114,992 research outputs found

    Encouraging organized active game play in primary school children

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    A mobile video game designed to encourage physical activity in children in an organized outdoor setting is presented. Game elements of narrative based treasure hunt game: Pirate Adventure are designed by a team of IT and Health professionals to encourage primary school aged children to engage in physical activity. The mobile phone platform uses several sensor technologies; accelerometers, camera and Wi-Fi to integrate gameplay with the physical environment. Key game locations in the real world environment are tracked using 2-dimensional codes (QR codes) and activity is tracked using accelerometers. The design is evaluated during several organized play session. Telemetry collected demonstrates that the treasure hunt mechanic encourages players to be physically active during each game, and validates that player actions are consistent with the game design elements. QR code scanning is effective as a location tracking mechanism. Additional insight is provided into the issue of sensor suitability and mobile device reliability when used in games for this age group. The results of this study can inform other mobile active games for children

    Play On: The Use of Games in Libraries

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    The use of games in the library is a currently trending topic of discussion and writing in the Library and Information Science profession. Upon first consideration, gaming may seem to be irrelevant at best and a waste of time and resources at worst. However, gaming does have several significant implications for all types of libraries, including greater exposure to new information technologies and the sense of community that a gaming program can foster. Thus, libraries should seriously consider the benefits of gaming programs and be prepared to carefully develop collection policies and to properly plan gaming opportunities for their patrons. The following literature review highlights how other libraries have accomplished these goals, provides examples of the different types of gaming programs that can be implemented in libraries, and explains the advantages for the library that come with a gaming program

    CORPORATE SOCIAL RESPONSIBILITY IN ENGLISH FOOTBALL: HISTORY AND PRESENT

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    The purpose of this descriptive research is to present what kind of corporate social responsibility (CSR) activities English football clubs are implementing. The paper was designed by approaching the examples of the twenty clubs playing in the 2010-2011 season of the Premier League. A key finding is that football clubs are not only interested in the sporting outcome on the field, but they are also aware of their social status. An implication of this research would be to encourage academics to research more upon the use of CSR in professional sports, as there is a lack of literature regarding this topic. Diminishing the lack was the reason why sport has been chosen as an example, while the reason for selecting English clubs as case studies is backed up by the fact that these organizations have some of the most developed CSR programs in European sport. Limitations of the paper are that it does not offer financial implications of running CSR programs, nor does it trace very deep the implications of the programs on individuals. The originality of the research is provided by the combination between CSR and football, resulting in a topic that few academics have been concerned with researching.community, English football, Football CSR, football management, Premier League, sport business.

    Mobile exergaming in adolescents’ everyday life—contextual design of where, when, with whom, and how: the SmartLife case

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    Exergames, more specifically console-based exergames, are generally enjoyed by adolescents and known to increase physical activity. Nevertheless, they have a reduced usage over time and demonstrate little effectiveness over the long term. In order to increase playing time, mobile exergames may increase potential playing time, but need to be engaging and integrated in everyday life. The goal of the present study was to examine the context of gameplay for mobile exergaming in adolescents’ everyday life to inform game design and the integration of gameplay into everyday life. Eight focus groups were conducted with 49 Flemish adolescents (11 to 17 years of age). The focus groups were audiotaped, transcribed, and analyzed by means of thematic analysis via Nvivo 11 software (QSR International Pty Ltd., Victoria, Australia). The adolescents indicated leisure time and travel time to and from school as suitable timeframes for playing a mobile exergame. Outdoor gameplay should be restricted to the personal living environment of adolescents. Besides outdoor locations, the game should also be adaptable to at-home activities. Activities could vary from running outside to fitness exercises inside. Furthermore, the social context of the game was important, e.g., playing in teams or meeting at (virtual) meeting points. Physical activity tracking via smart clothing was identified as a motivator for gameplay. By means of this study, game developers may be better equipped to develop mobile exergames that embed gameplay in adolescents’ everyday life

    Human-centred design methods : developing scenarios for robot assisted play informed by user panels and field trials

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    Original article can be found at: http://www.sciencedirect.com/ Copyright ElsevierThis article describes the user-centred development of play scenarios for robot assisted play, as part of the multidisciplinary IROMEC1 project that develops a novel robotic toy for children with special needs. The project investigates how robotic toys can become social mediators, encouraging children with special needs to discover a range of play styles, from solitary to collaborative play (with peers, carers/teachers, parents, etc.). This article explains the developmental process of constructing relevant play scenarios for children with different special needs. Results are presented from consultation with panel of experts (therapists, teachers, parents) who advised on the play needs for the various target user groups and who helped investigate how robotic toys could be used as a play tool to assist in the children’s development. Examples from experimental investigations are provided which have informed the development of scenarios throughout the design process. We conclude by pointing out the potential benefit of this work to a variety of research projects and applications involving human–robot interactions.Peer reviewe

