Results 31 to 40 of about 27,501 (289)

Volcanoes in video games: the portrayal of volcanoes in commercial off-the-shelf (COTS) video games and their learning potential [PDF]

open access: yesGeoscience Communication, 2021
Volcanoes are a very common staple in mainstream video games. Particularly within the action–adventure genres, entire missions (e.g. Monster Hunter: Generation Ultimate, 2018) or even full storylines (e.g.
E. G. McGowan   +2 more
doaj   +1 more source

Compare the effect of action video games and basic sports games on the development of gross skills and motivation in elementary school students

open access: yesمجله علوم روانشناختی, 2022
Background: Researche have shown that simple movement skills are among the prerequisites for the development of more advanced movement skills. Despite extensive studies in the field of movement skills, the influence of active and sports-based video games
mansor Hilavi Neisi   +3 more
doaj  

How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? [PDF]

open access: yes, 2006
There have been few attempts to introduce frameworks that can help support tutors evaluate educational games and simulations that can be most effective in their particular learning context and subject area.
Martin, O.   +6 more
core   +1 more source

Exergames Experience in Physical Education: A Review

open access: yesPhysical Culture and Sport: Studies and Research, 2018
Exergames are consoles that require a higher physical effort to play when compared to traditional video games. Active video games, active gaming, interactive games, movement-controlled video games, exertion games, and exergaming are terms used to define ...
Vaghetti Cesar Augusto Otero   +4 more
doaj   +1 more source

Active Healthy Kids Canada's position on active video games for children and youth

open access: yes, 2013
The effect of active video games (AVGs) on acute energy expenditure has previously been reported; however, the influence of AVGs on other health-related lifestyle indicators remains unclear. To address this knowledge gap, Active Healthy Kids Canada (AHKC)
Tremblay, Mark S.   +31 more
core   +2 more sources

Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review

open access: yesFrontiers in Psychiatry, 2020
BackgroundOver the past decade, the use of commercial video games and serious games has developed in child and adolescent psychiatry. These games may become relevant alternatives or adjuncts to traditional psychotherapy, providing that their ...
Darius Zayeni   +4 more
doaj   +1 more source

Design recommendations for active games

open access: yesFrontiers in Digital Health, 2022
Active gaming is a form of video gaming that requires full body motion or varying degrees of physical activity to play a game. While active gaming has regained momentum, the design and specific components of active games that make them engaging are ...
Pamela N. Martinez
doaj   +1 more source

Energy Expenditure and Intensity of Interactive Video Dance Games according to Health Recommendations

open access: yesCentral European Journal of Sport Sciences and Medicine, 2018
Backround: The aim of this study was the assessment of energy expenditure (EE) and the intensity of physical activity (PA) of adult women during the interactive dance video game (IDVG) Dance Central on Xbox 360 Kinect in the context of health ...
Jacek Polechoński   +5 more
doaj   +1 more source

Effects of a pediatric weight management program with and without active video games a randomized trial [PDF]

open access: yes, 2014
IMPORTANCE Active video gamesmay offer an effective strategy to increase physical activity in overweight and obese children. However, the specific effects of active gaming when delivered within the context of a pediatric weight management program are ...
Foster, Gary D.   +4 more
core   +1 more source

Minutes per day spent in active video games, sedentary video games, television, computers, other hobbies and social activities by time point.

open access: yes, 2022
Minutes per day spent in active video games, sedentary video games, television, computers, other hobbies and social activities by time point.
Kelsey E. Ufholz (12872527)   +2 more
core   +1 more source

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