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Lindsay, Riki S.; Larkin, Paul; Kittel, Aden; Spittle, Michael – Physical Education and Sport Pedagogy, 2023
Background: Physical practice is the cornerstone of acquiring and developing movement skills in physical education and sport. However, research has suggested that psychological tools, such as mental imagery (MI), could effectively supplement a learner's physical practice schedule. MI is the mental simulation of a movement or situation in the…
Descriptors: Visualization, Physical Education, Psychomotor Skills, Skill Development
Luo, Zhanni – Education and Information Technologies, 2022
Gamification refers to the use of game-design elements or mechanisms in non-game contexts to promote the expected behaviours. Though theoretically promising, empirical studies reported mixed results as to the effectiveness of gamification in educational practices. To understand this issue better, this author selected 44 articles on the topic of…
Descriptors: Game Based Learning, Program Effectiveness, Educational Games, Computer Games
Santos, Marc Ericson C.; Chen, Angie; Taketomi, Takafumi; Yamamoto, Goshiro; Miyazaki, Jun; Kato, Hirokazu – IEEE Transactions on Learning Technologies, 2014
Augmented reality (AR) technology is mature for creating learning experiences for K-12 (pre-school, grade school, and high school) educational settings. We reviewed the applications intended to complement traditional curriculum materials for K-12. We found 87 research articles on augmented reality learning experiences (ARLEs) in the IEEE Xplore…
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Meta Analysis