Search results for " Games"
showing 10 items of 334 documents
The song
2018
importància de les diverses metodologies al voltant de la cançó a l'Escola. La cançó com a part de l'assignatura 'Didàctica de la Música' per a estudiants de la Facultat de Magisteri. Methodological summary of the importance of The Song in the school. The Song as part of the course ' Didactica de la Música ' for teaching students.
A Gamified Mobility Experience
2020
We believe in the use of urban games to define new enjoyable experiences, change citizens’ unsustainable habits and educate them to new environment-and social-friendly ones. This paper presents MUV, an innovative action that has the power to engage citizens and foster sustainable mobility behaviors. MUV complements engaging HMIs with a participatory method within an iterative innovation process called the virtuous cycle (understand, involve, co-create, implement, experiment). The innovation process has led to a new game dynamic: Mobility as a Sport. It results in a rewarding personal mobility experience; the same rewarding sensations the athletes feel when they improve their results.
Is It Possible to Predict an Athlete’s Behavior? The Use of Polar Coordinates to Identify Key Patterns in Taekwondo
2019
Elite sport psychologists help athletes develop planned competition strategies from a technical-tactical perspective, through the observation and analysis of previous performances. The aim of this study was to analyze the behavioral patterns used to score points in the 2012 London Olympic Games, by using a mixed observational methodology through a polar coordinate analysis. This analysis is a representation made into four quadrants of the relationships found between focal behavior [i.e., giving score points, (SC)] and conditioned behaviors considered as key factors in taekwondo, occurring before and after the focal behavior (i.e., retrospective/prospective behavior as indicated for each qua…
Nursing students' perceptions of a video-based serious game's educational value: A pilot study.
2018
Abstract Background Despite an increasing number of serious games (SGs) in nursing education, few evaluation studies specifically address their educational value in terms of face, content, and construct validity. Objectives To assess nursing students' perceptions of a video-based SG in terms of face, content, and construct validity. In addition, the study assessed perceptions of usability, individual factors, and preferences regarding future use. Design A pilot study was conducted. Setting and Participants An SG prototype was implemented as part of two simulation courses in nursing education: one for home health care and one for hospital medical-surgical wards. The SG aimed to teach clinica…
Varying numbers of players in small-sided soccer games modifies action opportunities during training
2014
This study examined the effects of the numbers of players involved in small-sided team games (underloading and overloading) on opportunities for maintaining ball possession, shooting at goal and passing to teammates during training. These practice constraint manipulations were assumed to alter values of key performance variables identified in previous research, such as interpersonal distances between players and time to intercept shots and passes. Fifteen male soccer players (age: 19.60±1.99 years) were grouped into three teams and played against each other in different versions of small-sided soccer games, in which the number of players was manipulated in three different conditions: 5 vs. …
Problematic gaming is associated with some health-related behaviors among Finnish vocational school students
2020
The objective of this work was to examine the connections between problematic digital gaming and various health-related behavior characteristics in a population of vocational school students. Data collection was performed (N = 1335) via an online survey in vocational school units in northern Finland. The survey incorporated the Internet Gaming Disorder Test (IGD10) as well as self-reported measures including questions on socio-demographics, information on the living arrangements of participants, gaming habits, and health-related behaviors. Eightyfour percent (n = 773) of the respondents (an average age of 17.5 years [SD = 4.4]) played digital games regularly. Male gender, daily game use, ha…
Alternative options for prescribing physical activity among obese children and adolescents: brisk walking supported by an exergaming platform
2015
[EN] Background: Physical inactivity has been identified as an important public health concern for children. An increasing sedentary way of life is directly related to obesity; hence, prevention and management of childhood obesity are commonly based on lifestyle interventions wherein increasing physical activity is one of the main targets. The use of exergames can be useful in promoting physical activity, but it is necessary more research. This study analyzes the effects of an exergaming platform that involves brisk walking, on perceived exertion, self-efficacy, positive expectations and satisfaction in a sample of clinically obese children, as compared with normal weight children. Physiolo…
Real-time hermeneutics : meaning-making in ludonarrative digital games
2015
Explaining the Adoption and Habits of Playing Exergames: The Role of Physical Activity Background and Digital Gaming Frequency
2015
Exergaming, a form of digital gaming that combines physical exercise and video games, has become increasingly common in recent years. Exergaming has also become a subject of growing interest among academic researchers. They can be used to motivate people towards more active and a healthier lifestyle. This study examines the adoption and habits of playing exergames, focusing especially on whether and how exercise and gaming backgrounds are associated with the usage of these types of games. The study is based on analyzing an online survey sample of 1,091 respondents through contingency tables, the Pearson’s χ2 tests of independence, and the Cramér’s V coefficients. The results reveal interest…
Sztuka gier wideo. Wybrane aspekty badań nad estetycznością i artyzmem gier komputerowych
2015
Autor podejmuje problematykę różnorodności stanowisk krytycznych w badaniach nad estetycznością i artyzmem gier wideo (stanowiska te są częścią pluralistycznego dyskursu nad sztuką gier komputerowych). W artykule zestawione zostają sądy i teorie reprezentujące różne sposoby traktowania kategorii estetyczności i artyzmu gier wideo, ze szczególnym uwzględnieniem argumentów negujących i aprobujących istnienie sztuki gier komputerowych. Obok zarysu genezy artystycznych gier wideo podejmowana jest refleksja nad teorią badań sztuki gier komputerowych w odniesieniu do teorii sztuki Ryszarda W. Kluszczyńskiego oraz Josepha Margolisa.