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Ludomag > Blog > Events > Sports and Digital in the Classroom: Where Do We Stand?
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Sports and Digital in the Classroom: Where Do We Stand?

LUDOVIALES 🚀 Where do we stand regarding the integration of digital technology in education when discussing sports in middle school, high school, and higher education? Just a few weeks away from the 2024 Paris Olympics, Ludoviales questions the contribution of digital technology in shaping our future champions or more generally in the development of sports practices: in the classroom, in clubs, in sports studies, in sports training centers, etc. From Physical Education and Sports to organizing tailored teaching for high-level student athletes, what role have teachers given to digital technology and what benefits does it bring?

Eric Fourcaud
Last updated: 2024-04-24 9:49 AM
Eric Fourcaud
Published: 2024-04-24
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5 Min Read
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LUDOVIALES 🚀 Where do we stand regarding the integration of digital technology in education when discussing sports in middle school, high school, and higher education? Just a few weeks away from the 2024 Paris Olympics, Ludoviales questions the contribution of digital technology in shaping our future champions or more generally in the development of sports practices: in the classroom, in clubs, in sports studies, in sports training centers, etc. From Physical Education and Sports to organizing tailored teaching for high-level student athletes, what role have teachers given to digital technology and what benefits does it bring?

In an increasingly connected world, the integration of digital technology in education is a given: digital technology in middle school, high school, or higher education opens up new perspectives for both teachers and students. In the field of sports, this evolution is part of a dual approach:

  • 1 – facilitating access to physical education and sports (PE) in all circumstances and enriching methods for evaluating students’ performance and progress.
  • 2 – allowing students to pursue significant amounts of sports training while continuing their academic studies and receiving quality education.

Digital technology in this dual approach thus improves the monitoring, learning, and performance of students, both from a sports and academic perspective.

The different technologies involved include: Podcasts, MOOCs, Tutorial Videos, Flipped Classrooms, PlaySharp, VR, etc.

The different situations covered by this theme at LUDOVIALES will be:

  1. Distance learning, asynchronous, and staggered for athletes:

The advent of distance learning, often facilitated by the COVID-19 pandemic, has highlighted the need to develop digital tools adapted to sports education. Teachers can now use online platforms, mobile applications, or specialized software to design interactive PE sessions accessible remotely. For example, tutorial videos, personalized training programs, and online quizzes can be used to maintain student engagement and ensure effective pedagogical continuity.

  1. « Normal » schooling enhanced by digital technology:

In addition to face-to-face classes, digital tools also offer the opportunity to enrich the PE learning experience. Physical activity tracking apps, virtual reality devices, or motion sensors allow students to explore new sports practices, better understand theoretical concepts, and objectively measure their progress. For example, a student could use a connected pedometer to track their running performance or simulation software to analyze their swimming technique.

  1. Evaluation of athletes’ performances and progress in class or in clubs:

The use of digital technology in assessing sports performance provides teachers with more precise and objective tools to measure students’ skills. Video analysis software, biometric sensors, and dashboard applications allow quantitative data collection on speed, strength, endurance, and other physiological parameters. This information can then be used to assess individual student progress, identify strengths and weaknesses, and adjust training programs accordingly.

  1. e-Sports:

The integration of e-sports in sports education in middle and high school represents a significant evolution in how students can approach sports practice and related learning. E-sports as a sport discipline: E-sports are increasingly recognized as a separate discipline, requiring specific skills such as hand-eye coordination, strategy, quick decision-making, and sometimes stress management.

Its integration into education can help valorize these skills and offer students an opportunity to explore a form of sports practice familiar to them. E-sports games can be used as educational tools to teach sports-related concepts such as strategy, tactics, resource management, problem-solving, and much more. For example, a PE teacher could use an e-sports football game to illustrate team play principles or simulate specific tactical situations.

In conclusion, the integration of digital technology in sports education in middle school, high school, and higher education opens up new perspectives in terms of accessibility, performance evaluation, and academic learning for high-potential student athletes. By leveraging the advantages of digital tools, teachers can offer their students a more interactive, personalized, and enriching learning experience, thereby helping to develop fulfilled athletes while providing them with a good level of education.

The Ludoviales (Season 2 Episode 2) on June 12th aim to present as broad a range as possible of experiences conducted in the classroom, analyses performed, and opportunities offered in the form of practice exchange workshops, interventions, tool presentations, etc.
 To do this, they are recruiting, from April 23rd to May 30th, a few speakers to refine their program.

Register now (limited spots) at www.ludoviales.com

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ByEric Fourcaud
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Since its inception in 2006, he has been the Director of Publication, specializing in the educational digital sector and Edtech, an area he has been involved in for over two decades. He is tasked with organizing, moderating roundtable discussions, conducting interviews, and hosting conferences on these topics. For three seasons, he has been hosting podcasts for LUDOMAG. Additionally, he is responsible for development and partnerships.
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