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The importance of STAYInBowling

Bowling is the ideal game, to start playing, as both experienced and new athletes, find it to be a great place to socialize and is not linked to intense physical activity. However, the participation of the athletes in such training programs is not high enough if there is not someone to mobilise and support them in their teams, associations, federations.

In practice, there are many people getting interested about bowling. They are getting excited when they start playing but their enthusiasm is not lasting for long time. After a while, they lose their interest, and they stop get involved with this sport activity. One possible reason is that they do not have the opportunity to deepen and practice in bowling technique. Thus, they do not feel any improvement in their technique of playing bowling, they are disappointed, and they are dropping out.

Based on the above, the aim of the proposed project is the creation of digital tools to train new bowling athletes. As a result educational content organised as Massive Open Online Courses (MOOCs) and an online platform with the responsive services (gamified learning activities) to support the training of the target groups about bowling, will be created. The specific topics of the MOOCs will be decided during the first 4 months of the project based on the needs that will be collected through questionnaires.

Project Objectives

Main project objectives are the following:

  • O1: To design and develop digital content, for supporting the deployment of learning activities, through a gamified e-learning platform. This content will be integrated and accessed as a European Massive Open Online Course (MOOC) for new bowling athletes and anyone interested in the bowling game, embracing a de-centralized model of diversity, open access, equity and quality. The MOOC will become a collaborative community of practice for Bowling Coaches, Young and Experienced Bowling athletes and former athletes to share, discuss and collaborate information about the techniques that should be used while playing bowling.
  • O2: To design and develop a digital Internet of Things (IoT) toolbox that will be exploited by the bowling coaches to support the new athletes. The IoT toolbox will be in the form of sensors used by the athletes while playing, accompanied by applications to view several stats and get instantaneous feedback to self – regulate.
  • O3: To design and develop a dashboard to display the acquired data related to the feet and hand movement while playing bowling in a dashboard. This website will have summative graphs for all the athletes and personalized ones. The dashboard will be used to support the IoT toolbox.