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2018 | 78 | 1 | 23-32

Article title

Exergames Experience in Physical Education: A Review

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  • Federal University of Pelotas,Pelotas, Brazil
  • State University of Montes Carlos,Monte Carlos, Brazil
  • Federal University of Pelotas,Pelotas, Brazil
  • Federal University of Rio Grande do Sul,Rio Grande do Sul, Brazil
  • Federal University of Rio Grande,Rio Grande, USA


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  • Hansen, L. & Sanders, S. (2010). Fifth grade students’ experiences participating in active gaming in physical education: The persistence to game. ICHPER-SD Journal of Research, 5, 33-40.
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  • Johnston, H. & Whitehead, A. (2011). Pose presentation for a dance-based massively multiplayer online exergame. Entertainment Computing, 2, 89-96. DOI: 10.1016/j.entcom.2010.
  • Kiili, K. & Perttula, P.T.A. (2012). Exerbraining for schools: Combining body and brain training. Procedia Computer Science, 15, 163-173. DOI: 10.1016/j.procs.2012.
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  • Laikari, A. (2009). Exergaming - Gaming for health. In Proceedings of the 13th IEEE International Symposium on Consumer Electronics, May 25-28, 2009 (pp. 665-668). Kyoto, Japan.
  • Lam, J.W.K., Sit, C.H.P., & McManus, A.M. (2011). Play pattern of seated video game and active “exergame” alternatives. Journal of Exercise Science & Fitness, 9, 24-30. DOI: 10.1016/S1728-869X(11)60003-8.10.1016/S1728-869X(11)60003-8
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  • Marijke, J.M., Paw, M. J.M.C.A., Jacobs, E.P.G., Vaessen, W.M., Titze, S., & Van Mechelen, M. (2008). The motivation of children to play an active video game. Journal of Science and Medicine in Sport, 11, 163-166. DOI: 10.1016/j.jsams.2007.
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