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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>SAVE IT: Saving the dream of a grassroots sport based on values</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Raquel Menendez-Ferreira</string-name>
          <email>raquel.menendez@inv.uam.es</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Melchor Gomez</string-name>
          <email>melchor.gomez@uam.es</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>David Camacho</string-name>
          <email>david.camacho@uam.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Computer Science Department Universidad Autonoma</institution>
          ,
          <addr-line>Madrid 2849</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Teacher Training and Education Faculty. Universidad Autonoma.</institution>
          <addr-line>Madrid 28049</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>SAVE IT is an European collaborative partnership project, which allows to several groups of stakeholders with di erent backgrounds on sports, education or computer engineering, to collaborate in this experience whose main goal is to support innovative and educational approaches to reduce and prevent violence and tackle racism, discrimination, and intolerance in grassroots sports as football. This general goal is a relevant issue with an international dimension (e.g. discrimination episodes at grassroots level have taken places in virtually all Member States in the European Union). Reducing violence in sports is an important issue that has been incorporated into the European politics, and it is also clear that large disparities exist between Member States about how to handle these problems. The SAVE IT project will design a learning methodology oriented to grassroots sports in order to reduce violence, racism and discrimination, by promoting the recognition of sports values and teaching to the main target groups (kids, youngsters, coaches). For this purpose, it will be designed two kind of learning materials; on the one hand, development of learning modules to educate on values to be used to by coaches. On the other hand, development of contents for serious games with the goal of being used by kids and young practitioners. The innovative aspect of this project is based on the designing of new didactic materials to teach sport values, and new educational tools based on gami cation, that will be used to reach these target groups through training activities.</p>
      </abstract>
      <kwd-group>
        <kwd>Serious Games</kwd>
        <kwd>Sports</kwd>
        <kwd>Tolerance</kwd>
        <kwd>Interactive Learning Environments</kwd>
        <kwd>Gami cation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        stadium. Playing the sport of football has been associated with violence since
its beginnings in 13th century England. Nowadays football is still confronted
with a number of threats such as violence, racism, discrimination and intolerance,
among others [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        Those threats challenge the fundamental values of European political and
cultural integration. Equally, racism and violence in grassroots sport jeopardise
the role of sport as an important contributor in the elds of education and social
inclusion and its capacity to generate jobs and economic growth.Undoubtedly,
sport is a growing social and economic phenomenon which makes an important
contribution to the European Union's strategic objectives of solidarity and
prosperity [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Despite e orts in this eld, the prevalence of violence and racism
in sports, and more speci cally in football, is well-known in Europe.
      </p>
      <p>In this context emerged the SAVE IT project (Saving the dream of a grassroots
sport based on values). SAVE IT is a European project belongs to the Programme
Erasmus + SPORT. In this project there are involved a mix of complementary
participating organisations working in the eld of football and / or education
from di erent European countries such as: Cultural y Deportiva Leonesa (Spain);
Universidad Autonoma of Madrid (Spain); Altum Foundation (Spain); Fare
Network (UK); KAS Eupen (Belgium); Lask Linz (Austria); Piacenza Calcio
(Italy); Boavista FC (Portugal), and Association Internationale de la Presse
Sportive - AIPS (Switzerland - Italy).</p>
      <p>The main goal of SAVE IT project is to promote the recognition of the sport
values as a key element for ghting against intolerance, racism and other forms
of discrimination, for promoting integration, and draw attention to its relevance
for the integral development of our youngsters. The project will be focused on
football, although its results and impacts will be transferred to other sports.</p>
      <p>Next section will provides a brief introduction related to the initiatives carried
out in Europe tor ght against any kind of discrimination in the sports. Section 3
shows a description related to di erent technologies as Virtual Worlds or serious
games that could be used to reach some of the SAVE IT goals. Finally, Section 4
describes the methodology of the SAVE IT project to develop a potential serious
game that could be employed to promote social integration between youngsters.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Previous Initiatives</title>
      <p>
        In the European Policies, generally, children are encouraged to enroll in sports
activities. Studies show how some sport activities has been contributed with
the reduction of the delinquent behavior and increased academic and social
performance [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        In this way, reducing violence in sports is certainly being taken seriously
across Europe, and a number of initiatives have been launched; here are several
examples: The Football People Action Weeks that challenge discrimination and
celebrate the contribution that people make to football with events that increase
social inclusion by bringing people of di erent communities together through
sport. The When Racism Wins, Sport Loses campaign in the Netherlands, No al
Razzismo in Italy, and the Europe-wide initiative, All Di erent All Equal are
other examples [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>
        In Spain, di erent campaigns have been developed to prevent violence and
promote sportspersonship in sports, including grassroots sports, and one example
of this is the campaign called count to three. In this campaign, three points were
emphasized: (1) Cheer for e ort as much as for success, (2) Respect decisions
from coaches and o cials, and (3) Show sportspersonship [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Education in tolerance through Games</title>
      <p>
        Play is an important contributor to human development, maturation, and learning.
