Game-Based IT Solutions for Active and Healthy Aging
Game-based approaches can be used to support traditional intervention schemes which enable older adults in staying active & healthy for a longer time. These techniques are especially useful as they improve the motivation of the users and thus help to improve the effectiveness of the intervention.
Mario Drobics, Stuart Smith
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Influence of Number of Contact Efforts on Running Performance During Game-Based Activities
Purpose: To determine the influence the number of contact efforts during a single bout has on running intensity during game-based activities and assess relationships between physical qualities and distances covered in each game. Methods: Eighteen semiprofessional rugby league players (age 23.6 ± 2.8 y) competed in 3 off-side small-sided games (2 ...
Johnston, Rich D. +2 more
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Designing Game-Based Learning Activities in Virtual Worlds
In view of the current interest taking place in the area of education and virtual worlds, such as Second Life®, many educationalists have began to explore the benefits of applying game-based learning in these environments. In this chapter, the authors attempt to explore the elements associated with game-based learning in virtual worlds, focusing on the
Maria Toro-Troconis, Martyn R. Partridge
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HANDS-ON AND GAME-BASED ACTIVITIES FOR TEACHING MATH IN PRISON
EDULEARN Proceedings, 2022In this paper we present two experiences of use of hands-on and game-based activities that can help math teachers to improve inmate students' self-esteem and to promote participation and integration through the proposal of rewarding intellectual activities.
Anna Letizia La Fortuna +2 more
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Mobile game-based learning in secondary education: Students’ immersion, game activities, team performance and learning outcomes [PDF]
Studies on game-based learning show positive effects, but insights into the relationship between students' game activities and the outcomes of these activities are lacking.
Wilfried Admiraal +2 more
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An efficient framework for game-based learning activity
2017 IEEE 6th International Conference on Teaching, Assessment, and Learning for Engineering (TALE), 2017The implementation of game-based activities for classroom learning is not a direct process. There is a need to address the factors that could contribute to student willingness in learning in such environment and providing a reliable metric to measure their actual engagement after the learning activity.
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Understanding Teachers' Design Thinking in Designing Game-Based Activities
2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI), 2018There is a need to reframe teachers' roles from content area experts to that of learning experience designers because of 21st century teaching challenges. As learning experience designers, teachers help students develop 21st century competencies via guided cognitive and social participation in designed learning activities such as games and gamified ...
Mingfong Jan, Wan-Lin Yang
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Encouraging physical activity with a game-based mobile application: FitPet
2015 IEEE Games Entertainment Media Conference (GEM), 2015Wearable trackers and mobile applications can facilitate self-reflection of doing physical activity. The gamification process incorporates game design elements with persuasive systems in order to encourage more physical activities. In this paper, the design of a mobile game, FitPet, is introduced.
Xin Tong 0004 +3 more
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Classroom implementation of a games-based activity on astronomy in higher education
Proceedings of the 12th International Conference on the Foundations of Digital Games, 2017The use of games-based learning to support science education affords students the opportunity to explore new and inaccessible worlds. However, teaching undergraduate non-science majors about astrophysics is complicated due to the scientific intricacies associated with the field.
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Benefits of game-based leisure activities in normal aging and dementia
Gériatrie et Psychologie Neuropsychiatrie du Viellissement, 2016Given the increasing prevalence of dementia and the limited efficacy of pharmacological treatments, it is crucial to improve the knowledge of the factors that might delay the onset of dementia for developing non-pharmacological interventions. Recent studies have provided evidence that game-based interventions, especially the practice of video games ...
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