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Jeon, Min-Jae; Jeon, Hye-Seon; Yi, Chung-Hwi; Kwon, Oh-Yun; You, Sung-Hyun; Park, Joo-Hee – Research Quarterly for Exercise and Sport, 2021
Purpose: To compare the effectiveness of blocked and random practice schedules of balance training in dynamic balance abilities of older adults using Wii Fit balance game tasks. Method: Forty-one participants who were not receiving hospice care or living in a nursing home participated. Three Wii Fit balance tasks (tasks A, B, and C) were selected…
Descriptors: Video Games, Psychomotor Skills, Older Adults, Program Effectiveness
Hyo-Jeong So; Matthew Gaydos – Pedagogies: An International Journal, 2024
As digital games become more integrated into education, striking a balance between technology and pedagogy is essential. This study investigates digital games as contexts for problem-based learning (PBL) to actively involve students in problem-solving in a Korean middle school. This study examined two cases (Social Studies and Science) where…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Problem Based Learning
Fanjul-Peyró, Carlos; González-Oñate, Cristina; Peña-Hernández, Pedro-Jesús – Comunicar: Media Education Research Journal, 2019
The eGames business (online video games) in Spain generated more than 1.8 trillion euros in profits in 2016. Advertising is no stranger to the potential of this market, and brands study the best ways of approaching and adapting to the world of eGames. In this report, we analyze which the most effective advertising strategies for brands in the…
Descriptors: Foreign Countries, Computer Games, Video Games, Advertising