TY - JOUR
T1 - eLearning and Sport Management
T2 - Hyperpedagogy Possibilities
AU - Edwards, Allan
AU - Finger, Glenn
PY - 2007/9
Y1 - 2007/9
N2 - Whilst we have seen a proliferation of eLearning applications, there remains a limited understanding of eLearning possibilities in the discipline of sport management. Following an introduction to ICT and sport management, and discussion of eLearning and sport management, new eLearning roles are explored through presenting hyperpedagogy which extends concepts of poststructural theory into digital pedagogies. Research on hypertext and poststructuralism and the relationship between cultural studies, technology and popular culture has led to the assembly of theories of hyperpedagogy that seek a more informed and critical engagement with technology. This paper argues that sport management scholars need to engage with hyperpedagogy as a means of moving beyond social efficiency approaches to eLearning. Second Life (SL), a 3-D virtual world, is attracting interest because of its potential use in eLearning applications such as 3D virtual delivery of seminars and lectures, collaborative exercises, tutorials and discussions. By utilising the principles of hyperpedagogy, SL and similar platforms provide exciting possibilities for sport management eLearning.
AB - Whilst we have seen a proliferation of eLearning applications, there remains a limited understanding of eLearning possibilities in the discipline of sport management. Following an introduction to ICT and sport management, and discussion of eLearning and sport management, new eLearning roles are explored through presenting hyperpedagogy which extends concepts of poststructural theory into digital pedagogies. Research on hypertext and poststructuralism and the relationship between cultural studies, technology and popular culture has led to the assembly of theories of hyperpedagogy that seek a more informed and critical engagement with technology. This paper argues that sport management scholars need to engage with hyperpedagogy as a means of moving beyond social efficiency approaches to eLearning. Second Life (SL), a 3-D virtual world, is attracting interest because of its potential use in eLearning applications such as 3D virtual delivery of seminars and lectures, collaborative exercises, tutorials and discussions. By utilising the principles of hyperpedagogy, SL and similar platforms provide exciting possibilities for sport management eLearning.
KW - eLearning
KW - hyperpedagogy
KW - Second Life
KW - sport-eL
UR - http://www.scopus.com/inward/record.url?scp=51749094409&partnerID=8YFLogxK
U2 - 10.1016/S1441-3523(07)70011-6
DO - 10.1016/S1441-3523(07)70011-6
M3 - Article
AN - SCOPUS:51749094409
SN - 1441-3523
VL - 10
SP - 191
EP - 208
JO - Sport Management Review
JF - Sport Management Review
IS - 2
ER -