2011
DOI: 10.53841/bpssepr.2011.7.2.45
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Wii-learning: Using Active Video Games to enhance the learning experience of undergraduate sport psychology students

Abstract: The aim of the present study was to examine the efficacy of Active Video Games (AVGs) in creating an effective learning experience for undergraduate students. Students enrolled on a Level 5 (i.e. Year 2) sport psychology module (N=74) participated in four practical seminars demonstrating the impact of four psychological factors (e.g. anxiety) on sports performance. Students engaged in two seminars which included an AVG task (e.g. Wii Sports), and two sessions which included a non-AVG task (e.g. Quoits). Immedi… Show more

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Cited by 10 publications
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