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Moron, Victória Branca; Barbosa, Débora Nice Ferrari; Sanfelice, Gustavo Roese; Barbosa, Jorge Luis Victória; Leithardt, Daiana R. F.; Leithardt, Valderi Reis Quietinho – Education Sciences, 2022
Studies show that executive functions and motor development are associated with each other and with learning ability. A more technological lifestyle combined with digital culture should be considered a viable alternative to stimulate children's development. Therefore, this study aimed to present a systematic mapping of the literature involving…
Descriptors: Executive Function, Motor Development, Correlation, Video Games
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López-Serrano, Sebastián; Ruiz-Ariza, Alberto; De La Torre-Cruz, Manuel; Martínez-López, Emilio J. – South African Journal of Education, 2021
Recent studies and reviews have shown the positive effects of exergames (EXs) on physical activity (PA) and fitness in children and adolescents. Nevertheless, their effects on cognition have been scarcely explored, and no previous review has focussed on this relationship. The purpose of the research reported on here was to analyse the acute and…
Descriptors: Children, Adolescents, Game Based Learning, Video Games
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Egan, Suzanne M.; Beatty, Chloé – Irish Educational Studies, 2021
The aim of the current study was to investigate how children in Ireland adapted to the change in schooling, and particularly their use of screen devices to support their learning at home, during a period of lockdown due to the COVID-19 crisis in early 2020. This research draws on data from 506 parents of children aged 1-10 years in Ireland who…
Descriptors: COVID-19, Pandemics, Educational Technology, Technology Uses in Education
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Ypsilanti, Antonia; Vivas, Ana B.; Räisänen, Teppo; Viitala, Matti; Ijäs, Tuula; Ropes, Donald – Education and Information Technologies, 2014
Aging diversity in organizations creates potential challenges, particularly for knowledge management, skills update and skills obsolescence. Intergenerational learning (IGL) involves knowledge building, innovation and knowledge transfer between generations within an organization (Ropes 2011). Serious games refer to the use of computer games in…
Descriptors: Aging (Individuals), Intergenerational Programs, Video Games, Computer Games
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Perlman, Dana; Forrest, Greg; Pearson, Phil – Australian Journal of Teacher Education, 2012
Movement-based gaming technologies, such as the Nintendo Wii, are becoming more visible within the physical education. As research on movement-based technologies develops, an aspect that has gained interest is the potential educational value for the physical education student. The purpose of this study was to examine movement-based sport games and…
Descriptors: Physical Education, Physical Education Teachers, Expertise, Educational Opportunities
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Spence, Ian; Yu, Jingjie Jessica; Feng, Jing; Marshman, Jeff – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2009
Meta-analytic studies have concluded that although training improves spatial cognition in both sexes, the male advantage generally persists. However, because some studies run counter to this pattern, a closer examination of the anomaly is warranted. The authors investigated the acquisition of a basic skill (spatial selective attention) using a…
Descriptors: Video Games, Females, Attention, Spatial Ability
Baki, Roselan; Yee Leng, Eow; Wan Ali, Wan Zah; Mahmud, Rosnaini; Hamzah, Mohd. Sahandri Gani – Online Submission, 2008
This study provides a glimpse into understanding the potential benefits as well as harm of playing video games from the perspective of six Malaysian secondary school students, aged 16-17 years old. The rationale of the study is to enable parents, educators, administrators and policy makers to develop a sound understanding on the impact of playing…
Descriptors: Video Games, Emotional Development, Secondary School Students, Late Adolescents
Glover, Sandy – Library Journal, 2005
What do poker and bridge have in common? Both are card games that originated in Europe (although poker's modern form developed in the frontier towns of the American West, while bridge still reflects its British heritage). Both use a regular 52-card playing deck, both involve bidding, and both have experienced renewed popularity in recent years.…
Descriptors: United States History, Play, Video Games, Alzheimers Disease