Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 0 |
| Since 2017 (last 10 years) | 0 |
| Since 2007 (last 20 years) | 1 |
Descriptor
| Age Differences | 1 |
| Cognitive Ability | 1 |
| Cognitive Development | 1 |
| Comparative Analysis | 1 |
| Competition | 1 |
| Control Groups | 1 |
| Educational Technology | 1 |
| Exercise | 1 |
| Experimental Groups | 1 |
| Gender Differences | 1 |
| Grade 10 | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 1 |
| Reports - Research | 1 |
Education Level
| Elementary Education | 1 |
| Grade 10 | 1 |
| Grade 11 | 1 |
| Grade 12 | 1 |
| Grade 6 | 1 |
| Grade 7 | 1 |
| Grade 8 | 1 |
| Grade 9 | 1 |
| High Schools | 1 |
| Intermediate Grades | 1 |
| Junior High Schools | 1 |
| More ▼ | |
Audience
Location
| California | 1 |
Laws, Policies, & Programs
Assessments and Surveys
| Bender Visual Motor Gestalt… | 1 |
What Works Clearinghouse Rating
Kooiman, Brian J.; Sheehan, Dwayne P. – American Journal of Distance Education, 2014
Exergames (active video games that require kinesthetic movement) played in proximity to other players or against a gaming machine have been linked to positive increases in cognitive functioning. This study tested to see if remote exergame play over the Internet had an impact similar to exergames that are played in proximity. The study shows that…
Descriptors: Video Technology, Educational Technology, Physical Education, Motion

Peer reviewed
Direct link
