# data[].attributes.headline
Incorporating Video Gamesinto Physical Education

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Incorporating Video Gamesinto Physical Education

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Interactive Video Games in Physical Education

# data[].attributes.subject
Interactive Video Games in Physical Education

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https://shapeamerica.tandfonline.com/doi/pdf/10.1080/07303084.2007.10598021

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https://www.taylorfrancis.com/books/9781315698373

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Video Games and Learning:Teaching and ParticipatoryCulture in the Digital Age

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Video Games and Learning:Teaching and ParticipatoryCulture in the Digital Age

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https://journals.sagepub.com/doi/abs/10.1177/003172170508700205

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Young adults learning executive function skills by playing focused video games

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Young adults learning executive function skills by playing focused video games

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showing that playing the game for as little as two hours across four sessions can cause improvements in shifting skill measured outside the game context as compared to a control group

https://www.sciencedirect.com/science/article/pii/S0885201418301035

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Example of using a game to teach: Teaching Social Studies with Video Games

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Example of using a game to teach: Teaching Social Studies with Video Games

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https://www.tandfonline.com/doi/abs/10.1080/00377996.2014.961996

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https://www.tandfonline.com/doi/abs/10.1080/15391523.2007.10782494

# data[].attributes.headline
Video Gaming, Education and digital Learning technologies

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Video Gaming, Education and digital Learning technologies

# data[].attributes.headline
Teaching and ParticipatoryCulture in the Digital Age

# data[].attributes.subject
Teaching and ParticipatoryCulture in the Digital Age

# data[].attributes.body
https://www.igi-global.com/pdf.aspx?tid%3D102618%26ptid%3D71690%26ctid%3D17%26t%3Dvideo+games+and+learning%3A+teaching+and+participatory+culture+in+the+digital+age%26isxn%3D9781466634978

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https://www.tandfonline.com/doi/abs/10.1080/15391523.2007.10782494

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Video Games for Entertainment and Education

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Video Games for Entertainment and Education

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Books provide the reader with a narrative yet communicate through written language alone; television introduces simulation of the world through spoken language and images; and video games allow for interactivity and—potentially—intelligent reactions of the system

https://www.researchgate.net/profile/Ute_Ritterfeld/publication/309901513_Video_Games_for_Entertainment_and_Education/links/53f706990cf2888a74976416/Video-Games-for-Entertainment-and-Education.pdf

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What Video Games Have to Teach Us About Learning and Literacy 

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What Video Games Have to Teach Us About Learning and Literacy 

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https://dl.acm.org/citation.cfm?id=950595
‘In a sense, all learning involves playing a character. In a science classroom, learning works best if students think, act, and value like scientists.’ JAMES PAUL GEE, 2003

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So, we`re back in the mine...
https://scholar.dsu.edu/cgi/viewcontent.cgi?article=1008&context=research-symposium

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Young Adults Learning Executive Functions (Video Games Dont teach Nothing)

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Young Adults Learning Executive Functions (Video Games Dont teach Nothing)

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https://www.sciencedirect.com/science/article/pii/S0885201418301035

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Impact of Playing Action and Puzzle Video-games on Attention

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Impact of Playing Action and Puzzle Video-games on Attention

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https://www.ijpp.com/IJPP%20archives/2019_63_2/122-129.pdf

Results indicate that playing action or puzzle video-games had a differential impact on cognitive functions of gamers. Response-speed was better in AVG players whereas, sustained attention and executive functions were better in PVG players.

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Why They Should Be Used and How The Are Being Used

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Why They Should Be Used and How The Are Being Used

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https://www.tandfonline.com/doi/abs/10.1080/00405840802153940