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Active Learning with the CyberCIEGE Video Game [PDF]

open access: yes, 2011
Hands-on exercises promote active learning where student experience reinforces material presented in lectures or reading assignments [1]. Drawing the student into a meaningful context where student decisions have clear consequences strengthens the learning experience and thus improves the potential for internalization of knowledge. The CyberCIEGE video
Thompson, Michael, Irvine, Cynthia
openaire   +3 more sources

Ontology-Coupled Active Contours for Dynamic Video Scene Understanding [PDF]

open access: yes, 2011
In this paper, we present an innovative approach coupling active contours with an ontological representation of knowledge, in order to understand scenes acquired by a moving camera and containing multiple non-rigid objects evolving over space and time ...
McCluskey, Thomas L.   +4 more
core   +4 more sources

Nouvelles formes de pratiques physiques et sportives basées sur le jeu vidéo : quelles perspectives pour l’intervention ?

open access: yeseJournal de la Recherche sur l'Intervention en Éducation Physique et Sport, 2021
The eSport or the competitive practice of a multiplayer video game in front of spectators has raised in success during recent years. This success echoes the development of active video games in the context of active physical leisure practices.
Denis Pasco
doaj   +1 more source

The effects of active video games and selected movement games on physical literacy components and self-concept in 8-12-year-old children [PDF]

open access: yesSport Sciences and Health Research
Background: Rapid modern world changes have impacted efforts to educate children with abilities and skills suitable for societal goals. Aims: The aim of the study was to investigate the effects of active video games and selected movement games on ...
Daryoush Khajavi   +1 more
doaj   +1 more source

Reversely Discovering and Modifying Properties Based on Active Deep Q-Learning

open access: yesIEEE Access, 2020
Many researchers studied DQN (Deep Q-Networks) to train a game AI to beat human players, while we trained an improved AI to reversely modify properties of 3D video games.
Lei Yu, Zhifa Huo
doaj   +1 more source

Getting Active with Active Video Games: A Quasi-Experimental Study [PDF]

open access: yesInternational Journal of Environmental Research and Public Health, 2020
Given the cultural emphasis on academic achievement and environmental constraints to physical activity (PA), active video games (AVGs) may be used to decrease sedentary behavior and increase PA of Hong Kong children. This study explored the potential of a school-based AVG intervention on sedentary time, PA, body composition, and psychosocial factors ...
Yan Liang   +3 more
openaire   +2 more sources

The Effect of Active Video Game (Xbox Kinect) on Static and Dynamic Balance in Children with Autism Spectrum Disorders

open access: yesمجله پژوهش در علوم توانبخشی, 2020
Introduction: Autism spectrum disorders are of neuro-developmental conditions with the most prevalence among the children during recent years. Children with autism spectrum disorders usually have mobility problems in balance.
Neda Ghobadi   +3 more
doaj   +1 more source

Dutch children and parents' views on active and non-active video gaming [PDF]

open access: yesHealth Promotion International, 2012
Active video games that require whole body movement to play the game may be an innovative health promotion tool to substitute sedentary pastime with more active time and may therefore contribute to children's health. To inform strategies aimed at reducing sedentary behavior by replacing non-active by active gaming, opinions about active and non-active ...
de Vet, E., Wesselman, M., Simons, M.
openaire   +4 more sources

Real Life Active Gaming Practices of 7–11-Year-Old Children [PDF]

open access: yes, 2013
Objective: In the laboratory, active gaming has been shown to increase physical activity levels in children compared with seated media activities. The information is sparse, however, about children's real life active gaming practices, and the laboratory ...
Allsop, Susan   +7 more
core   +1 more source

Energy expenditure of “Kinect™” exergaming in schoolchildren [PDF]

open access: yes, 2011
With declining levels of physical activity and increasing body mass indexes recent research has proposed that active video gaming could be a potential tool in the fight against childhood obesity.
Smallwood, Stephen R.
core   +2 more sources

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