Welcome to Francis Academic Press

Frontiers in Educational Research, 2023, 6(18); doi: 10.25236/FER.2023.061817.

Research on the Strategy of Integrating Folk Sports Games into Kindergarten Physical Education

Author(s)

Jing Qi1,2

Corresponding Author:
Jing Qi
Affiliation(s)

1Krirk University, Bangkok, Thailand

2Ministry of Public Infrastructure, Inner Mongolia National Preschool Normal College, Ordos, 017000, China

Abstract

In physical education teaching, we should use games to stimulate children's interest, subjectively change children's attitude to sports, so as to establish the correct sports learning motivation, cultivate children's sports ability, so that children better understand folk culture, improve the interest in sports learning. The purpose of this paper is to study the strategy of integrating folk sports games into kindergarten physical education. This paper defines the related concepts of folk sports games and puts forward specific suggestions and countermeasures for kindergarten sports teaching. Through questionnaire survey and other methods, the second and third grades of kindergarten were selected as the research object to understand the role of mass sports in cultivating the interest in sports learning and sports quality.

Keywords

Folk Sports, Sports Games, Kindergarten Education, Physical Education, Educational Strategy

Cite This Paper

Jing Qi. Research on the Strategy of Integrating Folk Sports Games into Kindergarten Physical Education. Frontiers in Educational Research (2023) Vol. 6, Issue 18: 94-99. https://doi.org/10.25236/FER.2023.061817.

References

[1] Connor, F., Dylan, B., Grace, L., Christine, J., Sheri, B., Darla, C., Carol, R. and Jamie, P. (2022) Project moveSMART: When Physical Education Meets Computational Thinking in Elementary Classrooms. Computer 55(11), 29-39. 

[2] Francisco, J.G., Adriana, N.R., Ramón, R. and Rafael, B. (2022) Smartphone applications for physical activity promotion from physical education. Educ. Inf. Technol. 27(8), 11759-11779. 

[3] Li, N.M., Rajiv, D. and Shanmugapriyan, J. (2022) Assessing and Improving Intelligent Physical Education Approaches Using Modified Cat Swarm Optimization Algorithm. J. Interconnect. Networks 22(Supp-01), 2141019:1-2141019:21 

[4] Marina, P. and Iakovos, M. (2021) Design, development and evaluation of open interactive learning objects for secondary school physical education. Educ. Inf. Technol. 26(3), 2981-3007. 

[5] Marina, P., Petros, N., Nikolaos, V. and Panagiotis, A. (2021) Introducing tablets and a mobile fitness application into primary school physical education. Educ. Inf. Technol. 26(1), 799-816. 

[6] Ata, O., Ozan, T. and Volkan, P. (2021) Physical Human-Robot Interaction Using HandsOn-SEA: An Educational Robotic Platform With Series Elastic Actuation. IEEE Trans. Haptics 14(4), 922-929.

[7] Svetlana, K., Aiymgul, A., Klara, I., Nurolla, M., Alpysbay, A. and Gulnar, S. (2020) Electronic Physical Education Textbook: Effective or Not? Experimental Study. Int. J. Emerg. Technol. Learn. 15(15), 64-78. 

[8] Pitsanu, C. and Witcha, F. (2020) Design and Implementation of Interactive Mobile Application for Autistic Children in Physical Education Class. Int. J. Interact. Mob. Technol. 14(14), 134-147. 

[9] Ioannis, A., Vasileios, M. and Thodoros-Panagiotis, C. (2021) Serious Game Top Eleven as an Educational Tool in Sports Economics. Int. J. Serious Games 8(2), 3-19. 

[10] Rory, S. (2020) The Development of Sports: A Comparative Analysis of the Early Institutionalization of Traditional Sports and E-Sports. Games Cult. 15(1), 51-72.

[11] Ornella, M., Patrizia, M.M.G., Paolo, M., Vlad, M., Tommaso, B. and Daniela, G. (2021) A Framework for Educational Robotics in Kindergarten: A Systematic Literature Review and Analysis. Int. J. Digit. Lit. Digit. Competence 12(2), 1-32.

[12] Abdo, S.A. and Nadire, C. (2021) Developing an Electronic Device to Teach English as a Foreign Language: Educational Toy for Pre-Kindergarten Children. Int. J. Emerg. Technol. Learn. 14(22), 29-44.

[13] Hatim, I. (2020) Effectiveness of the use of the E-Gamification strategy to develop the educational achievement of the preparatory students in Dammam City and their attitudes towards it. Educ. Inf. Technol. 25(5), 4317-4327. 

[14] Andrew, A.T., Matthew, S. and Chelsy, P. (2020) Hooper: Role of conjecture mapping in applying a game-based strategy towards a case library: a view from educational design research. J. Comput. High. Educ. 32(3), 655-681.

[15] Narentheren, K. (2019) Educational Benefits of Using Business Strategy Game (BSG) in Teaching and Learning Strategic Management. Int. J. Emerg. Technol. Learn. 14(7), 209-215.

[16] Mona, H.A.W. (2018) The Impact of Collaborative Learning on Web Quest Strategy Used in Learning Educational Psychology. Int. J. Web Based Learn. Teach. Technol. 13(4), 77-90.