Edition of Special Champions- Bucharest National Park
24.05.2024- 14 Edition of Special Champions- Bucharest National Park- more than 500 children and teachers and volunteers from mass schools and special schools with
After research and content on sport video gaming dilemmas in each country, after piloting the HOPASUS Educational Toolkit that will generate content for the videos from university classrooms, school classrooms, NGOs youth activities, etc, the partners will elaborate a video tutorial in each country on how to use sport videogaming in sport education, taking into consideration game design principles and psychology through the game tutorial. The design will make a huge difference in how children/youth/teachers and parents receive sport video games. The tutorials will explain how you can educate new players (children, youth, teachers, parents) and engage experienced players in sport education at the same time through a combination of good design and basic understanding of human educational, motivational, and cognitive psychologies.
24.05.2024- 14 Edition of Special Champions- Bucharest National Park- more than 500 children and teachers and volunteers from mass schools and special schools with
In February 2024, a real sports festival was held at the Mokolai basic school in Marijampolė! 60 schoolchildren took part in sports activities that strengthened
On April 18, 2024, an online match making event organized by Tavo Europa took place, in which 30 Lithuanian teachers and youth workers from various
This project has been funded with the support from the European Commission. This publication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.
HopaSus Erasmus Sport Plus project was born out of the need of teachers and youth workers from 4 European countries to develop their digital skills and become more resilient in times of pandemics by using sport video games in their virtual or face-to-face classrooms. The aim of the project is to encourage sport teachers to recognize the potential of video games and sport applications and experiment with new strategies for incorporating them into their gyms and classrooms, and to promote the inclusion of “video games addicted youth” by changing the paradigm of persistent stereotyping of video games as predominantly mindless, violent forms of entertainment, into seeing the potential of video gaming technologies as instructional tools that takes out the children from the desk chair out into the sport field.