Studying at the University of Verona
Here you can find information on the organisational aspects of the Programme, lecture timetables, learning activities and useful contact details for your time at the University, from enrolment to graduation.
Study Plan
This information is intended exclusively for students already enrolled in this course.If you are a new student interested in enrolling, you can find information about the course of study on the course page:
Laurea in Scienze delle attività motorie e sportive - Enrollment from 2025/2026The Study Plan includes all modules, teaching and learning activities that each student will need to undertake during their time at the University.
Please select your Study Plan based on your enrollment year.
1° Year
Modules | Credits | TAF | SSD |
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2° Year activated in the A.Y. 2017/2018
Modules | Credits | TAF | SSD |
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One course to be chosen among the following
3° Year activated in the A.Y. 2018/2019
Modules | Credits | TAF | SSD |
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Modules | Credits | TAF | SSD |
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Modules | Credits | TAF | SSD |
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One course to be chosen among the following
Modules | Credits | TAF | SSD |
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Modules | Credits | TAF | SSD |
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One course to be chosen among the following
Legend | Type of training activity (TTA)
TAF (Type of Educational Activity) All courses and activities are classified into different types of educational activities, indicated by a letter.
Physical education and games (2017/2018)
Teaching code
4S004082
Teacher
Coordinator
Credits
3
Language
Italian
Scientific Disciplinary Sector (SSD)
M-EDF/01 - PHYSICAL TRAINING SCIENCES AND METHODOLOGY
Period
II semestre dal Mar 5, 2018 al Jun 1, 2018.
Learning outcomes
Achieve theoretical and methodological knowledge for an effective professional practice, in particular:
• learn the latest theories and methodologies of teaching a game
• bring to the attention of the students the opportunity to recover the high cultural diversity of games
• strengthen the consciousness of the role of education, of the role of culture, of the role of the expressive art of playing to promote the wellness of the general development of the human being as an individual and his community
• become aware of the relationship between cultures and gaming practices and the adoption of healthy lifestyles
• acquire knowledge and skills about traditional games in Italy, in Europe and in the world
• develop and learn the methodologies and techniques about shared rules
• consolidate a methodology and a didactic base for teaching, to watch and to give a mark of motor skills in the practices of games and in traditional sports
• gain practical experience of the gaming activities with the use of specific tools.
Program
The course includes 24 hours of lessons, organized in two ways:periods in the presence of theoretical training and information, practical activity. The minimum frequency of the activity is recommended for at least 75% of lessons. For lower frequencies students will need additional studies (On-line support).
Theme 1: ORIGINS OF THE GAME
Concepts and definitions, theories, game types and classifications. The game in the didactics and the didactics as a game. Symbols, functions, dramas, feelings, dreams and fantasies. From the psychomotor to the praxeology. The motor action science.
Theme 2: GAME AND CULTURE
Animated, socializing, adapted games. The game as a socializing way, heritage and cultural identification. Traditional and popular game. Individual, group and team game. Organization of the traditional game compared to the means, to the rules, to the social dynamics. Identity, identification and social role. Evaluation test about skills. Tools and criteria for observation and evaluation.
Theme 3: THE GAME IN THE CYCLE OF LIFE
The game in the evolutionary stages. Education in playing. Game to socialize. Benefits and dysfunctions of the game. Jump, run, throw, grab. Basic capacities in the game. Research, analysis and comparison of the main games. Game tools. Toys. Basic capacity in traditional game.
Theme 4: PHYSICAL EDUCATION, SPORT AND LEISURE IN THE GAME PRACTISE
Selection of games. Patterns of play. Rules teacher / animator. The figure of the coordinator of the games, management games. Know the game and its rules. Cooperative and competitive situations in sport; from playing to the sport, the game pre-sports and the modified sports. The game in the physical preparation. Compare and physical exercise in the activity of social, sports, recreation animation. Keeping Time. Tradition. Folklore. Pageants.
Theme 5: AREA OF GAME
Natural space, altered space, urban space, water space and rural space. Re-use of urban public spaces. The new urban sports. Bond of the game to the places and territories in which they are practiced. Regular meeting spaces: squares, in the suburbs, in small towns. Social and intercultural exchange. The game as a "fill space" function through contents. Practice a game in the city. Spontaneous playtime.
Theme 6: GAME PROGRAMATION
With conventional materials, alternative materials, without materials. Natural space and artificial space. Materials for playing recreational and alternative sports,. The toy. The game in a world of art. Playing and cultural programming. Journey through art: from the greek world to the contemporary one. Influence of the game in art. Reading-exercise of the "Children's games" picture by Pieter Bruegel in the 1560: analysis of the 70 games contained in.
Theme 7: FOOD AND GAME. GAME TESTIMONIALS
The culture of food. The environmental features. Risk of extinction. Connections with the territory, life and historical memory. The colours of the food, the modern paintings of Arcimboldi. The historical and traditional values of our foods. The conservation of food through the game.
Theme 8: PLAYING IN HISTORY
Play activities of the ancient children. The evolution of gaming practices. Archaeological findings. The myth and the reality. The game as a language. The cultural, social and generational cross-disciplinary. The contribution of archeology. Prehistory. Egyptian civilization. Ancient Greek civilization. Ancient Rome. Strategy games in the classical cultures. Manufacturers of game-boards.
Theme 9: GAME, RITE AND SYMBOLS
Social or historical events. Customs. Religious rituals. Superstitions. Legends. Game and prophecy. Game and exorcism. Game and initiation. The game in the spiritual and religious life of man. The initiation rite in the game. Pastimes, symbols, rituals and meanings.
Theme 10: ORGANIZATIONAL ASPECTS OF A LUDIC EVENT
Seek and impart playful traditional communities of different origins. Deepen and enhance the theme of the game in the street. Discover activities and spaces in the city. Re-discover the pleasure of playing with no age limits and places limits. How to organize a ludic event. The proposal. The strength points. Organizational aspects. The communication key. The costs of the event. The partners. Promotion.
Theme 11: GROUP GAMES, TEAM GAMES
Organization of the game through the means, the rules and the social dynamics. Card-game. Families of games: classification. Practice.
Theme 12: INDIVIDUAL GAMES, COUPLE GAMES, ONE AGAINST ALL, PARADOXAL
Compare and physical exercise in social animation, sports, recreation. Card game. Families of games: classification. Practice.
Author | Title | Publishing house | Year | ISBN | Notes |
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Berne E. | A che gioco giochiamo? (Edizione 1) | Milano, Bompiani. | 2000 | ||
Mascalzoni Dino | giro d'italia in 150 giochi | QuiEdit s.n.c. | 2011 | 978-88-6464-125-6 | |
Gianfranco Staccioli | Il gioco e il giocare | Carocci editore | 1998 | 978-88-430-4625-6 |
Examination Methods
The texts and the individual productions, made during the course, will be the subject of the examination. The final production will be orally discussed.
The certification exam will be divided as follows:
-Presentation of a ‘Learning Unit’ written at the end of course, containing a suitable indication of references and sources (topic and criteria have to be agreed with the teacher).
-Technical analysis of the methods, playing rules, didactics application and families of the game chosen by the candidate related to the course. Evaluation of the work will be 30 / thirty and published on the list of examination.
If insufficient or lack of class attendance equal to or less than 75% over 24 hours there will be an oral test of knowledge / experiences learned during the course and a depth of the topics related to the program and the recommended books.