Search results for "Games"
showing 10 items of 429 documents
Television shows based on video games 1975-2019: Original data and preliminary analysis
2020
This dataset consists of data of different types of television shows based on video games from years mentioned in the title. The data has been used in articles and conference presentations before (e.g. Kerttula 2019; Kerttula 2020). The data is free to use in any future publications with proper references to the author and the original data. Should the data be used in further research, it is to be noted that the dataset is not 100% complete. The reasons to this are difficulties with language and cultural barriers. It also needs to be mentioned, that some of the television shows and production companies have probably being forgotten over time, which means that a complete list would quite lik…
Effectiveness of Nintendo Wii and Physical Therapy in Functionality, Balance, and Daily Activities in Chronic Stroke Patients.
2020
The aim of this study was to assess whether a virtual rehabilitation program using Nintendo Wii added to conventional physical therapy improved functionality, balance, and daily activities in chronic stroke survivors, when compared with conventional physical therapy.We undertook a randomized controlled clinical trial. The participants of this study were randomized to 2 groups: (1) conventional physical therapy (CPTG), which included exercises related to functionality, balance, and activities of daily living; and (2) virtual reality with Nintendo Wii (VRWiiG), which included balance training with the Wii Balance Board and upper limb exercises with the Wii Sports package, added to conventiona…
Competitive active video games: Physiological and psychological responses in children and adolescents
2015
Recent strategies to reduce sedentary behaviour in children include replacing sedentary screen time for active video games. Active video game studies have focused principally on the metabolic consumption of a single player, with physiological and psychological responses of opponent-based multiplayer games to be further evaluated.To determine whether adding a competitive component to playing active video games impacts physiological and psychological responses in players.Sixty-two healthy Caucasian children and adolescents, nine to 14 years years of age, completed three conditions (8 min each) in random order: treadmill walking, and single and opponent-based Kinect active video games. Affect,…
Digital health interventions in children with asthma
2020
Abstract Although healthcare providers are actively involved in offering education, information and interventions for asthmatic patients, medication and therapeutic adherence remain low in the paediatric population, with estimates suggesting that adherence rates hover below 50%. A range of available digital health interventions has been explored in paediatric asthma with promising but variable results, limiting their widespread adoption in clinical practice. They include emerging technologies that yield the advantage of tracking asthma symptoms and medications, setting drug reminders, improving inhaler technique and delivering asthma education, such as serious games (video games designed fo…
Always pay attention to which model of motor learning you are using
2022
This critical review considers the epistemological and historical background of the theoretical construct of motor learning for a more differentiated understanding. More than simply reflecting critically on the models that are used to solve problems—whether they are applied in therapy, physical education, or training practice—this review seeks to respond constructively to the recent discussion caused by the replication crisis in life sciences. To this end, an in-depth review of contemporary motor learning approaches is provided, with a pragmatism-oriented clarification of the researcher’s intentions on fundamentals (what?), subjects (for whom?), time intervals (when?), and purpose (for what…
Tapology: A Game-Based Platform to Facilitate E-Health and E-Inclusion
2014
Published version of a chapter in the book: Universal Access in Human-Computer Interaction. Aging and Assistive Environments. Also available from the publisher at: http://dx.doi.org/10.1007/978-3-319-07446-7_36 We have developed a tablet computer game app for low vision users that can be used to introduce a platform for gaming, internet and visual rehabilitation to older users who have not had prior experience with information communication technology (ICT). Our target user group is people diagnosed with Age Related Macular Degeneration (AMD). The primary goal of the app is to present a fun and engaging means for participants to engage with Information Communication Technology (ICT). A long…
A Pilot Study on Developing Newsgames in Collaboration between Journalism and Computer Science Students
2019
Abstract Producing digital and interactive journalistic products offers unique and important new learning opportunities for journalism education. This study analysed the experiences of two pilot courses on so-called ‘newsgames’ in a Finnish university in 2015 and 2017. The data consisted of the newsgames and other materials produced by the students, student feedback concerning the course and observations of teachers throughout the project. Our analysis demonstrates how producing newsgames in the context of higher education may foster project-based learning experiences, something that has been relatively rare in traditional journalism education. Collaboration with media companies also offere…
Sprachlernspiele im DaF-Unterricht : Einblick in die Spielpraxis des finnischen und ungarischen Deutsch-als-Fremdsprache-Unterrichts in der gymnasial…
2009
The goal of this study is to analyze and compare aspects of language learning games in the context of Finnish and Hungarian high-school teaching of German as a foreign language (GFL). First, the practices of using games in GFL are investigated. Secondly, the subjective theories of teachers on language learning games are analyzed. Thirdly, the differences between the Finnish and Hungarian contexts are discussed.The data for this study was gathered with a written questionnaire (48 Finnish, 49 Hungarian GFL teachers) and through semi-standardized interviews (8 Finnish, 5 Hungarian GFL teachers). In addition, Hungarian and Finnish national curricula are analyzed. Through triangulation, both qua…
Digitaalisen oppimispelin motivoivuus : havaintoja Ekapeliä pelanneista lapsista
2012
Learning English through video games : Finnish learners' experiences
2018
Videopelit ovat alati kasvava populaarikulttuurin ja viihteen muoto. Videopelit ovat saavuttaneet myös akateemisen tutkimustyön mielenkiinnon mm. tietokoneavusteisen kielenoppimisen (computer-assisted language learning, CALL) ja peleihin pohjautuvan oppimisen (game-based learning) muodossa (ks. esim. Peterson, 2013; Reinhardt & Sykes, 2012). Nämä tutkimusalat keskittyvät kuitenkin videopelien ja erilaisten videopeleille ominaisten piirteiden soveltamiseen muodollisissa oppimisympäristöissä, kuten kouluissa ja muissa oppilaitoksissa. Vapaa-ajalla informaalien oppimistilanteiden kautta tapahtuvaan kielenoppimiseen kohdistuva tutkimus onkin ollut verrattain vähäisempää. Videopeleihin liittyvää…