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The Coin Model of Privilege and Critical Allyship: Confronting Social Privilege Through Sport Management Education 特权与批判性同盟的硬币模型:通过体育管理教育对抗社会特权
IF 1.7 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.1123/smej.2020-0093
D. Springer, S. Stokowski, Wendi K. Zimmer
Sport management programs are disproportionately represented by students and faculty who possess multiple advantaged identities. This trend is indicative of the broader sport industry, which is troublesome given sports’ prominent role in conversations around racial injustice and inequity during the past century. It is incumbent on sport management educators to equip our students to recognize their role in and productively contribute to such conversations. Thus, this manuscript issues a call to action for sport management educators to utilize and build upon Nixon’s Coin Model of Privilege and Critical Allyship to understand, address, and normalize discourse around inequity, privilege, and oppression in their pedagogical approaches to education.
拥有多重优势身份的学生和教师在体育管理专业中所占比例过高。这一趋势反映了更广泛的体育产业,鉴于体育在过去一个世纪中围绕种族不公正和不平等的对话中所扮演的突出角色,这一趋势令人不安。体育管理教育工作者有责任让我们的学生认识到他们在这种对话中的作用,并为之做出富有成效的贡献。因此,本文呼吁体育管理教育工作者采取行动,利用和建立尼克松的特权和关键盟友的硬币模型,以理解、解决和规范围绕不平等、特权和压迫的话语,并在他们的教育教学方法中进行教育。
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引用次数: 8
Tabletop: An Experiential Approach to Teach Sport 桌面:一种体验性的体育教学方法
IF 1.7 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.1123/smej.2021-0020
Moetiz Samad
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引用次数: 0
Peer Mentoring After Experiential Learning 体验式学习后的同伴辅导
IF 1.7 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.1123/smej.2022-0001
Molly Hayes Sauder, Donna C. Grove, Dexter Davis
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引用次数: 0
Integration of Esports in Educational Innovation: A Design-Based Research Approach 电子竞技在教育创新中的整合:基于设计的研究方法
IF 1.7 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.1123/smej.2021-0035
Janelle E. Wells, M. G. Harrolle, K. D. MacAulay, G. Greenhalgh, S. Morgan
To meet the growing and innovative career opportunities in technology and sport, particularly in electronic sports, both practitioners and scholars must engage in an iterative process to analyze, design, and evaluate educational interventions and innovations with design-based research. Being in a young academic discipline, sport management faculty shape the next generation of practitioners, so the purpose of this research was to examine faculty’s openness to innovation through an andragogical teaching approach and the incorporation of the business of electronic sports within the curriculum. Through a two-part study, results revealed that faculty had a balanced teacher- and learner-focused approach, which demonstrated that advancement of electronic sports can transcend all types of faculty in a young field. Implications from this novel, yet extremely relevant, research will help both practitioners and scholars innovatively and collaboratively navigate institutional complexities.
为了满足科技和体育领域不断增长和创新的职业机会,特别是在电子竞技领域,从业者和学者都必须参与一个迭代的过程,通过基于设计的研究来分析、设计和评估教育干预和创新。作为一门年轻的学科,体育管理学院塑造了下一代的实践者,因此本研究的目的是通过一种方法学的教学方法和将电子体育业务纳入课程来检验教师对创新的开放程度。通过两部分的研究,结果显示教师有一个平衡的教师和学生为中心的方法,这表明电子竞技的进步可以超越所有类型的教师在一个年轻的领域。这一新颖而又极其相关的研究将有助于实践者和学者以创新和协作的方式应对制度的复杂性。
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引用次数: 0
Global Sport Management Learning From Home: Expanding the International Sport Management Experience Through a Collaborative Class Project 全球体育管理在家学习:通过合作班级项目扩展国际体育管理经验
IF 1.7 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.1123/smej.2021-0018
M. Davies, Tim Ströbel
This article identifies an innovative solution to improve global sport management learning. Building on continued calls to include both experiential and international sport business curricula in the sport management classroom, this article shows how institutions from different countries can collaborate virtually to provide students with practical international perspectives through an applied sport globalization project. Findings from 30 American and 13 German student reflections were analyzed to reveal the project- and course-related outcomes through this collaborative class project between Ohio University (United States) and the University of Bayreuth (Germany). Students not only identified both soft skills and an appreciation of international sport business endeavors but also noted challenges like the logistics of communicating with groupmates abroad and the challenges within the assignment itself as they considered sport consumption abroad. Beyond the learning outcomes within the course, this article also explores program-level outcomes for the involved institutions and their sport management programs.
