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Autor/inn/enMeyler, Tim; Banks, Sarah; Wilson, Sandy
TitelActive Gaming to Promote Physical Activity: Questions to Consider for Your School
QuelleIn: Strategies: A Journal for Physical and Sport Educators, 27 (2014) 5, S.33-37 (5 Seiten)Infoseite zur Zeitschrift
PDF als Volltext Verfügbarkeit 
Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN0892-4562
DOI10.1080/08924562.2014.939569
SchlagwörterVideo Games; Video Technology; Physical Activities; Student Motivation; Human Body; Health Related Fitness; Body Weight; Costs; College Students; Elementary School Students; Secondary School Students
AbstractThe physical activity potential and physiological and motivational benefits of active gaming have been a hot topic in the past few years. It is easy to see why active games are popular among certain populations, particularly those with prior or current video game experience. Video games are fun to play and challenging, give a player total control, and according to one physical education expert, have specific characteristics that can foster intrinsic motivation for various activities, including physical activity (Hinson, 2001). Recently, research on active gaming has increased significantly in regard to the potential physiological and motivational benefits within various populations. A question to consider before implementing active gaming in a school would be whether it is worth the space and, more importantly, the cost for a physical education program. This article will discuss what active gaming is, as well as current research and factors to consider for the reader to be more informed before making the commitment to implement active gaming in school. (ERIC).
AnmerkungenRoutledge. Available from: Taylor & Francis, Ltd. 325 Chestnut Street Suite 800, Philadelphia, PA 19106. Tel: 800-354-1420; Fax: 215-625-2940; Web site: http://www.tandf.co.uk/journals
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2017/4/10
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