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    An exploratory study accessing the effectiveness of the Nintendo Wii Fit/ Sport as a means of exercise compared to the traditional gym

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    The main objective of this thesis is to investigate Nintendo Wii Fit/Sport as a fitness substitute for the traditional gym exercise and to assess the views of the participants who took part in the study. It also aims to research technology through multimedia and how it has enhanced learning, with a variety of games and fitness techniques for participants of all age groups. It endeavours to shows how the Nintendo Wii Fit/Sport can enhance fitness and general well being and health compared to the traditional gym. The approach used for this research was a Case Study, which is a particular method of qualitative research. Qualitative research involves investigating participants’ opinions, behaviours and experiences from the informant’s points of view. It provides a systematic way of looking at events, collecting data, analysing information and reporting the results. In order to obtain these findings, the researcher chose a combination of Questionnaire, Interviews and Observation combined initially in Action Research and then later used as individual pieces of research. The findings while not statistically significant or scientific show that the Wii Fit/Sport can and does improve our general well-being and health, while it may not replace the gym on a permanent basis; it would enhance fitness, promoting fun, laughter and games
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