Welcome to the word of B.A.S.E.

As reported in the Winter 2006 issue of Cimex Magazine, Cimex Learning was been chosen as one of the external agencies to develop content for the BBC’s new learning service - a public service strategy called ‘BBC jam’ aiming to provide innovative online learning resources for 5 to 16 year olds which really push the boundaries of what digital technology can offer.

Cimex’s first commission was to develop online resources to support physical education and activity for 7-11 years olds; extremely topical with current news reports of childhood physical inactivity predicting the health time-bomb, often associated with sedentary lifestyle of the online generation. The challenge - how to promote learning in Dance, Gym and Games safely, without adult intervention through an online resource. The solution was to break new ground and develop - The B.A.S.E., a specialist academy, a centre of excellence for all things PE.

Learners of this age range need to practice their basic skills and develop their strength, flexibility and co-ordination to become proficient in a wide variety of physical activities in later life. They require encouragement and need to feel safe in an environment where it’s OK to make mistakes, after all, practice makes perfect. In the B.A.S.E. the emphasis is on fun, where free-play and structured strategic game-play are of equal importance to encourage those learners who are traditionally put off by competitive activity.

Visitors to the B.A.S.E initially enter the 3D lobby of the main house where they are introduced to their virtual instructors Max, Charlie, Ashanti, Joe and Kendi; they are the expert guides who accompany the learner through the specialist rooms and studios of the academy.

From the beginning of the learner’s journey, it is important that all activities in the B.A.S.E. are suited to the physical needs of the individual user. Say, for example, the learner wishes to improve their level of fitness, they are taken by Ashanti to the Fitness Room. Here they are initially asked to undergo a lifestyle fitness assessment to determine their base level of fitness; the technology intelligently prioritises appropriate learning activities dependent on their reported current levels of activity, fitness and access. This level of flexibility is enabled thanks to the SCORM compliant nature of the learning objects, so the user’s journey can be personalised to their own needs. When we talk about fitness in this scenario, we are not just thinking about cardio-vascular development. The fitness room also contains games to develop the learner’s understanding of what makes a healthy lifestyle – good nutrition, hydration and rest combined with regular physical activity.

The learner journeys or B.A.S.E. workouts, as they are known, are structured in such a way that the learner is initially presented with stimulus material to fire the imagination and inspire creative activity. These could be videos of dance from around the World, images of cool sports moves or music to get the pulse racing!

Next are the video tutorials in the How2 modules. The How2 tutorials were specially filmed to ensure that the basic skills being demonstrated were accurately representative and ensured good practice and safety. The video tutorials are accompanied by professional audio commentaries highlighting the technique behind the successful execution of the move. Of particular importance in developing the B.A.S.E. was the question of ensuring appropriate health and safety during activities. It was vital to ensure that all content described and emphasised the use of appropriate equipment in a safe environment and in a safe manner.

Next, the big challenge – how to get fit on the Web? The solution, take the skills you have been shown and practice them – off-line. The learner prints off the Have a Go and Top Tips sheets and takes them to a safe area to practice. Before leaving the computer, the player is reminded to return to complete a self–assessment on their activity.

The wide variety of movement based activity lent itself to the development of cutting edge resources. To ensure realism, games such as DanceMaker and GymTumbler were built using the Shockwave 3D package. Each move was performed by a gymnast and captured on camera. The moves were converted using the motion capture technology usually associated with blockbuster movies such as King Kong. This enabled an accurate animated portrayal of each move and the captured data was manipulated to allow it to be sequenced seamlessly. Using motion capture overcame the loss of detail and realism of movement often associated with other forms of animation.

The B.A.S.E has provided a learner centred environment in which primary age children can confidently develop and enhance their skills, tactics and compositional ideas, accessing a wide range of information and ideas designed to enhance their knowledge, understanding, but above all, enjoyment of Dance Gym and Games.

Find out more about BBC Jam