2012 IEEE International Instrumentation and Measurement Technology Conference Proceedings 2012
DOI: 10.1109/i2mtc.2012.6229520
|View full text |Cite
|
Sign up to set email alerts
|

MeMaPads: Enhancing children's well-being through a physically interactive memory and math games

Abstract: Obesity has recently become an epidemic that endangers the well-being of all the modern societies, especially the young generations. The lack of physical activity is considered as one major reason that contributes to such culprit. Exergames or Serious games have emerged as promising tools that can help in the fight against obesity because it promotes physical activity through playing. In this paper, we present an exergaming system that not only does it promote exercising through playing, but also promotes lear… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
3
0
3

Year Published

2013
2013
2021
2021

Publication Types

Select...
5
3
1

Relationship

1
8

Authors

Journals

citations
Cited by 16 publications
(6 citation statements)
references
References 8 publications
0
3
0
3
Order By: Relevance
“…For example, Pedaste and Leijen (2018) provide a brief discussion of how a variety of digital technologies, including VR/AR, could support lifelong learning, self-fulfilment and openness to new opportunities. Karime et al (2012) offer tentative evidence pertaining to whether interactive video game-based learning could improve certain cognitive skills (e.g., memory) in students. And Baras et al (2016) describe how smartphones could automatically detect a student's mood and help with the management of workload through increased awareness of stress and emotional understanding.…”
Section: Education and Employmentmentioning
confidence: 99%
“…For example, Pedaste and Leijen (2018) provide a brief discussion of how a variety of digital technologies, including VR/AR, could support lifelong learning, self-fulfilment and openness to new opportunities. Karime et al (2012) offer tentative evidence pertaining to whether interactive video game-based learning could improve certain cognitive skills (e.g., memory) in students. And Baras et al (2016) describe how smartphones could automatically detect a student's mood and help with the management of workload through increased awareness of stress and emotional understanding.…”
Section: Education and Employmentmentioning
confidence: 99%
“…The authors refer to a number of articles that discuss how a variety of digital technologies could support lifelong learning, self-fulfilment and openness to new opportunities [18], how gamification-based learning could improve students' cognitive skills [19]; and how smartphones could automatically detect a student's mood and help with work-life balance and management through increased awareness of stress and emotional understanding [20].…”
Section: Digital Well-beingmentioning
confidence: 99%
“…Most studies used previously developed exergames and applied them to the target public in order to verify their efficacy in an educational program. 11,13,15,18,21,[23][24]26 Some researchers used well-known commercial dance games like Dance dance revolution or Just dance, 11,13,18,21,23 while other authors used commercial sports games like PlaySports, Wii sports or Kinect sports 15,24,26 as part of educational health promotion programs.…”
Section: The Use Of Exergames To Cope With Childhood Obesitymentioning
confidence: 99%