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Canabrava, Karina L. R.; Faria, Fernanda R.; de Lima, Jorge R. P.; Guedes, Dartagnan P.; Amorim, Paulo R. S. – Research Quarterly for Exercise and Sport, 2018
Purpose: This study aimed to compare the energy expenditure and intensity of active video games to that of treadmill walking in children and adolescents. Method: Seventy-two boys and girls (aged 8-13 years) were recruited from local public schools. Energy expenditure and heart rate were measured during rest, during 3-km/hr, 4-km/hr, and 5-km/hr…
Descriptors: Children, Early Adolescents, Energy, Physical Activity Level
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Werneck, André O.; Silva, Danilo R.; Agostinete, Ricardo R.; Fernandes, Rômulo A.; Ronque, Enio R. V.; Oyeyemi, Adewale L.; Cyrino, Edilson S. – Health Education & Behavior, 2018
Aim: To investigate the association of parental and adolescents' screen time with self-rated health and to examine the mediating effects of psychosocial factors (social relationships and distress) on this association. Method: A cross-sectional study was conducted among 984 Brazilian adolescents (10- to 17-year-olds). Self-rated health, screen time…
Descriptors: Foreign Countries, Correlation, Parents, Adolescents
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Beserra, Vagner; Nussbaum, Miguel; Zeni, Ricardo; Rodriguez, Werner; Wurman, Gabriel – Educational Technology & Society, 2014
Studies show the positive effects that video games can have on student performance and attitude towards learning. In the past few years, strategies have been generated to optimize the use of technological resources with the aim of facilitating widespread adoption of technology in the classroom. Given its low acquisition and maintenance costs, the…
Descriptors: Video Games, Mathematics Instruction, Arithmetic, Computer Assisted Instruction