An innovative Hybrid Approach in Teaching and Experiencing Sport Event Management through Serious Gaming: Bridging Theory and Practice

Authors

DOI:

https://doi.org/10.17083/4fasft62

Keywords:

Serious game, Computer based learning, Virtual sport event, Management tools, Virtual football tournament, Sport event management, Top Eleven

Abstract

This study aims to introduce an innovative approach to teaching and experiencing sport event management. Traditional teaching methods often fail to meet contemporary educational demands. To address this gap, the study explores whether a serious game such as Top Eleven can serve as an auxiliary educational tool in the field of sport event management. Utilizing a case study methodology, a virtual football tournament was planned, organized, managed, and evaluated by N = 44 students enrolled in a Sport Event Management course, while N = 328 freshmen students participated in the tournament. A hybrid approach was implemented, combining online components with real-life execution. Data collection included deliverables, a written test, and a questionnaire, providing a comprehensive assessment of the learning process. The organizational framework was guided by the Unified Model of Events Management and the Scenario-Based Education Framework. Data analysis demonstrated a satisfactory level of knowledge acquisition, skill development, and experiential learning related to sport event management. These findings suggest that a serious game such as Top Eleven can effectively function as an auxiliary educational tool for sport event management when integrated into a hybrid learning model. This study contributes to the advancement of serious games in education, offering an innovative gamification process that enables students to acquire not only theoretical knowledge but also practical experience, enhancing their sport event management skills.

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Published

2026-04-08

How to Cite

An innovative Hybrid Approach in Teaching and Experiencing Sport Event Management through Serious Gaming: Bridging Theory and Practice. (2026). International Journal of Serious Games, 13(2), 5-31. https://doi.org/10.17083/4fasft62

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