot study was done by interviewing coaches and swimmers. We have tried to create a sense of how they perceive the forms of visualization that are used today and the impact on the swimmers performance visualization technology through3D received. A more recent and important part is the relationship between coach and swimmer, and the role of technology in learning this is the project's empirical focus. Technology Extension We are investigating 3D animation will make, existing or new video recordings useful in new ways for interactive learning / teaching. This development is partly on a descriptive level (relation between technology, technology use, stress, and interactive learning) and partly on a theoretical level, the knowledge of interactive learning through 3D technology can be utilized. The link between behavior and neuroscience Since it is difficult to create a good learning situation in a swimming pool is it important to be able to visualize for the swimmers in such a way that the swimmer can create a clear picture of what coaches expect. Visualization is stored in the brain and the nervous system. Then, when you perform the act, the behavior will copy of visualization scenes. When the swimmer can see himselves and with the trainer's help correct his technique to improve his performance, we examine two factors on one hand it should be easier to understand what the coach says and in focus, thanks to computer technology. Expected Results Results of the project are relevant to many actors: individuals, coaches, students, teachers at colleges and universities. We want to develop cross-border forms of knowledge between the epistemologically different types of observations made under the project. The project offers different things to different actors: The knowledge generated will involve the coaches working methods and thus be the basis for the development of swimmers and swim technique. Experiences from the change initiatives undertaken as part of the project are directly available to the parties that were involved in the project Göteborgsim, GU, Knowledge Centre for health and performance development in Gothenburg and Autodesk. It is also expected that the project's conclusions will be formulated in the form of (teaching) tools for individuals, clubs, colleges and universities.

Digital didaktik


von Otter Ann-Marie

Göteborgs universitet

Magnus Karlsteen

Chalmers, Teknisk fysik, Nukleär teknik

EDULEARN11 Proceedings