sustainability-logo

Journal Browser

Journal Browser

Special Issue "IoT and Modern Technologies—Adequate Tools for Teaching and Practicing Physical Exercises in Time of Pandemic Crisis"

A special issue of Sustainability (ISSN 2071-1050). This special issue belongs to the section "Sustainable Education and Approaches".

Deadline for manuscript submissions: 1 March 2023 | Viewed by 1707

Special Issue Editors

Dr. Rocsana Bucea-Manea-Tonis
E-Mail Website
Guest Editor
USH Pro Business, Spiru Haret University, 030167 Bucharest, Romania
Interests: e-learning; XR; management and marketing in education; gaming; simulation; circular economy
Special Issues, Collections and Topics in MDPI journals
Dr. Vassilis Barkoukis
E-Mail Website
Guest Editor
Department of Physical Education and Sport Science, Aristotle University of Thessaloniki, 57001 Thessaloniki, Greece
Interests: social-cognitive determinants of sport-physical activity-and physical education-related behaviours; behavior change interventions; integrity in sport; physical activity promotion
Dr. Rareș Stănescu
E-Mail Website
Guest Editor
National University of Physical Education and Sports, 060057 Bucharest, Romania
Interests: sport performance; IT in sport training; tennis high performance; sport management
Dr. Antonio Sánchez-Pato
E-Mail Website
Guest Editor
Faculty of Sport, Catholic University San Antonio of Murcia (UCAM), 30107 Murcia, Spain
Interests: sport values; dual career; eSports; gamification

Special Issue Information

Dear Colleagues,

Nowadays, e-learning it is not only a trend, but a necessity. Online videos, synchronous meeting, asynchronous messaging and studying, augmented reality books, and virtual reality (VR) simulations are useful resources in the e-learning process of physical education, sports, and kinesitherapy.

Special attention is oriented to VR simulations proven to be effective solutions in times of crisis (such as the that caused by the COVID-19 pandemic) as additional training for sport performing activities (Moreno,2020) or to different serious physical games assisted by computer (Stănescu, Croitoru, Stanislovaitiene, 2019).

At the same time, VR represents one of the main challenges for coaches, trainers, and kinesitherapists. In VR, like in the real world, the student can acquire information from multiple senses (vision, hearing, smell, taste, and touch). He can perceive the dynamics, the force, the trajectory, the impulse, the speed of the ball, the G (gravitational attraction), and the interaction with the object such as collision, wise answers, demonstration on request, etc. The most advanced VR applications collect information in real time from the real environment and change actions due to machine learning technology (Ma, 2020). The user can manipulate objects and characters in the virtual environment through a 3D interactive device. There is a continuous interaction between user and VR characters (Bastug, 2017). To be able to collect all the information and offer feedback the VR system is compound of five modules: the testing module, the feedback module, the sensor module, the controller module, and the 3D model module. The interaction between these modules makes the connection with the virtual environment and real world possible, at the same time activating the 3D modelling module that will generate the objects/characters. Thus, the user is the beneficiary of the interactive sensing experience (Yanrong Yang, 2018).

VR is very useful and cost efficient in sportive medical rehabilitation, too. It offers repeated training with constant feedback while mitigating the risk of being injured. For disabled people, practicing physical rehabilitation in VR is fun, and offers them higher motivation, comfort, and security (Kang, 2019, Kim, 2017). Injured sportive rehabilitation has seen a great advantage brought by VR technology because the sportive has an avatar, which increases his motivation and self-esteem, and is stimulated at the same time for all senses: visual with VR glasses; tactile and kinesthetic with sensors on his skin, muscles, and joints acquiring haptic information; the sounds let the sportive appreciate where the ball is, etc.

This call has the aim to gather innovative insights and research that provide professors and students with ICT experiences during this (post) pandemic time. Contributors might share good practices of using IoT, VR, AR, MOOCs, etc. in physical education, sports, or physiotherapy.

References:

  1. Ma, Z., Wang, F., Liu, S. (2020), Feasibility Analysis of VR Technology in Basketball Training, in IEEE Access, doi:10.1109/ACCESS.2020.3019810.
  2. Moreno, F.C., González-Serrano, M.H., Javier Fombona, J., García-Tascón, M. (2020) The irruption of technology in Physical Education: A General Bibliometric Analysis with a Focus on Virtual and Augmented Reality. Sustainability 2020, 12,
  3. Bastug E., Bennis M., Medard M. et al. Toward Interconnected Virtual Reality: Opportunities, Challenges, and Enablers. IEEE Communications Magazine, 2017, 55(6):110-117.
  4. Fazio, A., Isidori, E., Technology-enhanced Learning and CLIL for Physical Education. The 17th International Conference eLearning and Software for Education, Vol. III, 2019.
  5. Kang, S., Kang, S. The Study on the Application of Virtual Reality in Adapted Physical Education. Cluster Comput 22, 2351–2355 (2019). doi:10.1007/s10586-018-2254-4
  6. Kim, S.I., Ahn, J.H., Yoo, B.E., Lee, S.Y., Choi, M.J.: Technical Impact Assessment Report—Virtual and Augmented Reality Technologies. Ministry of Science and ICT (2017)
  7. Stănescu, M., Croitoru, D., Stanislovaitiene, J., Physical Exercises and Computer-Based Games: from Playground to Serious Games and Exergames. The 15th International Conference eLearning and Software for Education, Vol. III, 2019.
  8. Yang, Y. (2018) The Innovation of College Physical Training Based on Computer Virtual Reality Technology. Journal of Discrete Mathematical Sciences and Cryptography, 21:6, 1275-1280, doi:10.1080/09720529.2018.1526400

