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.

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 2025/2026

The 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.

Modules Credits TAF SSD
Between the years: 2°- 3°
1 MODULE TO BE CHOSEN BETWEEN THE FOLLOWING
Between the years: 2°- 3°
1 MODULE TO BE CHOSEN BETWEEN THE FOLLOWING
3
C
M-EDF/01
Between the years: 2°- 3°
Further activities
3
F
-

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.




S Placements in companies, public or private institutions and professional associations

Teaching code

4S004082

Coordinator

Gilberto Pilati

Credits

3

Language

Italian

Scientific Disciplinary Sector (SSD)

M-EDF/01 - PHYSICAL TRAINING SCIENCES AND METHODOLOGY

Period

2° semestre SM dal Feb 26, 2024 al May 30, 2024.

Courses Single

Authorized with reserve

Learning objectives

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 life-styles • 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.

Prerequisites and basic notions

The candidate must have personally developed some gaming experiences, addressed during the practical lessons related to the module.

Program

The course includes 24 hours of lessons, organized in two ways: meetings with training and theoretical information, and practical activities. Minimum activity attendance is recommended for at least 75% of lessons. For lower frequencies, some forms of integration are foreseen. Online teaching support Theme 1: GAME AS A "GYM" FOR SOCIAL RELATIONSHIPS Concepts and definitions, theories, types of games and classifications. Sensory games, symbolic games, traditional games, pre-sports games. The playful experience in the different evolutionary stages. Playful behavior as a skill: action, gestures, body language. Comparison and motor practice in social, sporting and recreational entertainment activities. The game cards. Theme 2: MOTOR SKILLS AND PSYCHOMOTOR DEVELOPMENT Taxonomy of educational objectives in the psychomotor field. Sensori-motor intelligence and the learning of motor skills through play Education to play. Benefits and dysfunctions of the game. The alphabet of movement between games and sports. Basic gaming skills. Research, analysis and comparison of the main games. Game tools. Theme 3: LEARNING TO PLAY AND PLAY TO LEARN Develop and reveal skills. Motor learning. The conduct of the group, the pedagogical triangle. Teaching styles: guided, reciprocal Autonomous teaching. The process of teaching action. Teaching conditions: context, means and aids, evaluations. Rules of the teacher/animator. Teaching level: acquire, apply, create. Theme 4: FROM GAME TO SPORT The figure of the games coordinator, their management. Know the game and its rules. Cooperative and competitive situations in sport; Multipurpose movement games. pre-sport gaming and modified sport. Approach to the specific gestures of various sports games. Theme 5: EVOLUTION AND TRANSFER OF MOTOR SKILLS AND SKILLS IN THE PRACTICE OF STRUCTURED GAME The game in physical preparation. Comparison and motor practice in social, sporting and recreational entertainment activities. Test. Safety instructions. Selection of games: handball, volleyball, basketball, rugby. Game plans. Theme 6: GAMES WITH DIVERSIFIED TOOLS AND MATERIALS With conventional materials, with alternative materials, without materials. Natural and artificial space. Materials for traditional and alternative sports, recreational games. Theme 7: GAME AND ANIMATION Animated, socializing and adapted games. Play as socialization, heritage and cultural identification. Popular and traditional game. Individual games, in pairs, one against all, paradoxical. Comparison and motor practice in social, sporting and recreational entertainment activities. Tools for observation, monitoring, verification and evaluation of gaming skills and social dynamics. The game cards. Theme 8: SPORTS OF THE “POPULAR TRADITION” Spherical Sports: Bracelet ball, Tambourine, Hit ball, Eh ball, Elastic ball, Light fist ball. Theme 9: PLAY AND DISABILITY - ADAPTIVE SPORTS Sports practiced by people with different types of physical, intellectual and sensorial disabilities. The three main branches: the deaf, the physically disabled (including blind and visually impaired athletes) and the mentally disabled. Organization of the game with respect to the medium, the rules, the social dynamics. Disciplines at the Summer Paralympic Games. Disciplines at the Winter Paralympic Games. Non-Paralympic sports. The game cards. Theme 10: GAME EDUCATION AND HEALTH PROMOTION Movement games as a tool for health protection. The evolution of gaming practices from ancient times to the present day. Play as a language in different cultures. Correlation between gaming cultures and practices and the adoption of healthy lifestyles. Ties with the territory, life and historical memory. Recreational-cultural programming.

Bibliography

Visualizza la bibliografia con Leganto, strumento che il Sistema Bibliotecario mette a disposizione per recuperare i testi in programma d'esame in modo semplice e innovativo.

Didactic methods

The course includes 24 hours of lessons, organized in two ways: meetings in the presence of training and theoretical information, practical activity. The minimum attendance to the activities is recommended for at least 75% of the lessons. For lower frequencies, forms of integration are envisaged. Online teaching support Within the module some learning units related to the game will be dealt with and the planning sheets will be developed.

Learning assessment procedures

The exam certification will take place through an oral interview structured as follows: 1. Presentation of a Learning Unit and Game Design Sheet prepared in writing at the end of the course, chosen by the candidate, containing correct indications of the bibliographic references and sources (topic and criteria must be agreed with the teacher). The final production will be discussed orally. 2. Analysis and discussion of some topics covered during the course concerning teaching, game methods, methodologies used and styles of conducting the playful experience.

Students with disabilities or specific learning disorders (SLD), who intend to request the adaptation of the exam, must follow the instructions given HERE

Evaluation criteria

The final evaluation of the module will take into account the drafting of the Game Design Sheet and the related Learning Unit discussed during the exam and the topics that will be addressed in the oral interview. The topics examined will concern what is covered during the course both in theoretical and practical form.

Criteria for the composition of the final grade

The evaluation of the work produced, including the outcome of the oral interview, will be out of 30/30 and published in the exam list. If not sufficient or in the absence of attendance at lessons equal to or less than 75% per 24 hours, oral assessment of the notions/experiences learned during the course and in-depth analysis of the topics covered relating to the program and the recommended texts.

Exam language

Italiano

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