The interactive video platform "Digimovez”, promotes learning and heighten the status of physical education (PE) classes. The platform gives students, teachers and parents the opportunity to share knowledge about PE, movement and health. The concept, however, reaches beyond, and is relevant in all contexts where physical education and movement can be supported through video.
By theorizing and reflecting upon the results and processes, students obtain greater insight into their own learning and into the shared learning, and the impact of teaching can be documented and shared between teacher and student and provide higher quality within physical education.
VIDEO AS A LEARNING TOOL
At the heart of the portal is the video as a learning tool. The advantage of using video in digital supported teaching is that you share subjects for conversation, and thus promotes the social processes in the learning situation. Furthermore, when it is used for distance training, video promotes an approximated personal meeting because of the visual aspect, and simultaneously, the meeting is independent of time and place. In conclusion:
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Video as a learning tool works as a model for learning through imitation.
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Video functions as a specular learning object, where written or oral, reflexive notes, as well as inspiring goal descriptions and questions can be included.
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Video is included as a learning tool in creative processes, where students improvise and creatively produce their own movements and thereby helps to produce their own motion identity.
The system is designed so that, among other gadgets, smartphones can be used to record and upload
video clips directly to the portal, where also comments can be attached. A newly developed video calendar makes it simple for the teacher to plan and implement training courses.
QUALITATIVE LEAP
Expectations of increased quality and simultaneous cuts in school budgets, calls for new learning and evaluation forms, and on that basis an agreement on development of this interactive 'Sports platform' was signed, with the companies DigiEyeZ and Tendens. DigiEyeZ contributes with their DigiZuite™ DAM (Digital Asset Management) software and Tendens, with basis in their work with online concept development and communication.
The stated aim of the project is to test if digital tools motivate "workshop teaching" and thus contribute to didactic innovation and whether we can encourage a quantum leap in physical education. In addition to this, the purely technical aspects, which include video production via smartphones, upload to the portal with access restriction, and the dialog concerning video clips.
The Project Play and Learning – Kids n ´ Tweens Lifestyle must strengthen enterprises and the tourism sector in Region Southern Denmark, in their work with the segment "Kids n´ Tweens". The overall objective is to build knowledge and skills as a prerequisite for being able to develop innovative and experience-based offerings to the target group, children and young people aged 3-12 years. The long-term goal is that companies gain a market advantage and will be able to attract more tourists, customers and business partners. The project is carried out by “Spinderihallerne” and involves a wide range of research bodies, organizations and partner companies. Southern Growth forum and EU Regional Fund supports the project, which has an overall margin of expenditure at almost 32 million Danish crowns.