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Showing all 8 results Save | Export
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Meggy Hayotte; Prescilia Roubaud; Barbara Bersia; Véronique Nègre; Fabienne d'Arripe-Longueville – Journal of Attention Disorders, 2024
Objective: This study examined the relationships between ADHD symptomatology, the motivations for physical activity (PA) according to self-determination theory, and the acceptability of three PA promotion technologies (active video game, mobile application, and telehealth) according to the dimensions of the unified theory of acceptance and use of…
Descriptors: Attention Deficit Hyperactivity Disorder, Symptoms (Individual Disorders), Motivation, Physical Activities
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Sormunen, Marjorita; Miettinen, Hanna – Cogent Education, 2017
Mobile devices are increasingly being used, in various ways, to collect data and are also increasingly related to individuals' health behaviors. Because of the paucity of available data about the process of mobile data collection in tracking daily health behaviors among children, we designed this pilot study to determine the possibilities and the…
Descriptors: Telecommunications, Handheld Devices, Video Games, Health Behavior
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Lieury, Alain; Lorant, Sonia; Trosseille, Bruno; Champault, Françoise; Vourc'h, Ronan – Educational Psychology, 2016
Video games are a very common leisure activity among teenagers and the aim of this study is to analyse their relations with cognitive and school performances. This study is part of a broad survey, conducted on 27,000 French teenagers (14.5 years old) in middle school (9th grade). The survey contained both a questionnaire on leisure activities…
Descriptors: Video Games, Teaching Methods, Foreign Countries, Adolescents
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Marty, Jean-Charles; Carron, Thibault; Pernelle, Philippe; Talbot, Stéphane; Houzet, Gregory – International Journal of Game-Based Learning, 2015
The authors' research work deals with the development of new game-based learning (gbl) environments. They think that the way of acquiring knowledge during a learning session is similar to following an adventure in a role-playing game and they apply the metaphor of exploring a virtual world, where each student embarks on a quest in order to collect…
Descriptors: Educational Games, Video Games, Teaching Methods, Educational Technology
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Nuninger, Walter; Châtelet, Jean-Marie – International Journal of Distance Education Technologies, 2018
The tremendous changes in the context of Higher Education motivate the organization to integrate new innovative Information Communication Technology (ICT) solutions to comply with quality challenge. This affects the trainers in their practices, looking for pedagogical tools to integrate into the course. In the framework of distance learning or…
Descriptors: Educational Technology, Technology Uses in Education, Video Technology, Multimedia Instruction
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Erhel, Séverine; Jamet, Eric – Interactive Learning Environments, 2016
Few studies have investigated the effects of the instructions provided in educational computer games on cognitive processing and learning outcomes. In our experiment, we sought to compare the effects on learning outcomes of two different types of goal-oriented instructions: "mastery-goal" instructions, which prompt learners to develop…
Descriptors: Outcomes of Education, Goal Orientation, Instruction, Video Games
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Aibar Solana, Alberto; Bois, Julien E.; Zaragoza, Javier; Bru, Noëlle; Paillard, Thierry; Generelo, Eduardo – Research Quarterly for Exercise and Sport, 2015
Purpose: The aim of this study was to determine and compare the correlates of objective sedentary behavior (SB) and nonschool self-reported SB in adolescents from 2 midsized cities, 1 in France (Tarbes) and 1 in Spain (Huesca). Stability of objective SB and nonschool self-reported SB were also assessed at different time points during 1 academic…
Descriptors: Correlation, Life Style, Health Behavior, Physical Activity Level
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Ney, Muriel; Gonçalves, Celso; Balacheff, Nicolas – IEEE Transactions on Learning Technologies, 2014
Simulation games are games for learning based on a reference in the real world. We propose a model for authenticity in this context as a result of a compromise among learning, playing and realism. In the health game used to apply this model, students interact with characters in the game through phone messages, mail messages, SMS and video.…
Descriptors: Heuristics, Computer Simulation, Video Games, Models