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Goodyear, Victoria A.; Kerner, Charlotte; Quennerstedt, Mikael – Sport, Education and Society, 2019
An international evidence-base demonstrates that healthy lifestyle digital technologies, like exergames, health-related mobile applications ('apps') and wearable health devices are being used more and more within educational settings. Despite this, there is a lack of in-depth empirical evidence on young people's experiences and uses of healthy…
Descriptors: Life Style, Computer Oriented Programs, Early Adolescents, Physical Education
Patel, Harshada; Hallewell, Madeline J. – International Journal of Game-Based Learning, 2012
The 3D Tune-In project developed serious/leisure game applications to educate hearing aid (HA) users about how HA functionalities could improve hearing in different sound environments. The application development team had little prior experience catering for end-users with hearing loss. HA users and their communication partner were consulted…
Descriptors: Hearing Impairments, Deafness, Assistive Technology, Acoustics