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E-Sports online learning module amidst Covid-19 Pandemic

Bibliographic Data

ID21631432
AuthorsJanet S Mariano (0000-0001-9373-3999, De La Salle University, corresponding author), Ma Socorro Gigi V Cordova (0000-0003-2392-8648, De La Salle University)
Year2022
Pages1-10
Publication date2022-10-22
Open AccessNo
TypeARTICLE
VenueInteractive Learning Environments (JOURNAL)
Journal identifiersISSN: 1049-4820 • E-ISSN: 1744-5191
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/10494820.2022.2137529
OpenAlexW4307130898
LanguageEN
References cited15

Among the different sectors affected by the COVID-19 pandemic, educational institutions had vast changes in terms of implementing instructional programs via a distance mode to ensure continuous teaching and learning. While studies documenting adjustments during the pandemic highlight challenges such as material constraints, lack of training among teachers, and recalibration of teaching and assessment techniques, several opportunities have also opened up for educational innovations. This study presents the use of E-sports with physical exercise in college Physical Education (PE) during the COVID-19 pandemic based on the online learning module’s quality, usability, and effectiveness. It further argues that employing a mobile gaming approach in PE opens opportunities for incorporating existing technologies that appeal to learners and can help achieve intended learning outcomes. Utilizing a mixed method design, responses from the 18 volunteers were collected through an online questionnaire and interview. The findings reveal that students strongly agree that E-sports is a viable teaching tool for PE-Teams online classes. The findings also show that student respondents realize the importance of E-sports in developing soft skills like teamwork, good communication, and problem-solving skills

Distance education · Human–computer interaction · Mathematics education · Medical education · Pandemic · Political science · Teamwork · Usability · Computer Science · Educational Games and Gamification · Medicine · Motivation and Self-Concept in Sports · Psychology · Sports and Physical Education Research

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Highly citedNo

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