Video games are a useful didactic tool for learning history and mathematics: a systematic review DOI Creative Commons
Sheila Sanz-Ramos, Alain Presentación-Muñoz, Alberto González-Fernández

et al.

Texto Livre Linguagem e Tecnologia, Journal Year: 2024, Volume and Issue: 17

Published: Jan. 1, 2024

Abstract Video games have always been an object of leisure and entertainment for children adults. Ignorance has led many people to view these types in a negative, violent or addictive way. The objective this systematic review was determine the use video field education, specifically mathematics history, identify benefits playing on students’ academic performance. Method: search carried out different databases: Pubmed, Web Science, SciELO Scopus, including studies published up March 2021. Results: historical improve learning, performance their approach students as well motivation, fun engagement, history comprehension acquisition; mathematics, math problem solving, entertainment, enjoyment, commitment involvement mathematics. Conclusions: most show usefulness during learning process children. implementation at school increases improves motivation. Therefore, incorporation educational tool is recommended.

Language: Английский

Exploring the Impact of Virtual Reality Coaching on Students with Learning Disabilities in Physical Education: a Pilot Mixed-Methods Study DOI Creative Commons
Nur Azlina Mohamed Mokmin, Regania Pasca Rassy

Journal of Technology in Behavioral Science, Journal Year: 2025, Volume and Issue: unknown

Published: Jan. 13, 2025

Language: Английский

Citations

0

Efficacy of exergaming dance and aerobic dance on young adults’ enjoyment, situational motivation, self-efficacy, and steps DOI Creative Commons

Kai Tan,

Anna Kate Autry,

John Oginni

et al.

Frontiers in Psychology, Journal Year: 2025, Volume and Issue: 16

Published: May 1, 2025

This study explored differences in young adults' enjoyment, situational motivation, self-efficacy, and physical activity between two content-identical exercise formats: exergaming aerobic dance traditional dance. A total of 40 adults (20 females; Mage = 20.38) from a Chinese university participated separate 12-min sessions: (1) non-stop using the Xbox 360, Kinect Just Dance (2) led by an experienced instructor. Psychological measures motivation (including intrinsic identified regulation, external amotivation) were assessed validated questionnaires after each session. Physical levels measured research-grade pedometer to track steps. repeated-measures MANOVA compared outcomes modalities. Statistically significant observed sessions for overall model (p < 0.05). Participants reported higher enjoyment during session [F (1,39) 3.59, p 0.05, η2 0.07]. Intrinsic significantly than format 3.83, 0.09]. However, participants achieved more steps per minute 39.79, 0.01, 0.51]. No other found remaining outcomes. These findings suggest that may enhance perceived leading time spent on or activity, though it results fewer are practically relevant promoting long-term through game-like exercises, as play crucial role maintaining activity.

Language: Английский

Citations

0

Effects of active video games on mental health among college students: a systematic review DOI Creative Commons
Yue Zhao, Soh Kim Geok, Hazizi Abu Saad

et al.

BMC Public Health, Journal Year: 2024, Volume and Issue: 24(1)

Published: Dec. 18, 2024

Mental health significantly impacts college students' academic performance and overall happiness. Active video games (AVGs) have gained popularity among students due to their ample entertainment, there is growing interest in utilizing them address mental issues. However, has not been a comprehensive summary systematic review of research on the effects AVGs health. As October 18th, 2024, searches were conducted six internationally renowned databases (PubMed, SCOPUS, Web Science, CINAHL Plus, EBSCOhost, Cochrane Library). Inclusion exclusion criteria developed based PICOS principles. A was following PRISMA guidelines, compliant studies using randomised controlled trial design (RCT) included. The methodological quality included evaluated PEDro scale. total 3471 articles retrieved, which 17 met inclusion. scores ranged from four nine. results indicate that can effectively improve poor health, such as stress, anxiety, depression, well increase happiness psychological satisfaction. Moreover, shown motivation for exercise, attitudes toward other forms promote sustained physical activity. Additionally, demonstrated efficacy improving sleep quality. Overall, serve an effective intervention reduce dysphoria positive states students, thus Using theory-based will further effect. vary depending type initial purpose. Therefore, when it necessary carefully consider original state, select with rich game content provide at least moderate-intensity activity, adopt correct strategy achieve good results. AVG potentially become valuable tool https://www.crd.york.ac.uk/prospero , identifier: CRD42024510488

Language: Английский

Citations

1

Behavior Change Techniques in Physical Activity Interventions Targeting Overweight and Obese Children and Adolescents: A Systematic Review DOI Creative Commons
Sanying Peng, Ahmad Zamri Khairani,

Fang Yuan

et al.

Behavioral Sciences, Journal Year: 2024, Volume and Issue: 14(12), P. 1143 - 1143

Published: Nov. 28, 2024

Substantial evidence globally confirms the benefits of physical activity (PA) interventions for and mental health overweight obese children adolescents. However, current research has yet to determine which behavior change techniques (BCTs) are most effective in PA this population. This systematic review aims evaluate application BCTs adolescents identify using promise ratio. Five electronic databases (PubMed, Embase, Cochrane Central, Web Science, PsycINFO) were searched up 31 May 2024, intervention studies meeting eligibility criteria promoting target Thirteen included (nine randomized controlled trials four quasi-experimental studies). The quality was assessed a revised version Risk Bias tool Non-randomized Studies tool. Among 24 implemented, frequently applied goal setting (behavior), instruction on how perform behavior, feedback self-monitoring behavior. Action planning, social support, material incentives showed significant potential promote PA. These findings provide valuable insights designing future group, with improve outcomes enhance participation among

Language: Английский

Citations

0

Video games are a useful didactic tool for learning history and mathematics: a systematic review DOI Creative Commons
Sheila Sanz-Ramos, Alain Presentación-Muñoz, Alberto González-Fernández

et al.

Texto Livre Linguagem e Tecnologia, Journal Year: 2024, Volume and Issue: 17

Published: Jan. 1, 2024

Abstract Video games have always been an object of leisure and entertainment for children adults. Ignorance has led many people to view these types in a negative, violent or addictive way. The objective this systematic review was determine the use video field education, specifically mathematics history, identify benefits playing on students’ academic performance. Method: search carried out different databases: Pubmed, Web Science, SciELO Scopus, including studies published up March 2021. Results: historical improve learning, performance their approach students as well motivation, fun engagement, history comprehension acquisition; mathematics, math problem solving, entertainment, enjoyment, commitment involvement mathematics. Conclusions: most show usefulness during learning process children. implementation at school increases improves motivation. Therefore, incorporation educational tool is recommended.

Language: Английский

Citations

0