Dergiler / Journal of Learning and Teaching in Digital Age / 2021 / Cilt: 6 - Sayı: 1

Design Considerations for 3-D Exergames

Sayfa
58–71
Yayın Tarihi
2021-01-04
DOI
—
🏛️Bu makalenin bibliyografik verileri ve tam metin bağlantısı DergiPark üzerinden sağlanmıştır.
DergiPark Kaydı ↗
✨

Yapay Zeka Hızlı Bakış & Çıkarımlar

AI Insight
⚡ TL;DR(1 Cümlede Hızlı Çıkarım)

According to the results from the literature, the considerations which should be taken into account when designing the three-dimensional exercise games are: creating userspecific exercise training programs, having game and gamification elements, providing expert support in determining an exercise program, having rich tools for measuring and evaluating physical activities, providing feedback about short and long term user performance, and that it can be used independently in the home environment.

📌 3 Maddede Bu Makale

🎯
Amaç & Hipotez:To increase the benefıts of three-dimensional exercise games, the steps to develop these games need to be effective and efficient.
📊
Temel Bulgular & Veri:The purpose of this study is to determine the game development model used in the design of three-dimensional games for exercise to create effective, efficient, usable, and safe games for users.
💡
Sonuç & Katkı:According to the results from the literature, the considerations which should be taken into account when designing the three-dimensional exercise games are: creating userspecific exercise training programs, having game and gamification elements, providing expert support in determining an exercise program, having rich tools for measuring and evaluating physical activities, providing feedback about short and long term user performance, and that it can be used independently in the home environment.
🔬Tür:Modelleme & Sayısal Simülasyon
📍Kapsam:Genişletilmiş Akademik Örneklem
⚙️Değişkenler:Game development models · 3-D games for exercises · Exercises in home distance learning

Abstract

To increase the benefıts of three-dimensional exercise games, the steps to develop these games need to be effective and efficient. The purpose of this study is to determine the game development model used in the design of three-dimensional games for exercise to create effective, efficient, usable, and safe games for users. In this article, studies on exercise programs and game development models in the literature were examined. According to the results from the literature, the considerations which should be taken into account when designing the three-dimensional exercise games are: creating userspecific exercise training programs, having game and gamification elements, providing expert support in determining an exercise program, having rich tools for measuring and evaluating physical activities, providing feedback about short and long term user performance, and that it can be used independently in the home environment.

🔖

Bu Makaleye Atıf Yap

PAMUKCU, B. S., ÇAKIR, H. (2021). Design Considerations for 3-D Exergames. Journal of Learning and Teaching in Digital Age, Cilt: 6 - Sayı: 1, 58–71. https://ajindex.com/articles/681289

📄 Tam Metin PDF Okuyucu

📄

PDF görüntüleyici hazırlanıyor...

Kaynakça (9)

  1. Akbaba, S. (2006). Eğitimde motivasyon. Atatürk Üniversitesi Kazım Karabekir Eğitim Fakültesi Dergisi, 13, 343-361.
  2. Akbayrak, T., Kaya, S., & Tedavi, F. (2008). Gebelik ve egzersiz. Hacettepe Üniversitesi Sağlık Bilimleri Fakültesi, Fizik Tedavi Ve Rehabilitasyon Bölümü Klasmat Matbaası, Ankara.
  3. Akgül, B. M., Sarol, H., & Gürbüz, B. (2009). Rekreasyonel amaçlı hizmet veren spor işletmelerinin hizmet kalitesinin belirlenmesi. Gazi Beden Eğitimi ve Spor Bilimleri Dergisi, 14(3), 33-39.
  4. Akyol, A., Bilgiç, P., & Ersoy, G. (2008).
  5. Fiziksel Aktivite, Beslenme ve Sağlıklı Yaşam. Ankara: Klasmat Matbaacılık. Alahäivälä, T., & Oinas-Kukkonen, H. (2016). Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature. International journal of medical informatics, 96, 62-70.
  6. Aydin, İ., & Yaşartürk, F. (2017). Fitnes Katılımcıların Rekreasyonel Etkinliklere Yönelik Motivasyon Düzeylerinin Çeşitli Değişkenlere Göre İncelenmesi. Uluslararası Kültürel ve Sosyal Araştırmalar Dergisi (UKSAD), 3(Special Issue 2), 142-152.
  7. Bailey, R. (2006). Physical education and sport in schools: A review of benefits and outcomes. Journal of school health, 76(8), 397- 401. Baltacı, G. (2008). Obezite ve egzersiz. Sağlık Bakanlığı Yayınları, Ankara(730). Baltacı, G., & Düzgün, İ. (2008). Adolesan ve Egzersiz. Sağlık Bakanlığı Yayın(730). Baranowski, T. (2016). Exergaming: Hope for future physical activity? or blight on mankind? Journal of Sport and Health Science, 6(1), 44. Baranowski, T., Abdelsamad, D., Baranowski, J., O’Connor, T., Thompson, D., Barnett, A., Chen, T. (2012). Impact of an Active Video Game on Healthy Children’s Physical Activity. Pediatrics, 129(3), 636-642.
  8. Bartel, A., & Hagel, G. (2016). Gamifying the learning of design patterns in software engineering education. Paper presented at the 2016 IEEE Global Engineering Education Conference (EDUCON). Benzing, V., & Schmidt, M. (2018). Exergaming for Children and Adolescents: Strengths, Weaknesses, Opportunities and Threats. Journal of clinical medicine, 7(11), 422. Bilir, N. (2007). Sağlığın Korunması. Yaşlılıkta Kaliteli Yaşam. Ankara: HÜ Geriatrik Bilimler Araştırma ve Uygulama Merkezi. Birant, K. U. (2014). Öğrenci Oryantasyonunda Web Portalı temelli Oyunlaştırma Önerisi. XIX. Türkiye'de İnternet Konferansı, 27-29.
  9. Blair, S. N., LaMonte, M. J., & Nichaman, M. Z. (2004). The evolution of physical activity recommendations: how much is enough? The A