本文确定了一个创新的解决方案,以提高全球体育管理学习。在不断呼吁将体验式和国际体育商业课程纳入体育管理课堂的基础上,本文展示了来自不同国家的机构如何通过应用体育全球化项目进行虚拟合作,为学生提供实用的国际视野。通过对30名美国学生和13名德国学生的反思进行分析,揭示了俄亥俄大学(美国)和拜罗伊特大学(德国)之间的合作课堂项目与项目和课程相关的结果。学生们不仅确定了软技能和对国际体育商业努力的欣赏,而且还注意到与国外团队成员沟通的物流等挑战,以及在考虑国外体育消费时作业本身的挑战。除了课程中的学习成果之外,本文还探讨了相关机构及其体育管理项目的项目级成果。
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引用次数: 4
Leveling Up Sport Management Education: Gamification in the Classroom 提升体育管理教育水平:课堂游戏化
IF 1.7 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.1123/smej.2021-0019
A. Duguay, Amber M. Shipherd, Carrie W. Lecrom, Chad Goebert
In line with trends in sport management education that have encouraged a transition from traditional forms of passive and depersonalized learning to active and motivated learning, this essay draws on theoretical and applied insight to provide sport management educators with actionable information related to gamification. In educational contexts, gamification involves using game elements such as narratives, teams, and badges in the classroom as a way to support students’ intrinsic motivation and basic psychological needs (i.e., autonomy, competence, relatedness). This essay presents a case for gamification as a high-impact pedagogical approach that can help sport management educators replicate the global, complicated, and dynamic nature of the sport industry, thus creating more authentic, engaging, and influential experiences for students. Accordingly, this essay outlines gamification in education, discusses game elements and design, and provides a thorough description of a gamified sport psychology course. It concludes with future considerations and key takeaways for sport management educators.
根据体育管理教育的趋势,鼓励从传统形式的被动和非个性化学习向主动和主动学习过渡,本文借鉴理论和应用见解,为体育管理教育者提供与游戏化相关的可操作信息。在教育环境中,游戏化包括在课堂中使用故事、团队和徽章等游戏元素,以此来支持学生的内在动机和基本心理需求(如自主性、能力和关联性)。本文提出了一个案例,游戏化是一种高影响力的教学方法,可以帮助体育管理教育者复制体育产业的全球性、复杂性和动态性,从而为学生创造更真实、更吸引人、更有影响力的体验。因此,本文概述了教育中的游戏化,讨论了游戏元素和设计,并提供了游戏化运动心理学课程的全面描述。它总结了未来的考虑和体育管理教育工作者的关键收获。
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引用次数: 1
“I Felt Like . . . They Left Me to Fend for Myself”: A Mixed-Method Examination of Sense of Belonging Among Minoritized Groups in Sport Academic Programs “我觉得……“他们让我自生自灭”:体育学术项目中少数群体归属感的混合方法研究
IF 1.7 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.1123/smej.2021-0014
Yannick Kluch, E. Taylor, Raquel Wright-Mair, Dakota Boring
Drawing from Strayhorn’s model of educational sense of belonging and Vaccaro and Newman’s model of belonging for privileged and minoritized students, this study utilized a mixed-method approach to examine to what extent students from minoritized groups feel like they belong in the sport management classroom. Significant differences in sense of belonging were found based on visible identities such as gender or race. In addition, our qualitative data revealed five higher-order themes that positively or negatively impacted students’ sense of belonging across identity groups: (a) representation, (b) community, (c) support, (d) accomplishments, and (e) academic and professional experience. Limitations, implications, and directions for future research are discussed.