Despite, the majority of research has focused on the negative e ects of video
game playing due to an abundance of studies on violent games. Thus, these
studies does not re ect the potential of video games as a medium for promote
educational values [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>
        Games technology is widely available, fun and entertaining for people of all
ages.Its utilization combined with traditional training and educational approaches
it could provide one of the most powerful tool of knowledge transfer in almost
every application domain. [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].In this sense, tools like Virtual Worlds (VW) or
serious game have demonstrated a great potent for the education.
      </p>
      <p>
        The interesting to explore the potential of Virtual Words to promote cultural
values and language learning has been increasing from the past decade [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
Virtual Worlds (VWs) have become a very popular application that has been
used in di erent elds, from games (including serious and educational games) to
simulation or education [10]. This is mainly due the highly immerse environment
provided by these VW. In these environments it is not only possible to see,
hear and touch virtual objects, but also to create, edit and manipulate them
as if they were physical objects [11]. For this reason, and their attractive of 3D
environments, and the sense of realism for the users who access them, it is a very
useful tool for promoting social values between students [12]. According Kaplan
[13], Virtual worlds are probably the ultimate manifestation of Social Media, as
they provide the highest level of social presence and media richness of a great of
majority applications studied.
      </p>
      <p>
        Since 2002, an increase a Serious Games production has been observed in
sectors like military defense, education, corporate and health sectors[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. A serious
game is a computer application, for which the original intention is to combine
with consistency, both serious aspects such as non-exhaustive and non-exclusive,
teaching, learning, communication, or the information, with playful springs from
the video game [14].
      </p>
      <p>Although there exist a huge number of games, there are really few e orts to
develop games based on sport values and their rules. However, serious games can
be a perfect complement to the entire educational community in the purpose
of transmitting knowledge. But also can be very useful for education based on
values such as those comprising a grassroots sports, especially at an early age, so
primary and secondary students would be an excellent target for this new kind
of serious games. When one player spend 40 hours gaming, learns not only new
vocabulary and concepts, but also systems of thinking ways of seeing the world
which could be applied toward the respect for the diversity [15].</p>
      <p>In this project, it opted to used serious games as alternative to traditional
training methods due to they are embedded with sport education teaching/learning
strategies and other elements more attractive for the youngsters. Furthermore,
serious games can facilitate the focus on speci c and intentional learning outcomes
in order to achieve sustained changes in performance and behavior.</p>
      <p>To develop this kind of games it is possible to use a large number of technologies
based on game developing, from traditional 2D and 3D software developments
kits for video consoles as Xbox or PlayStation (Unity 3D is maybe the most
popular example), to more lightweight technologies as HMTL5/JavaScript that
allows to develop simple games on 2D (or 3D) that can be executed on traditional
Web browsers. So, these lightweight technologies, provides a good number of
software frameworks (as Phaser, Construct 2, ImpactJS, pixi.js, Three.js,.) which
can be used to design, develop and nally deploy a game within SAVE IT project.
All these technologies allow to create low cost games that can be used by a huge
number of users (or players) and that are multiplatform so it is possible to run
these games in a large number of popular electronic devices (tablets, smartphones,
PC,. . . ) [16].
