Search results for "Video game"
showing 10 items of 151 documents
Computer game as a tool for training the identification of phonemic length.
2013
Computer-assisted training of Finnish phonemic length was conducted with 7-year-old Russian-speaking second-language learners of Finnish. Phonemic length plays a different role in these two languages. The training included game activities with two- and three-syllable word and pseudo-word minimal pairs with prototypical vowel durations. The lowest accuracy scores were recorded for two-syllable words. Accuracy scores were higher for the minimal pairs with larger rather than smaller differences in duration. Accuracy scores were lower for long duration than for short duration. The ability to identify quantity degree was generalized to stimuli used in the identification test in two of the childr…
The Associations of Objectively Measured Physical Activity and Sedentary Time with Cognitive Functions in School-Aged Children
2014
Abstract. Low levels of physical activity among children have raised concerns over the effects of a physically inactive lifestyle, not only on physical health but also on cognitive prerequisites of learning. This study examined how objectively measured and self- reported physical activity and sedentary behavior are associated with cognitive functions in school-aged children. The study population consisted of 224 children from five schools in the Jyva ̈ skyla ̈ school district in Finland (mean age 12.2 years; 56% girls), who participated in the study in the spring of 2011. Physical activity and sedentary time were measured objectively for seven consecutive days using the ActiGraph GT1M/GT3X …
Balance evaluation in haemophilic preadolescent patients using Nintendo Wii Balance Board®
2016
Introduction: Alterations in the musculoskeletal system, especially in the lower limbs, limit physical activity and affect balance and walking. Postural impairments in haemophilic preteens could increase the risk of bleeding events and deteriorate the physical condition, promoting the progression of haemophilic arthropathy. Aim: This study aims to evaluate static postural balance in haemophilic children, assessed by means of the Wii Balance Board® (WBB). Methods: Nineteen children with haemophilia and 19 without haemophilia aged 9-10 years, have participated in this study. Postural balance was assessed by performing four tests, each one lasting 15 s: bipodal eyes open (BEO), bipodal eyes cl…
Screen-based activities and physical complaints among adolescents from the Nordic countries
2010
Publisher's version (útgefin grein)
The effect of attentional load on the breathing pattern in children.
1998
Abstract Experiments designed to establish the effects of video games on breathing patterns have led to contradictory results. Several authors reported that video games tended to increase breathing frequency (i.e. to reduce breath duration), whereas others reported the opposite. We postulated that video games contain different psychophysiological components which may have opposite effects on breathing pattern. On the one hand, arousal and emotion may tend to stimulate breathing. On the other, focusing attention on the game may prompt subject to inhibit any movement — including breathing — which might be a potential nuisance variable. The aim of this study was to assess the specific effects …
Effectiveness of Exergame Intervention on Walking in Older Adults: A Systematic Review and Meta-Analysis of Randomized Controlled Trials
2020
Abstract Objective The objective of this review was to systematically evaluate the effectiveness of exergaming on walking in older adults. In addition, the aim was to investigate the relationship between the exergaming effect and age, baseline walking performance, exercise traits, technology used, and the risk of bias. Methods A literature search was carried out in the databases MEDLINE, CINAHL, CENTRAL, EMBASE, WoS, PsycInfo, and PEDro up to January 10, 2020. Studies with a randomized controlled trial design, people ≥60 years of age without neurological disorders, comparison group with other exercise or no exercise, and walking-related outcomes were included. Cochrane RoB2, meta-analysis, …
Product placement in video games: The effect of brand familiarity and repetition on consumers´ memory
2017
Product placement in video games is gaining momentum as a means to target audiences in an indirect and engaging way. This research uses a 2 (high repetition vs low repetition) x 2 (high brand familiarity vs low brand familiarity) factorial design to test the effects of repetition and brand familiarity on consumers’ memory for brands placed in video games. Results suggest that consumers recall better familiar than unfamiliar brands placed in the video game and repetition increases recall for familiar brands. Results also suggest an interaction effect of repetition on brand recognition for unfamiliar brands but not for familiar brands. Managerial implications, limitations, and future research…
Learning for allocations in the long-run average core of dynamical cooperative TU games
2011
We consider repeated coalitional TU games characterized by unknown but bounded and time-varying coalitions' values. We build upon the assumption that the Game Designer uses a vague measure of the extra reward that each coalition has received up to the current time to learn on how to re-adjust the allocations among the players. As main result, we present an allocation rule based on the extra reward variable that converges with probability one to the core of the long-run average game. Analogies with stochastic stability theory are put in evidence.
LAS TECNOLOGÍAS DE LA INFORMACIÓN Y COMUNICACIÓN EN LA EDUCACIÓN LATINOAMERICANA: MODELOS Y TENDENCIAS DE USO (Information and Communication Technolo…
2021
Spanish abstract: Resumen: La iniciativa para la elaboracion de un libro resultados de investigacion, nace de una reflexion realizada por un grupo de docentes investigadores de Latinoamerica y America Central, con el proposito de producir una obra en formato digital, para la socializacion de proyectos de investigacion y los resultados de estos. Por lo anterior, se propuso lineas tematicas vinculadas en la docencia y la brecha tecnologica, servicios empresariales con TIC, la gamificacion con uso de apps y plataformas educativas libres en el aula, modernizacion de procesos empresariales y agronomia uso en el sector agrario con TIC. Se presentan resultados investigativos variados, desde el pro…
Effects of video games : English language learning of girls
2014
Erilaiset kannettavat laitteet ovat lisääntyneet viimeisen muutaman vuoden aikana ja levinneet yleiseen käyttöön. Tämä levinneisyys on johtanut myös siihen, että videopelejä on saatavilla enemmän ja pelaaminen on yleistynyt. Samalla pelaamisen tutkimus on lisääntynyt ja videopelit on havaittu hyödyllisiksi. Toisaalta globaalisaatio ja teknologian kehitys on johtanut siihen, että englanti on tullut osaksi arkea entistä enemmän. Videopelit tarjoavat hauskan ja laajan oppimisympäristön, mutta videopelien vaikutuksia kielenoppimiseen ei kuitenkaan ole tutkittu vielä kovinkaan paljoa. Etenkin tyttöjen pelaamisen tutkiminen on vielä vähäistä, koska perinteisesti ajatellaan, että vain pojat pelaav…