    Effectiveness if traditional games compared with technological games in classroom climate and student's performance in the EFL classroom : a quasi-experimental research

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    Tesis (PedagogĂ­a en InglĂ©s)The present study intended to corroborate the hypothesis that both technological and traditional games can help school students in their learning process and that traditional games unlike technological ones, also help in the creation of a better classroom climate. Through a quasi-experiment in three different educational settings, control groups and experimental ones were going to be measured both in students’ performance expressed in marks and in classroom climate measured with a sociometric test. Chile’s current national contingency has prevented this study to be concluded as expected. As an alternative outcome, the researchers carried out a perception study that compared student’s acceptance of both technological and traditional games. The result of this study shows that current students, who are digital natives, showed a slight preference for traditional games over the technological ones, defying the common belief that students only react positively to technology.El presente estudio pretende corroborar la hipĂłtesis de que tanto los juegos tecnolĂłgicos como los tradicionales pueden ayudar a los alumnos en su proceso de aprendizaje y que los juegos tradicionales a diferencia de los tecnolĂłgicos pueden ayudar, ademĂĄs en la creaciĂłn de un mejor clima de aula. A travĂ©s de un cuasi-experimento en tres diferentes establecimientos educacionales, en los grupo de control y experimentales se iba a medir tanto el rendimiento de los estudiantes expresado a travĂ©s de sus calificaciones, como el clima de aula medido a travĂ©s de un cuestionario sociomĂ©trico. La actual contingencia nacional de Chile ha impedido que este estudio concluya segĂșn lo previsto. Como alternativa, los investigadores llevaron a cabo un estudio de percepciĂłn que comparĂł la aceptaciĂłn de los estudiantes hacia los juegos tecnolĂłgicos y tradicionales. El resultado de este estudio muestra que los estudiantes, siendo nativos digitales. mostraron una ligera preferencia por los juegos tradicionales por sobre los tecnolĂłgicos, desafiando la creencia general de que los estudiantes solo reaccionan positivamente ante la tecnologĂ­a

    Learning from the World: Good Practices in Navigating Cultural Diversity. Bertelsmann Stiftung Study 2018

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    The Reinhard Mohn Prize 2018 “Living Diversity – Shaping Society” focuses on diversity in German society, that is the plurality of cultural, religious and linguistic identities found among the people who live in the country. With this focus, the RMP 2018 highlights a variety of successful strategies for living peacefully in diversity. In historical terms, cultural diversity is nothing new or unique for Germany. In fact, though we are often unaware of it, cultural diversity has been a feature of our daily life for a long time. Indeed, religious differences have shaped German society since the Reformation. And Judaism has always been present in the area we now call Germany

    Parental Role in Encouraging Sport Participation in Females

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    Although still askew compared to male rates, female participation rates in sports have gone up since the introduction of Title IX in 1972. A plethora of research has been done to identify the various factors as to why females play sport, parental influence being a common social aspect. Research is lacking, however, in exploring the types of parental influence, specifically based on the gender of the parent. By surveying students at St. John Fisher College, this study examines the support/modeling roles commonly associated with the gender of the parent in regards to influencing their children to participate in sport. Results show that although there are certain support roles that still tend to be the mother’s responsibility as in the past, unexpected results indicate there is a shift from previous research, with both parents sharing certain support/modeling roles equally when a nuclear parent household is present. Ultimately, however, the paternal influence was reported as still being the biggest influence in the participant’s entry into athletics

    Are physical education policies working? A snapshot from San Francisco, 2011.

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    IntroductionSchool physical education (PE) has been identified as a critical public health tool to increase physical activity among youths. We sought to objectively assess compliance with PE quantity mandates and quality recommendations in a large urban California school district.MethodsWe collected PE schedules and systematically observed PE lessons (n=154) in 20 elementary, 4 middle, and 4 high schools from February through May 2011.ResultsOn the basis of schools' master schedules, 83% of elementary schools met the California state mandate of 100 PE minutes per week. Teachers' actual schedules indicated that 20% of schools met the mandate, and observation showed that only 5% were in compliance. All middle and high schools met the mandated 200 minutes per week. On average, classes at all school levels met the recommended 50% of PE lesson time in moderate-to-vigorous physical activity. No teacher- or school-level factors significantly predicted PE quantity, but credentialed elementary PE teachers spent more time building students' motor skills.ConclusionsOur results suggest that current national estimates of PE, which are based on schools' self-report, overestimate the amount of PE provided in elementary schools. Although more than half of PE class time was spent in moderate-to-vigorous physical activity, total physical activity in elementary schools from PE is minimal and may do little to contribute to students' overall health
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