The core idea of physical literacy is a mind-body integrated, holistic approach to physical activity. A physically literate individual is expected to be cognitively knowledgeable, physically competent, and mentally mo...The core idea of physical literacy is a mind-body integrated, holistic approach to physical activity. A physically literate individual is expected to be cognitively knowledgeable, physically competent, and mentally motivated for a physically active life throughout the lifespan. The advancement of technology in recent years, especially those in active video games(AVGs), seems to have allowed the mind-body integrated physical activity accessible to children at all ages. This article reviews findings from research and critique research on AVGs in light with the theoretical and pedagogical tenets of physical literacy and, on the basis of the review, elaborates the potential that AVGs could contribute to enhancing children's physical literacy.展开更多
Technological innovations have revolutionized the educational technology into various dimensions. Educational processes without educational technology have no value in this modern world. In education domain, the educa...Technological innovations have revolutionized the educational technology into various dimensions. Educational processes without educational technology have no value in this modern world. In education domain, the educational software has simplified the processes in greater extend. A implemented while developing such educational software. In particu proper lar, the development methodology has to be software developed to enrich these education processes should follow a development strategy to motivate the end users to utilize the hypermedia potentials. The software development life cycle (SDLC) has different phases in designing such educationa technology and assists the end users to benefit from the modern technology. This study identifies the various factors to be considered at each phase of the SDLC while developing educational software. Also, this study proposes some suggestions to be followed in ESDLC with respect to educational processes perspectives. The core idea of this study is to identify the various issues in implementing such educational software in day to day teaching and learning processes.展开更多
文摘The core idea of physical literacy is a mind-body integrated, holistic approach to physical activity. A physically literate individual is expected to be cognitively knowledgeable, physically competent, and mentally motivated for a physically active life throughout the lifespan. The advancement of technology in recent years, especially those in active video games(AVGs), seems to have allowed the mind-body integrated physical activity accessible to children at all ages. This article reviews findings from research and critique research on AVGs in light with the theoretical and pedagogical tenets of physical literacy and, on the basis of the review, elaborates the potential that AVGs could contribute to enhancing children's physical literacy.
文摘Technological innovations have revolutionized the educational technology into various dimensions. Educational processes without educational technology have no value in this modern world. In education domain, the educational software has simplified the processes in greater extend. A implemented while developing such educational software. In particu proper lar, the development methodology has to be software developed to enrich these education processes should follow a development strategy to motivate the end users to utilize the hypermedia potentials. The software development life cycle (SDLC) has different phases in designing such educationa technology and assists the end users to benefit from the modern technology. This study identifies the various factors to be considered at each phase of the SDLC while developing educational software. Also, this study proposes some suggestions to be followed in ESDLC with respect to educational processes perspectives. The core idea of this study is to identify the various issues in implementing such educational software in day to day teaching and learning processes.