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Sarah MacIsaac; Shirley Gray; Maria José Camacho-Miñano; Emma Rich; Kristiina Kumpulainen – Health Education Journal, 2024
Objective: This paper forms part of a DigihealthPE project in which we have been working with physical education (PE) teachers to co-create critical and embodied digital health pedagogies. As part of the project, we invited PE teachers to mind map their personal engagements with digital health technologies. We aimed to explore the potential…
Descriptors: Foreign Countries, Physical Education Teachers, Health Education, Technology Uses in Education
Parth Shastri – Online Submission, 2022
Within the context of this article, a brief understanding of both Physical and Health education within the United States is created. Furthermore, this paper seeks to circulate the discussion around implementing technology into these fields of Education including wearable watches as well as their strengths and limitations. One particular area of…
Descriptors: Physical Education, Health Education, Technology Uses in Education, Educational Technology
Linxuan Zhao; Dragan Gaševic; Zachari Swiecki; Yuheng Li; Jionghao Lin; Lele Sha; Lixiang Yan; Riordan Alfredo; Xinyu Li; Roberto Martinez-Maldonado – British Journal of Educational Technology, 2024
Effective collaboration and teamwork skills are critical in high-risk sectors, as deficiencies in these areas can result in injuries and risk of death. To foster the growth of these vital skills, immersive learning spaces have been created to simulate real-world scenarios, enabling students to safely improve their teamwork abilities. In such…
Descriptors: Automation, Transcripts (Written Records), Coding, Teamwork
Aysha Jawed; Anna Hogan – American Journal of Health Education, 2024
Background: Tobacco use and dependence alongside environmental tobacco exposure collectively form a leading cause of morbidity and mortality for the global population. Several clinical and public health interventions have sought to address this growing epidemic on both micro and macro levels. One national campaign, "Tips From Former…
Descriptors: Smoking, Health Education, Social Media, Video Technology
Hasibuan, Sanusi; Chairad, Muhammad – International Journal of Education in Mathematics, Science and Technology, 2023
The development of Augmented Reality (AR) media is the goal of this research. The research method used in this research activity is development research. This method is carried out in nine steps. Research data were collected through interviews, observation and questionnaires. The instruments used to measure the quality of teaching materials are…
Descriptors: Computer Simulation, Anatomy, Technology Uses in Education, Student Satisfaction
J. T. McKeever; L. E. Runceanu – Physical Education and Sport Pedagogy, 2024
Background: Combining Game-Based Approaches, video feedback, and debate of ideas "(débat d'idées)" constitutes an emerging field within pedagogical literature in Physical and Health Education. Nevertheless, more work is needed to understand how this digital tool can be effectively integrated into the teaching and learning process.…
Descriptors: Educational Games, Video Technology, Visual Aids, Student Centered Learning
Ahson, Kemal; Kumpulainen, Kristiina; Gray, Shirley; Camacho Miñano, Maria José; Rich, Emma – Learning, Media and Technology, 2023
The potential for technologies to transform health and physical education (HPE) has received increasing international attention in both policy and academic contexts. However, what is absent from much of this work is a lack of appreciation of the spatial dimension that recognises the relationship between "how" young people use digitised…
Descriptors: Health Education, Physical Education, Technology Integration, Influence of Technology
Hacer Efe; Ünsal Umdu Topsakal – Interactive Learning Environments, 2024
Interactive learning environments are new generation learning environments that support the use of technology in education. The most popular and most entertaining of these technological learning environments are digital games. Within the scope of the study, digital games and health education related keywords were searched in ProQuest, Web of…
Descriptors: Interaction, Educational Technology, Video Games, Health Education
Nittayathammakul, Vitsanu; Chatwattana, Pinanta; Piriyasurawong, Pallop – International Education Studies, 2022
The crowd context-based learning process via IoT wearable technology [IoTW-driven Crowd context-based learning (CCBL)] is a new learning paradigm that integrates Technological Cybergogical Content Knowledge (TCACK) based on connectivism, cognitive tools and information processing theories to promote digital health literacy. In this study, the…
Descriptors: Internet, Assistive Technology, Technology Integration, Digital Literacy
Bora, Kaustubh; Pagdhune, Avinash; Patgiri, Saurav Jyoti; Barman, Bhupen; Das, Dulmoni; Borah, Probodh – Health Education Research, 2021
Social media offers an opportune platform for educating the public about the recommended interventions during global health emergencies. This case study evaluated information in the popular social media platform YouTube about two key interventions (namely, 'social distancing' and 'hand washing') recommended during coronavirus disease-2019. Using…
Descriptors: Social Media, Health Education, Public Health, COVID-19
Maarya Akmal; Rania Sophia Lateef; Michael J. Wolyniak; Walter Orenstein – American Journal of Health Education, 2024
Background: Despite the overwhelming benefits of vaccinations, suboptimal public confidence in vaccines keeps immunization rates in the U.S far from ideal levels. Purpose: To assess the efficacy of a high school video set curriculum, on vaccine history, science, and safety, in improving vaccine knowledge. Methods: Sample included high school…
Descriptors: High School Students, Immunization Programs, Health Education, Knowledge Level
Pluta, Magdalena; Siuda, Piotr – Educational Media International, 2022
The entertainment education (EE) approach shows that entertainment storylines influence people's attitudes, opinions, and behavior, and this occurs, among others, when it comes to health and disease. In the case of TV shows and movies cancer is the most frequently shown disease, and this is especially important when considering the rise of VOD…
Descriptors: Cancer, Video Technology, Mass Media Use, Health Education
Cheryl A. Vamos; Joseph A. Puccio; Stacey B. Griner; Rachel G. Logan; Rumour Piepenbrink; Morgan Richardson Cayama; Sharonda M. Lovett; Helen Mahony; Ellen M. Daley – Journal of American College Health, 2024
Objective: To explore health literacy needs and preferences for a technology-based intervention (app) to improve sexual and reproductive health (SRH) among college students. Participants: In Spring 2019, in-depth interviews were conducted with 20 participants (10 male, 10 female) from a large, public university. Methods: Interview guide was…
Descriptors: College Students, Sexually Transmitted Diseases, Sex Education, Health Education
Killian, Chad M.; Woods, Amelia Mays – European Physical Education Review, 2022
The purpose of this study was to explore high school physical education students' usage and perceptions of a supplemental online health-related fitness knowledge curriculum through the lens of the Unified Theory of Acceptance and Use of Technology. Individual interviews were conducted with 37 students who were enrolled in a ninth-grade physical…
Descriptors: High School Students, Grade 9, Physical Education, Student Behavior
Michael Stellefson; Izzy Boyd; Sarah Flora; Olivia Campbell; Adam Knowlden – American Journal of Health Education, 2024
Background: The National Heart, Lung, and Blood Institute (NHLBI) "Learn About Chronic Obstructive Pulmonary Disease (COPD)" YouTube playlist educates the public on diagnosing, treating, and managing COPD. Despite its potential benefits, it is unknown if users with inadequate health literacy will likely understand and apply the…
Descriptors: Diseases, Health Education, Information Dissemination, Knowledge Level