Dr. Rocsana Bucea-Manea-Tonis
Dr. Vassilis Barkoukis
Dr. Rareș Stănescu
Dr. Antonio Sánchez-Pato
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Sustainability is an international peer-reviewed open access semimonthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 2000 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • physical education and sports (PES)
  • physiotherapy
  • IoT
  • MOOCs
  • VR
  • AR

Published Papers (3 papers)

Order results
Result details
Select all
Export citation of selected articles as:

Research

Article
The Multiplicative Effect Interaction between Outdoor Education Activities Based on the Sensory System
Sustainability 2022, 14(19), 11859; https://doi.org/10.3390/su141911859 - 21 Sep 2022
Viewed by 191
Abstract
Background: The present paper initiates the introduction of physical education activities within the Transylvania University of Brașov, aiming at a new strategy. The purpose is identifying the level of knowledge and the level of perception regarding the extent to which outdoor activities [...] Read more.
Background: The present paper initiates the introduction of physical education activities within the Transylvania University of Brașov, aiming at a new strategy. The purpose is identifying the level of knowledge and the level of perception regarding the extent to which outdoor activities are viewed and implemented, and the effects that the latter has on them by tracking certain variables of a sensory nature, comprised of visual, auditory, kinesthetic and digital areas. Methods: This research aims to analyze if the type of sensory channel is influenced by the type of sport and the environment (urban/rural) of that practiced sport. We also analyzed the benefits offered by different sports and if these benefits influence the type of activity. Data were collected using an online survey, a questionnaire, using a Likert scale, with subjects having to choose between multiple answers. In addition, data were allocated and reviewed based on a sample of 100 students who have the habit of practicing outdoor activities. Results: The results of the study significantly show that the objectives were met and as such it can be concluded that outdoor activities, from the point of view of perception systems, can be classified according to the method of ordering the rank of activities by the dominant kinesthetic sensory channel. Full article
Show Figures

Figure 1

Article
Using Gamified Strategies in Higher Education: Relationship between Intrinsic Motivation and Contextual Variables
Sustainability 2022, 14(17), 11014; https://doi.org/10.3390/su141711014 - 03 Sep 2022
Viewed by 392
Abstract
The application of Information and Communication Technologies in the classroom encourages student learning by increasing their motivation and promoting collaborative teamwork. The aim of this study was to analyze the differences on intrinsic motivation of university students considering contextual variables when working specific [...] Read more.
The application of Information and Communication Technologies in the classroom encourages student learning by increasing their motivation and promoting collaborative teamwork. The aim of this study was to analyze the differences on intrinsic motivation of university students considering contextual variables when working specific contents through digital tools and virtual gamified strategies. Nine hundred and nineteen university students (18–21 years old) participated in the study. A descriptive cross-sectional study was performed considering four different variables: gender, working language, subject nature and academic degree. The applications used were Kahoot and Vevox and student motivation was assessed through an adapted version to the university context of the Intrinsic Motivation Inventory (IMI) Questionnaire. A higher score for bachelor´s degree compared to vocational training for the dimensions interest-enjoyment and effort-importance, together with a lower level in tension-pressure were revealed. Only the effort dimension was different between genders, being higher for female. Practical subjects showed higher values in bachelor´s degree for interest, competence, effort, and lower scores concerning tension-pressure. Finally, the teaching in Spanish revealed better scores in all dimensions compared to English, especially when the subject nature is practical. In line with previous results, university students showed good levels of intrinsic motivation when virtual gamified tools were used. Full article
Article
The Role of Physical Education and Sports in Modern Society Supported by IoT—A Student Perspective
Sustainability 2022, 14(9), 5624; https://doi.org/10.3390/su14095624 - 06 May 2022
Cited by 1 | Viewed by 567
Abstract
The COVID-19 pandemic in recent years and the massive presence of information technology generate one of the biggest challenges facing humanity, namely the technological challenge. In this context, educational technologies have a positive impact on the correct and effective teaching and learning of [...] Read more.
The COVID-19 pandemic in recent years and the massive presence of information technology generate one of the biggest challenges facing humanity, namely the technological challenge. In this context, educational technologies have a positive impact on the correct and effective teaching and learning of physical education and sports (PES), with a great positive impact on future sustainable higher education (HE). Thus, various innovative techniques could be of interest, such as the use of social networks and fitness sites, e-learning platforms, computer games, and telephone applications involving video analysis and age-specific images of students and the skills taught. This study aims to establish the main means used by technology, through which it can improve the teaching, learning, and practice of PES. This paper demonstrates the positive effects of technology on the PES field in modern society through a regression model, applied to data collected from 260 students from 2 Romanian PES Universities. The pedagogical and educational elements of our model also highlight the role of technology as a facilitator of knowledge, functioning as a tool that comes to the aid of specialists in the PES field. Full article
Show Figures

Figure 1

Back to TopTop