Chais_2026

E76 Integrating Computational Thinking into the Learning of Fitness Tasks with Sportions (Short paper) Proceedings of the 21st Chais Conference for the Study of Innovation and Learning Technologies: Learning in the Digital Era I. Blau, A. Caspi, Y. Eshet-Alkalai, N. Geri, Y. Kalman, D. Olenik-Shemesh, Y. Sidi, & N. Brandel (Eds.), Ra'anana, Israel: The Open University of Israel Integrating Computational Thinking into the Learning of Fitness Tasks with Sportions (Short paper) Shir Perkis Amir1 University of Haifa Perkishir@gmail.com Ronnie Lidor2 Levinsky-Wingate Academic College -w.ac.il lidor@l 1 Sharona T. Levy University of Haifa stlevy@edu.haifa.ac.il שילוב חשיבה מחשובית בלמידת משימות כושר עם Sportions )מאמר קצר( שרונה ט. לוי אוניברסיטת חיפה stlevy@edu.haifa.ac.il רוני לידור המרכז האקדמי לוינסקי - וינגייט -w.ac.il lidor@l שיר פרקיס אמיר אוניברסיטת חיפה Perkishir@gmail.com Abstract This study presents Sportions (Perkis, Lidor & Levy, 2025), a novel digital learning environment aimed at integrating computational thinking (CT) into the learning of motor skills in digital physical education. The application enables learners to construct exercises through block-based coding, where individual blocks represent body parts, joints, and movements. When the code is complete, the learner can watch an animation that shows the exercise and uses color to highlight the working, assisting, and opposing muscles. The learner can also video him- or herself doing the exercise and run the two videos side-by-side for comparison. The research is made up of three smaller studies and a main study in a design-basedresearch approach. The main study design was an experimental pretest-interventionposttest, compared with a control group, who learned traditionally. The outcome measures included conceptual understanding, motor performance and attitudes. The research addresses a gap in Digital Physical Education: developing understanding of motion, rather than only performance or motivation. Before conducting the main study, three iterations were carried out. Through these studies, the representation of motion was transformed to accommodate a more intuitive grasp of motion, the approach was found to increase participants’ motivation and curiosity. In the main study, participants also reported a high level of satisfaction with this learning approach. Keywords: Computational Thinking; Digital Physical Education; Motor Learning; Educational Technology.

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