An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games
Continuing interest in digital games indicated that it would be useful to update Connolly et
al.'s (2012) systematic literature review of empirical evidence about the positive impacts and …
al.'s (2012) systematic literature review of empirical evidence about the positive impacts and …
Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people
Technological progress has influenced the way we acquire knowledge and learn. On the
other hand, the Internet provides fast access to information technology in different fields and …
other hand, the Internet provides fast access to information technology in different fields and …
Single leg balance training: a systematic review
AJ Marcori, PHM Monteiro, JA Oliveira… - … and Motor Skills, 2022 - journals.sagepub.com
Single leg balance training promotes significant increments in balance control, but previous
reviews on balance control have not analyzed this form of balance training. Accordingly, we …
reviews on balance control have not analyzed this form of balance training. Accordingly, we …
Mobile learning vs. traditional classroom lessons: a comparative study
Different methods can be used for learning, and they can be compared in several aspects,
especially those related to learning outcomes. In this paper, we present a study in order to …
especially those related to learning outcomes. In this paper, we present a study in order to …
The impact of an exergame-based intervention on children's fundamental motor skills
The purpose of this study was to use the Dynamical Systems Theory as a framework to
examine whether there is a difference between an exergame-based and a traditional object …
examine whether there is a difference between an exergame-based and a traditional object …
Evaluation of learning outcomes using an educational iPhone game vs. traditional game
In this paper, we present an initial study to determine the subject preferences for educational
computer games for children, in which 150 education professionals participated. From the …
computer games for children, in which 150 education professionals participated. From the …
Enhancing physical education with exergames and wearable technology
Increases in the numbers of obese and overweight children are a major issue in post-
industrial societies because obesity can lead to severe health-related problems. In addition …
industrial societies because obesity can lead to severe health-related problems. In addition …
[HTML][HTML] Effects of Kinect exergames on balance training among community older adults: A randomized controlled trial
Background: Recent years have witnessed wide applications of exergames to balance
training among the older adults. However, research concerning balance training with the …
training among the older adults. However, research concerning balance training with the …
The effect of Xbox Kinect intervention on balance ability for previously injured young competitive male athletes: a preliminary study
Objectives To explore the outcomes of an Xbox Kinect intervention on balance ability,
enjoyment and compliance for previously injured young competitive male athletes. Design …
enjoyment and compliance for previously injured young competitive male athletes. Design …
Dancing with the avatars: minimal avatar customisation enhances learning in a psychomotor task
Virtual environments can support psychomotor learning by allowing learners to observe
instructor avatars. Instructor avatars that look like the learner hold promise in enhancing …
instructor avatars. Instructor avatars that look like the learner hold promise in enhancing …