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  2. Incorporating Video Games into Physical Education

    files.eric.ed.gov/fulltext/EJ794565.pdf

    The games listed here are appropriate for most age levels. They play on consoles—such as PlayStation 2, Xbox, or Game Cube—that link to a television. Many of these games are available for use on PCs. They range in price from $10 to $50, and consoles cost from $90 to $140.

  3. how physical skills can be enhanced among physical education students. The findings contribute to the way technology enhances students’ skills in physical education. To this end, more studies are required to mitigate the remaining gaps in gamification literature. Keywords Technology apps Gamification Physical education Skills Introduction

  4. Physical education - Wikipedia

    en.wikipedia.org/wiki/Physical_education

    Physical education, often abbreviated to Phys. Ed. or PE, and sometimes informally referred to as gym class or simply just gym, is a subject taught in schools around the world. PE is taught during primary and secondary education and encourages psychomotor, cognitive, and effective learning through physical activity and movement exploration to ...

  5. Engaging Students in the Learning Process with Game-Based ...

    files.eric.ed.gov/fulltext/EJ1311472.pdf

    Game-based learning is a method of obtaining new concepts and skills through the use of digital and non-digital games (Grace, 2019). The application of games in education can foster notable improvements in both learning and education outcomes (Kula, 2021; Syafii, 2021). According to Boctor (2013), the process by which the

  6. William G. Morgan - Wikipedia

    en.wikipedia.org/wiki/William_G._Morgan

    William G. Morgan. William George Morgan (January 23, 1870 – December 27, 1942) was the inventor of volleyball, originally called "Mintonette", a name derived from the game of badminton which he later agreed to change to better reflect the nature of the sport. [1] He was born in Lockport, New York, U.S. [2]

  7. Each class was divided into three teams and participated in four phases of development: a 2-week library-based planning and wiki construction phase; a 1-week outdoor modification and wiki update phase; 3 weeks of trials of the games with a wiki refinement phase; and a 1-week game and wiki finalization phase.

  8. "Game sense" is a sport-specific iteration of the teaching games for understanding model, designed to balance physical development of motor skill and fitness with the development of game understanding. Game sense can foster a shared vision for sport learning that bridges school physical education and community sport.

  9. Game Sense is an exciting and innovative approach to coaching and physical education that places the "game" at the heart of the session. It encourages the player to develop skills in a realistic context, to become more tactically aware, to make better decisions and to have more fun.