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Karadakis, Kostas – Sport Management Education Journal, 2022
Feedback and lessons learned from personal reflection journals submitted by students in an Introduction to Esport course. Students were responsible for marketing, creating content, problem solving (troubleshooting), and streaming a minimum of 30 minutes for an esport game title of their choice. Students were then asked to submit a link and…
Descriptors: Video Technology, Video Games, Student Attitudes, Experiential Learning
Chen, C.-C.; Crews, D. – International Journal of Kinesiology in Higher Education, 2023
Neural and behavioral evidence has indicated that video games and mental training can enhance motor skills and attentional stability. The purpose of this study is to investigate the acute effect of a single session of cognitive game training on electroencephalography (EEG) activity and golf putting performance (10, 12 ft putts). A total of twelve…
Descriptors: Brain Hemisphere Functions, Brain, Cognitive Development, Video Games
Turan, Serhat; Öcal, Tuncay; Cengiz, Ömer – Education Quarterly Reviews, 2022
The aim of the research is to investigate the digital game addiction and social anxiety levels of adolescents who play sports recreationally. 226 adolescents (69 girls, 157 boys) who do sports recreationally participated in the research. In the research, the personal information form prepared by the researcher and the short form of the digital…
Descriptors: Video Games, Addictive Behavior, Anxiety, Adolescents
Zachary P. Lynch Watchilla – ProQuest LLC, 2024
The purpose of this study was to examine the Problem of Practice (POP) to determine if and how creating an Esports extracurricular program could potentially benefit and impact academic performance and attendance among high school students. The Dissertation in Practice (DIP) investigated how providing a daytime program could engage and motivate…
Descriptors: Extracurricular Activities, Academic Achievement, High School Students, Attendance
Ronald Hammond – ProQuest LLC, 2023
The problem investigated in this study was that the inability to maintain adequate e-sports technology and the impact on the establishment of e-sports at historically black colleges and universities. The purpose of this case study was to explore sports management faculty's perspectives of e-sports programs in historically black colleges and…
Descriptors: Athletics, Business Administration Education, College Faculty, Black Colleges
Oreskovic, Nicolas M.; Agiovlasitis, Stamatis; Patsiogiannis, Vasiliki; Santoro, Stephanie L.; Nichols, Dominica; Skotko, Brian G. – Journal of Applied Research in Intellectual Disabilities, 2022
Background: Adults with Down syndrome commonly have low levels of physical activity and face social barriers to engaging in physical activity, including boredom and companionship concerns. Adults with Down syndrome are at increased risk for several co-occurring medial conditions known to benefit from physical activity, including obesity and…
Descriptors: Adults, Down Syndrome, Physical Activity Level, Barriers
Afthinos, Yanni; Kiaffas, Zacharias; Afthinos, Theofilos – Technology, Knowledge and Learning, 2022
The aim of this study is to examine whether students of a sport management undergraduate course can gain knowledge in the management of a professional soccer club, by participating in a commercial serious game. Serious is considered the cyber game that its purpose exceeds entertainment. For this case study, the serious sport club management game…
Descriptors: Undergraduate Students, Administrator Education, Athletics, Video Games
Janet S. Mariano; Socorro Gigi V. Cordova – Interactive Learning Environments, 2024
Among the different sectors affected by the COVID-19 pandemic, educational institutions had vast changes in terms of implementing instructional programs via a distance mode to ensure continuous teaching and learning. While studies documenting adjustments during the pandemic highlight challenges such as material constraints, lack of training among…
Descriptors: Athletics, Video Games, Electronic Learning, COVID-19
Ayas, Esra Bayrak – African Educational Research Journal, 2020
In our age, developments in modern technology are so fast that even following up is very difficult. These developments affect every field of daily life as well as affecting the sports field, resulting in new progress in this field. Electronic sports, which is abbreviated as e-sports, is one of these developments. E-sports has also recently…
Descriptors: Athletics, Video Games, Attitude Measures, Measures (Individuals)
Çakir-Atabek, Hayriye; Aygün, Cihan; Dokumaci, Bircan – Research Quarterly for Exercise and Sport, 2020
Purpose: The current study aimed to investigate the exercise intensity and exercise characteristics of active video games (AVGs) by measuring various physiological responses, and to test whether AVGs can be used in components of training in sports branches. Methods: Twenty-two male athletes with good aerobic fitness level (age = 20.6 [plus or…
Descriptors: Exercise Physiology, Video Games, Training, Athletics
Edmond B. Walsh – ProQuest LLC, 2024
Esports has been adopted by high schools across the country and around the world as a school-based opportunity for students to engage in competitive video gaming. Growth of esports in secondary schools has been informed independently by student and industry interests, leaving school administrators little understanding surrounding the motives and…
Descriptors: Video Games, Competition, Student Empowerment, High School Students
Byrne, Andrew M. – About Campus, 2020
Esports are a quickly spreading co-curricular setting for student involvement on college campuses. Many of the students who come to higher education institutions are already in these online virtual communities situated around competitive video games, which they can access from their dorm rooms and apartments. They communicate on headsets, and they…
Descriptors: Video Games, Athletics, Leadership, Cooperative Learning
Hazar, Zekihan – Journal of Education and Training Studies, 2019
The purpose of this research is to review the level of children's digital game playing addiction and to evaluate their opinions on the parents playing digital games. In the 2017-2018 academic year, the students of the Sehit Ramazan Konus secondary school affiliated to the Nigde Provincial Directorate of National Education constitute the universe…
Descriptors: Addictive Behavior, Parents, Video Games, Computer Games
Engerman, Jason A.; Hein, Robert J. – Educational Technology, 2017
Digital gaming communities are nuanced and developing. The eSports community has advanced in noticeable ways and represents the highest form of online competitive play for digital gaming environments. Due to the high stakes nature of eSports, its participants sit on the very edge of strategic planning boundaries and push the ceiling of…
Descriptors: Skill Development, Career Readiness, Computer Games, Athletics
Chacón-Cuberos, Ramón; Zurita-Ortega, Félix; Ubago-Jiménez, José Luis; González-Valero, Gabriel; Castro-Sánchez, Manuel – SAGE Open, 2019
This research study aims at contrasting a structural model of the associations between the alcohol consumption, tobacco dependence, and the problematic use of video games with motivational climate toward sport depending on the category of sports practiced in a sample of Physical Education university students. The sample consisted of 775 university…
Descriptors: Addictive Behavior, College Students, Drinking, Smoking
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