Digital technology in physical education: a systematic review of research from 2009 to 2020

F Jastrow, S Greve, M Thumel, H Diekhoff… - German Journal of …, 2022 - Springer
Digital media is currently one of the defining topics in discussions about schools and
teaching. In this context, there has been a wide range of research in physical education (PE) …

Entertainment video games for academic learning: A systematic review

L Martinez, M Gimenes… - Journal of Educational …, 2022 - journals.sagepub.com
Entertainment video games are very popular among young audiences. Nevertheless,
despite their potential to improve cognitive functioning, they are still studied rarely as a tool …

Exergaming for children and adolescents: strengths, weaknesses, opportunities and threats

V Benzing, M Schmidt - Journal of clinical medicine, 2018 - mdpi.com
Exergaming, or active video gaming, has become an emerging trend in fitness, education
and health sectors. It is defined as digital games that require bodily movements to play …

[PDF][PDF] Exergames experience in physical education: A review

CAO Vaghetti, RS Monteiro Junior, MD Finco… - Physical Culture and …, 2018 - sciendo.com
Video games (VGs) first became available to the public in the late 1970s, offering a new
possibility for human-computer interaction (Boyle, Connolly, & Hainey 2011). Initially, VGs …

[HTML][HTML] Impact of exergaming on children's motor skill competence and health-related fitness: A quasi-experimental study

S Ye, JE Lee, DF Stodden, Z Gao - Journal of clinical medicine, 2018 - mdpi.com
This study was designed to examine the effectiveness of a combined exergaming and
physical education (PE) program on children's motor skill competence (MSC) and health …

Using the technological pedagogical content knowledge framework (TPACK) model to analyse teachers' use of information communication technology (ICT) in primary …

R Sullivan, J Wintle, N Campbell… - Cogent Social …, 2024 - Taylor & Francis
During the past decade there has been an increase in the range and quantity of digital
technologies available to use within classrooms (Casey et al.,; Gard,; Lupton,). It has been …

Chances and limitations of video games in the fight against childhood obesity—A systematic review

I Mack, C Bayer, N Schaeffeler… - European Eating …, 2017 - Wiley Online Library
Objective and Method A systematic literature search was conducted to assess the chances
and limitations of video games to combat and prevent childhood obesity. This search …

Evaluating changes in perceived enjoyment throughout a 12-week school-based exergaming intervention

L Röglin, O Stoll, K Ketelhut, AL Martin-Niedecken… - Children, 2023 - mdpi.com
This study assessed whether a high-intensity exergame represents an enjoyable training
tool for children in the elementary school setting. Furthermore, it evaluated whether gender …

Validity and reliability of knowledge, attitude, and practice regarding exercise and exergames experiences questionnaire among high school students

R Abdulkader Mohamed, NA Abdul Rahim… - BMC Public Health, 2022 - Springer
An instrument to measure the Knowledge, Attitude, and Practice (KAP) related to exercise
and exergames experiences among high school students is important to identify the KAP …

[HTML][HTML] Integrating regular exergaming sessions in the exercube into a school setting increases physical fitness in elementary school children: A randomized …

S Ketelhut, L Röglin, AL Martin-Niedecken… - Journal of clinical …, 2022 - mdpi.com
This study aimed to investigate the effects of a school-based exergame intervention on
anthropometric parameters and physical fitness. Fifty-eight students (10.4±0.8 years; 48 …