An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games

EA Boyle, T Hainey, TM Connolly, G Gray, J Earp… - Computers & …, 2016 - Elsevier
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 …

Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people

A Szymkowiak, B Melović, M Dabić, K Jeganathan… - Technology in …, 2021 - Elsevier
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 …

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 …

Mobile learning vs. traditional classroom lessons: a comparative study

D Furió, MC Juan, I Seguí, R Vivó - Journal of Computer …, 2015 - Wiley Online Library
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 …

The impact of an exergame-based intervention on children's fundamental motor skills

N Vernadakis, M Papastergiou, E Zetou… - Computers & Education, 2015 - Elsevier
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 …

Evaluation of learning outcomes using an educational iPhone game vs. traditional game

D Furió, S González-Gancedo, MC Juan, I Seguí… - Computers & …, 2013 - Elsevier
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 …

Enhancing physical education with exergames and wearable technology

R Lindberg, J Seo, TH Laine - IEEE transactions on learning …, 2016 - ieeexplore.ieee.org
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 …

[HTML][HTML] Effects of Kinect exergames on balance training among community older adults: A randomized controlled trial

CM Yang, JSC Hsieh, YC Chen, SY Yang, HCK Lin - Medicine, 2020 - journals.lww.com
Background: Recent years have witnessed wide applications of exergames to balance
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

N Vernadakis, V Derri, E Tsitskari, P Antoniou - Physical Therapy in Sport, 2014 - Elsevier
Objectives To explore the outcomes of an Xbox Kinect intervention on balance ability,
enjoyment and compliance for previously injured young competitive male athletes. Design …

Dancing with the avatars: minimal avatar customisation enhances learning in a psychomotor task

I Fitton, C Clarke, J Dalton, MJ Proulx… - Proceedings of the 2023 …, 2023 - dl.acm.org
Virtual environments can support psychomotor learning by allowing learners to observe
instructor avatars. Instructor avatars that look like the learner hold promise in enhancing …