Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 0 |
Since 2006 (last 20 years) | 3 |
Descriptor
Grade 10 | 3 |
Grade 11 | 3 |
Grade 12 | 3 |
Grade 7 | 3 |
Grade 8 | 3 |
Grade 9 | 3 |
Physical Education | 3 |
Exercise | 2 |
Grade 6 | 2 |
Physical Activities | 2 |
Secondary School Students | 2 |
More ▼ |
Publication Type
Journal Articles | 3 |
Reports - Research | 2 |
Reports - Descriptive | 1 |
Education Level
Elementary Education | 3 |
Grade 10 | 3 |
Grade 11 | 3 |
Grade 12 | 3 |
Grade 7 | 3 |
Grade 8 | 3 |
Grade 9 | 3 |
High Schools | 3 |
Junior High Schools | 3 |
Middle Schools | 3 |
Secondary Education | 3 |
More ▼ |
Audience
Location
Australia | 1 |
California | 1 |
Laws, Policies, & Programs
Assessments and Surveys
Bender Visual Motor Gestalt… | 1 |
What Works Clearinghouse Rating
Schwab, Keri; Dustin, Daniel – Journal of Physical Education, Recreation & Dance, 2014
Engaging youth in traditional physical education exercises or ball sports can be a challenging task, especially when they prefer novelty, entertainment, or excitement in their leisure-time activities. In addition, many youth are unaware of the opportunities that exist to exercise or recreate in nature, often preferring to spend time indoors…
Descriptors: Physical Education, Exercise, Physical Activities, Outdoor Education
Bennie, Andrew; Langan, Edel – International Journal of Qualitative Studies in Education (QSE), 2015
School physical education (PE) experiences play a critical role in adolescents' physical activity (PA) levels. Teachers are crucial to students' initial experiences in PA; however, limited research has explored teachers' perspectives about PA during PE using in-depth qualitative research techniques. We conducted interviews with 25 current…
Descriptors: Foreign Countries, Physical Activities, Physical Activity Level, Physical Education
Kooiman, Brian J.; Sheehan, Dwayne P. – American Journal of Distance Education, 2014
Exergames (active video games that require kinesthetic movement) played in proximity to other players or against a gaming machine have been linked to positive increases in cognitive functioning. This study tested to see if remote exergame play over the Internet had an impact similar to exergames that are played in proximity. The study shows that…
Descriptors: Video Technology, Educational Technology, Physical Education, Motion