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Angler Education: Digital Game Based Learning and Gamification

Erin L. Howard MS, M.Ed.,

University of North Texas: Learning Technologies

LTEC 6310 Digital Game Based Learning: Dr. Yunjo An

28 November, 2021
ANGLER EDUCATION DIGITAL GAME BASED LEARNING 2

Abstract

With the onset of COVID-19, people began to look for ways to enjoy recreation while

still following government mandates of social distancing and quarantine measures. Many

turned to recreational fishing as a safe and fun way to connect with others socially and get

outdoors. Anglers that had already been familiar with the sport began to fish weekdays in

addition to weekends. The benefits of fishing are both emotional and physiological. The number

of spectators at bass fishing tournaments has grown exponentially since 2017. With the

increase in interest, there is also an increase in the need for the development of digital based

games and gamification of freshwater fishing to practice skills and learn the sport in an

immersive virtual reality environment for anglers, both new and experienced. Evidence shows

that there are benefits to Digital Game Based Learning (DGBL) in sports in general. Also, sport

gamification has provided much needed practice opportunities that would not be possible in

the real-world environment. There is little to no literature focusing on angler education and the

use of DGBL or gamification. Both the field of freshwater fishing and learning technologies

would benefit from studies that investigate the effects of DGBL and practicing using

gamification on the angler education, both amateur and professional.


ANGLER EDUCATION DIGITAL GAME BASED LEARNING 3

Angler Education Digital Game Based Learning and Gamification

COVID19 has created changes in the recreational preferences of many people as they

adapted to being quarantined and social distancing. Anglers began fishing on weekdays in

addition to weekends. People who had not previously fished began to try the sport and found it

to be an excellent activity that fit within the pandemic restrictions (Midway et al., 2021) In turn,

freshwater fishing is a competitive sport that has been quickly growing as fans follow

tournaments across the country. In 2021, the “super bowl” of bass fishing, the Bassmaster

Classic, had a record attendance of 147,197 people in attendance. The last time the tournament

was in Texas was before the COVID19 pandemic in 2017 and reeled in only about 115,000

spectators and fans (Overstreet, 2021). With the growth of angler fans comes the growth of

amateur fishermen and women that want to learn to fish like the pros, or even just fish

recreationally to reap the benefits. According to Canal River & Trust (2020) some benefits of

recreational fishing are not only an increase of self-esteem and better coordination, but also

improved cardiovascular health. However, freshwater fishing is a sport that requires good

weather and biting, active fish for a successful catch. This is not always what is happening on

the lake, but in the controlled environment of DGBL and gamification of the sport using

augmented and immersive virtual reality technology, anglers could practice their sport any time

of the day regardless of the season and weather.

DGBL of a plethora of sports provides the benefit of engagement, increased safety, and

takes away location and weather barriers. Evidence suggests that DGBL of sports increases

interest and participation. Gamification provides virtual realistic training benefits for a myriad

of athletes in a safe environment (Crawford, 2005). To successfully catch fish, the angler needs
ANGLER EDUCATION DIGITAL GAME BASED LEARNING 4

to find the correct location, fish a specific depth, and use the correct bait to catch the intended

species. This takes time to learn and can be difficult to achieve consistency in catching fish

(Sylvia et al., 2019). In the real-world environment, the angler faces the challenge of finding the

optimal size of body of water, water temperature, and best season to successfully catch fish.

Without these aspects in line, there will be few fish caught (Kane et al., 2020).

Currently, there are successful models of gamification and DGBL of other sports such as

baseball, football, and ice skating (Gonzalez, et al., 2016). Fishing Sims World (Pro Tour) is a

game released by PlayStation that provides the angler with a virtual reality experience

providing a realistic gamified experience for all anglers (Huntfishohio Outdoors, 2020). The

benefits of DGBL in an augmented reality is that people across the globe can learn through a

constructionist approach using metacognition processes that best promote authentic learning

and skill development with the physical location barriers removed. (Dunleavy, 2014).

When researching the benefits or effectiveness of digital game-based learning or

gamification of freshwater fishing, almost no peer reviewed resources were found. The

information found mostly included articles about the gamification or digital game-based

learning of common Olympic sports such as ice skating, or non-sport specific sporting skills. As a

person that fishes for Texas black bass at a competitive amateur level, these games have piqued

my interest, but not enough to play the games. I have not experienced any marketing at

tournaments or angler events. This could be a reason for the lack of current popularity and

research on the use of these games. Future research could include case studies of freshwater

fishing digital games for learning or gamification of fishing skills. If future research could collect
ANGLER EDUCATION DIGITAL GAME BASED LEARNING 5

data on pre and post fishing skills and successful catches, measurable evidence would be

available to indicate the effectiveness of these formats.

