Results 141 to 150 of about 25,469 (289)
Active video game technologies for balance rehabilitation after stroke
© 2016 Dr. Kelly Jean BowerStanding balance deficits are frequent and disabling following stroke; however, optimal assessment and treatment for balance problems remains unclear.
Bower, Kelly Jean
core
Abstract All children should have access to quality education through a child‐centred pedagogy. An inclusive, child‐centred pedagogy uses a strength‐based view of children that recognises each child as unique and competent, providing children with multiple opportunities to explore and learn at their own pace.
Katherine Gulliver
wiley +1 more source
AI voice journaling for future language teachers: A path to well‐being through reflective practices
Abstract This study aimed to explore the perceived impact of using an AI‐powered voice journaling app in overcoming the challenges and stressors encountered by senior students enrolled in teaching practicum at an English Language Teaching Bachelor's programme.
Bora Demir, Duygu Özdemir
wiley +1 more source
Abstract Young people in the United States (and beyond) access spaces for activism in varied ways, including the out‐of‐school time sector, where youth activism (YA) groups draw on informal learning pedagogies to engage young people in collective action.
Laura Weiner
wiley +1 more source
Abstract Valuing parental engagement, as part of home–school collaboration, can benefit children's learning. This article focuses on parents and school‐based staff's (N = 120) experiences of children's learning occurring at home during the COVID‐19 lockdowns (2020–2021), both school‐mandated and other learning activities.
Ashley Brett +5 more
wiley +1 more source
Does Streaming Affect Video Game Popularity?
The influence of the game streaming industry in video games is non-negligible. However, the work using both game streaming data and game active player data is limited.
Olmedilla, Maria +4 more
core +1 more source
Value co-creation in the video game industry [PDF]
Purpose. The process of value creation is rapidly shifting from a product- and firm-centric view to personalized consumer experiences. Networked and active consumers are increasingly co-creating value with the firm.
graziano abrate, anna menozzi
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Form flows function: Learner‐centered game Re‐design in a STEM classroom
Abstract Re‐designing games facilitates interest‐driven learning and immerses learners in systems thinking. However, there are limited studies exploring how the form and function of tabletop games influence learners' design decisions and learning experiences. To address this gap, we conducted a mixed‐methods study in a STEM classroom in western Canada.
Farzan Baradaran Rahimi +2 more
wiley +1 more source
The Intensity of Physical Activity in Asthmatic Children During Active Video Game Playing
Background: The use of virtual reality and video games has gained traction in physical rehabilitation medicine. In respiratory rehabilitation, their use is more recent, and for the application of this tool in this area it is necessary to examine the ...
Juliana Fernandes Barreto-Mendonça +5 more
doaj
The feasibility and efficacy of using active video games to promote health enhancing physical activity [PDF]
In the last 30 years, technological advances have altered occupational and recreational activities that have resulted in decreased daily physical activity.
Monedero, Javier
core