借鉴Strayhorn的教育归属感模型和Vaccaro和Newman的特权和少数族裔学生的归属感模型,本研究采用混合方法来检验少数族裔学生在多大程度上觉得自己属于体育管理课堂。根据性别或种族等可见身份,发现归属感存在显著差异。此外,我们的定性数据揭示了五个高阶主题,这些主题对学生在不同身份群体中的归属感有积极或消极的影响:(a)代表,(b)社区,(c)支持,(d)成就,以及(e)学术和专业经验。讨论了未来研究的局限性、意义和方向。
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引用次数: 2
Implementation and Evaluation of Mock Trial Within Undergraduate Sport Law Curriculum 模拟审判在体育法学本科课程中的实施与评价
IF 1.7 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.1123/smej.2021-0008
Makena R. Lynch, Leeann M. Lower-Hoppe, Shea M. Brgoch, James O. Evans, Richard L. Bailey, M. Beattie, Moetiz Samad, Ashley Ryder
Mock trials serve as useful experiential learning tools for undergraduate kinesiology students. In the current study, Kolb’s experiential learning cycle was employed over the course of a semester through a comprehensive mock trial project that aimed to provide undergraduate students with an interactive learning experience as a means to achieve desired learning outcomes. The primary purpose of this study was to empirically evaluate the mock trial as a learning tool. The researchers conducted a total of 32 semistructured focus groups with 175 students. Overall, students expressed positive experiences and outcomes as a result of engaging in the mock trial project. Four distinct themes emerged from the data: learning mechanisms, learning outcomes, the student learning experience, and suggested improvements for future courses. Each of these themes is substantiated by excerpts from the comments of the students who participated in the focus groups and discussed in detail, as well as implications for instructors who wish to similarly implement mock trials into their classrooms.
模拟试验为运动机能学本科学生提供了有用的体验式学习工具。在当前的研究中,Kolb的体验式学习周期在一个学期的课程中被采用,通过一个全面的模拟试验项目,旨在为本科生提供互动学习体验,作为实现预期学习成果的一种手段。本研究的主要目的是实证评估模拟审判作为一种学习工具。研究人员对175名学生进行了32个半结构化的焦点小组。总的说来,同学们表达了参与模拟审判项目的积极经验和成果。数据中出现了四个不同的主题:学习机制、学习成果、学生的学习经验以及对未来课程的改进建议。每一个主题都是从参加焦点小组的学生的评论中摘录出来的,并进行了详细的讨论,以及对希望在课堂上类似地实施模拟审判的教师的启示。
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引用次数: 1
Exploring College Students’ Perceptions of Esports and Esports Academic Programs 探索大学生对电子竞技和电子竞技学术课程的看法
IF 1.7 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.1123/smej.2022-0005
Jaeyeon Hwang, Jin Kim
This study examined how college students’ gender and prior participation in esports affect their perceptions of esports and esports academic programs. After collecting data from college students (N = 162), data were analyzed using 2 × 2 factorial analysis of variance to compare the influence of esports participation, gender, and the interaction effect on perception. Both esports participation, F(1, 150) = 13.78, p < .001, and gender, F(1, 150) = 4.82, p < .05, were significantly associated with esports perception. For the perception of esports academic programs, only esports participation was significant, F(1, 150) = 5.85, p < .05. Men reported positive perceptions, and this phenomenon was amplified in groups with prior esports experience. The authors suggest avenues to embrace esports in higher education, reflecting the findings of this research.
这项研究调查了大学生的性别和之前参与电子竞技的情况如何影响他们对电子竞技和电子竞技学术课程的看法。收集大学生(N = 162)的数据后,采用2 × 2因子方差分析比较电子竞技参与、性别和互动效应对感知的影响。两个电子竞技参与率,F(1,150) = 13.78, p <。0.001,性别,F(1,150) = 4.82, p <。05,与电子竞技感知显著相关。对于电子竞技学术课程的认知,只有电子竞技参与显著,F(1,150) = 5.85, p < 0.05。男性报告了积极的看法,这一现象在有过电子竞技经历的人群中被放大了。作者提出了在高等教育中接受电子竞技的途径,反映了这项研究的结果。
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引用次数: 0
Developing, designing, and delivering a high-impact short-term, faculty-led study abroad for sport management students: Going global 为体育管理专业的学生开发,设计和提供高影响力的短期,教师主导的海外学习:走向全球
IF 1.7 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-12-17 DOI: 10.4324/9781003140078-7
Adam Beisel, A. Grainger, S. Morris
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引用次数: 0
期刊
Sport Management Education Journal
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