Conclusion

Spectatorship at bass fishing events is on the rise with fans wanting to feel connected

and part of the angler community (Bernthal et al., 2015). Freshwater anglers could benefit from

the development of digital game-based learning and gamification of the sport. Anglers enjoy

the benefits of lowering stress and making connections and social bonds stronger when fishing

(Griffiths et al., 2017). In addition, the current offering of digital game-based learning in other

sports has proven to beneficial to improving the skills and increase the knowledge level of the

athlete (Sevinç et al., 2020). In turn, gamification of sport has provided an environment free of

injury practice space with predictable virtual practice the athlete. (González et al., 2016). Future

research in the effectiveness of both digital game-based learning and gamification of the sport

of fishing would give anglers valuable information.


ANGLER EDUCATION DIGITAL GAME BASED LEARNING 6

References

Bernthal, M. J., Koesters, T., Ballouli, K., & Brown, M. T. (2015). Motivations and fan

engagement related to professional bass fishing spectatorship. Sport Marketing

Quarterly, 24(1), 6.

Canal River & Trust. (15 December 2020). Seven reasons why fishing is good for you.

https://canalrivertrust.org.uk/enjoy-the-waterways/fishing/places-to-fish/seven-

reasons-why-fishing-is-good-for-you.

Crawford, G. (2005). Digital gaming, sport and gender, Leisure Studies, (24)3. 259-270.

DOI: 10.1080/0261436042000290317

Kane, D.S., Kaemingk, M.A., Chizinski, C.J., Pope, K.L., (2020). Spatial and temporal behavioral

differences between angler-access types, Fisheries Research, (224).

https://doi.org/10.1016/j.fishres.2019.105463

Dunleavy, M. (2014). Design principles for augmented reality learning. TechTrends, 58(1), 28-34.

DOI: 10.1007/s11528-013-0717-2

González, C., Gómez N., Navarro, V., Cairós, M., Quirce, C., Toledo, P., Marrero-Gordillo, N.

(2016). Learning healthy lifestyles through active videogames, motor games and the

gamification of educational activities, Computers in Human Behavior, (55)A, 529-551.

https://doi.org/10.1016/j.chb.2015.08.052

Griffiths, S. P., Bryant, J., Raymond, H. F., & Newcombe, P. A. (2017). Quantifying subjective

human dimensions of recreational fishing: does good health come to those who bait?

Fish & Fisheries, 18(1), 171–184. doi-org/10.1111/faf.12149


ANGLER EDUCATION DIGITAL GAME BASED LEARNING 7

Huntfishohio Outdoors, (2020, June3). (Fishing Sim World) Texas state championship bass

tournament (58lb bag) 1st place. [Video]. YouTube. https://youtu.be/EtaNElT0J8A

Kane, D.S., Kaemingk, M.A., Chizinski, C.J., Pope, K.L., (2020). Spatial and temporal behavioral

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https://doi.org/10.1016/j.fishres.2019.105463

Midway, S.R., Lynch, A.J., Peoples, B.K., Dance, M, Caffey R (2021) COVID-19 influences on US

recreational angler behavior. PLOS ONE 16(8): e0254652.

https://doi.org/10.1371/journal.pone.0254652

Overstreet, R. (2021 June 16). Record breaking attendance at 2021 Bassmaster’s Championship.

Bassmaster’s Communications. https://m.bassmaster.com/news/record-breaking-

attendance-2021-bassmaster-classic

Rapp, A., Hopfgartner, F., Hamari, F., Linehan, C., Cena, F. (2019). Strengthening gamification

studies: Current trends and future opportunities of gamification research, International

Journal of Human-Computer Studies, (127). 1-6.

Sevinç, N., Demir, Tekkursun, G. (2020). The relationship between attitudes towards digital

gaming and sports. Turkish Online Journal of Educational Technology, (19)1. 40-52.

Sylvia, A., Maahs, B., & Weber, M. (2019). Influence of largemouth bass behaviors, angler

behaviors, and environmental conditions on fishing tournament capture success.

Transactions of the American Fisheries Society, (149)1, 93-107.

https://doi.org/10.1002/tafs.10216

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