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Grosprêtre, Sidney; Marcel-Millet, Philémon; Eon, Pauline; Wollesen, Bettina – Cognitive Science, 2023
Virtual reality (VR) is the computer simulation of a three-dimensional environment that a person can interact with using special electronic equipment, such as a headset with an integrated display. Often coupled with VR, exergames are video games that involve physical exercise. Little is known regarding the chronic effects of exergaming through VR…
Descriptors: Computer Simulation, Video Games, Exercise, Program Effectiveness
Layne, Todd; Yli-Piipari, Sami; Knox, Tony – Education 3-13, 2021
The study examined the effectiveness of a 4-week classroom-based, technology-assisted physical activity break program on elementary students' reaction time, response inhibition control, and mathematics performance. Participants included 40 (8-9-year-old) elementary school students located in the mid-south United States (US) who were…
Descriptors: Physical Activities, Recess Breaks, Class Activities, Elementary School Students
Parong, Jocelyn; Wells, Ashleigh; Mayer, Richard E. – Journal of Educational Psychology, 2020
Executive function is the set of cognitive skills needed for goal directed behavior and is a strong predictor of academic success (Best, 2014). The present study examines the effectiveness of a custom video game designed to train the executive function skill of shifting--being able to efficiently shift attention from 1 task to another. In…
Descriptors: Replication (Evaluation), Game Based Learning, Video Games, Executive Function

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