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Roure, Cédric; Pasco, Denis – Journal of Teaching in Physical Education, 2023
Purpose: The context personalization approach refers to matching educational content with characters, objects, and themes of students' out-of-school interests. Considering the positive effects of individual interest on the regulation of student-incontext experiences, this study used the context personalization approach to match physical education…
Descriptors: Physical Education, Student Interests, Self Esteem, Competence
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Roure, Cédric; Pasco, Denis; Benoît, Nicolas; Deldicque, Louise – Research Quarterly for Exercise and Sport, 2020
Purpose: Despite the benefits of commercial exergames, in the practical application, players might not be spending sufficient time in physical activity levels compatible with health outcomes. We adopted a design-based exergame approach to build a bike exergame called Greedy Rabbit. The purpose of this study was to identify the impact of Greedy…
Descriptors: Exercise, Physical Activity Level, Young Adults, Undergraduate Students
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Ewais, Ahmed; De Troyer, Olga – International Journal of Virtual and Personal Learning Environments, 2014
The use of 3D and Virtual Reality is gaining interest in the context of academic discussions on E-learning technologies. However, the use of 3D for learning environments also has drawbacks. One way to overcome these drawbacks is by having an adaptive learning environment, i.e., an environment that dynamically adapts to the learner and the…
Descriptors: Virtual Classrooms, Computer Simulation, Questionnaires, Electronic Learning
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Charlier, Nathalie; De Fraine, Biecke – International Journal of Game-Based Learning, 2012
As educational technology is rapidly changing, greater emphasis has been placed on preparing the next generation of teachers for effective technology integration into the classrooms. In this article, the authors describe the design, implementation, and evaluation of a course on digital game-based learning (DGBL) developed for the preservice…
Descriptors: Educational Technology, Technology Uses in Education, Foreign Countries, Program Development
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Malliet, Steven – Learning, Media & Technology, 2006
An attempt is made to translate the concept of perceived realism from the domain of general media studies to the domain of videogame studies. In order to make such a translation, a thorough knowledge and integration is required of the simulation aspects that distinguish videogames from older media such as film or television. The different meanings…
Descriptors: Realism, Adolescents, Attitude Measures, Research