4</p>
    </sec>
    <sec id="sec-4">
      <title>Methodology</title>
      <p>As it was described in Section 1, the main goal of SAVE IT project is to support
innovative and educational approaches to grassroots sports in order to contain
violence, racism, discrimination and intolerance in grassroots football, promoting
the recognition of sports values and teaching these to the target groups (kids,
youngsters, coaches) and other: referees, parents, fans, spectators, the mass media
and organizations) as key elements in ghting against such threats, and to draw
attention to the integrated development of youngsters.</p>
      <p>In summary, the overall goal of this project can be summarized into two
speci c goals:
{ Development of learning modules to educate on values to be used to by
coaches.
{ Development of contents for serious games with the goal to being used by
kids and young practitioners.</p>
      <p>To achieve previous goals, a complete methodology has been established. The
rst step, will focus on collecting and identi cation the information related to
positive events that take place in European countries, taking into account, the
successful cases about athletes both in grassroots and professional football, or
any sports in general. In addition, all of them have stood out as a reference for
good sport practice and for defending sport values such as respect, tolerance,
cooperation, responsibility, courtesy, integration and dialogue.</p>
      <p>The second step will be to analyze the information gathered and produced
from a Guide of Best Practices in Sport Values in both grassroots and
professional football, and in the eld of sports in general, with the aim of
promoting these values and disseminating these cases among sports organizations,
clubs and associations, public authorities, the mass media, and society in general.</p>
      <p>Once, these information have been analyzed and structured, the next step will
be to develop training materials that will be tailored for the purpose of taking
into account the di erent target groups. The training will focus on teaching values
such as respect, tolerance, cooperation, dialogue, promote respect for di erences,
and to learn from others. The learning material will be developed and tailored
di erently by taking into account two main target groups:
{ Direct: On the one hand, children and young practitioners on grassroots
sports will learn through serious games; and on the other hand coaches on
grassroots sports will do the same through online contents complemented
with workshops, and once the training is completed they will get a certi cate
of recognition as Leaders in values.
{ Indirect: We will work in sports values with parents/families, sport
organizations, fans and spectators and mass media through di erent learning and
information means (brochures, posters, campaigns, news, etc.).</p>
      <p>According the target groups, previously de ned (kids, youngsters, coaches) the
training materials will have two di erent formats:
{ Serious Games for the youngest practitioners.Through didactic games and
learning materials, young practitioners will learn how sports can be a great
way to make new friends, become more understanding of each other, and
develop important personal strengths.
{ Online format for coaches.Through practical workshops, coaches will discover
rsthand the views of experts in the eld, capable of discussing these
approaches, and will learn how to best apply these teaching techniques in their
work as coaches on Leaders in Values.</p>
      <p>Finally, the training and testing phase, the serious game development will
be put through a quality process (a trial and error process) that will look for:
easy accessibility, adequacy to educational purposes, exibility for a common
European use, and adaptability to an online use,etc. It will be Implemented and
tested on the eld of the previously developed educational tool, evaluating their
usefulness and impact over the target groups (coaches, trainers, parents, children,
youngsters, young athletes enrolled in grassroots sport clubs).
5</p>
    </sec>
    <sec id="sec-5">
      <title>Conclusion</title>
      <p>Europe has demonstrated a special sensitivity in tackling this problem by o ering
the opportunity to study this phenomenon through European projects and
creating programs to confront it. Therefore, it is absolutely necessary to create
tools and educational programs to prevent and protect football practitioners,
especially in grassroots football, from these harmful practices.</p>
      <p>An important thought related to SAVE IT project, is based on the idea
to change the values in youth sport and prevent violence, discrimination and
intolerance, through education. To allow this it will be necessary to change the
contingencies of the sport context as well, especially the ones related to parents,
fans, clubs and spectators, in the sense of rewarding supportive behaviour towards
referees and coaches and applauding fair play behaviour and respect toward
opponents.
6</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments</title>
      <p>This work has been supported by the SAVE IT project: "Saving the dream of
grassroots sport based on values" under the Erasmus+ SPORT 2016 programme,
Support to Collaborative Partnershipsnt action
(579893-EPP-1-2016-2-ES-SPOSCP)
10. A. Berns, M. Palomo-Duarte, J. M. Dodero, and C. Valero-Franco, \Using a 3D
online game to assess students' foreign language acquisition and communicative
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11. A. Gonzalez-Pardo, F. D. B. Rodr guez Ort z, E. Pulido, and D. Camacho, \Using
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