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1

Myers, A. M., and N. Hamilton. "Evaluation of The Canadian Red Cross Society's Fun and Fitness Program for Seniors." Canadian Journal on Aging / La Revue canadienne du vieillissement 4, no. 4 (1985): 201–12. http://dx.doi.org/10.1017/s0714980800004876.

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ABSTRACTAn ongoing, structured, low-intensity exercise program designed to foster physical, social and cognitive functioning was evaluated in 128 seniors ranging in age from 55 to 101 years. The sample included individuals residing in the general community, seniors' apartment complexes and institutional care facilities. Participation in other exercises was found to increase since joining the program. The program appeared to be providing an opportunity for social interaction among participants, and the exercises appeared to be mentally stimulating. Implications for program modifications, including building in self-monitoring procedures, are discussed.
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Hopkinson, Clare. "Warm-up exercises: can learning be fun?" Nursing Standard 8, no. 37 (1994): 30–34. http://dx.doi.org/10.7748/ns.8.37.30.s30.

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3

Yelvington, Miranda L. "647 The Superhero in You: Engaging Pediatric Patients in Therapeutic Exercises." Journal of Burn Care & Research 42, Supplement_1 (2021): S181. http://dx.doi.org/10.1093/jbcr/irab032.297.

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Abstract Introduction Engaging pediatric burn survivors in necessary range of motion exercises can be challenging. For younger children, difficulty understanding the reasoning behind prescribed exercises, fear and anxiety can all lead to refusal to participate. Traditional rote range of motion exercises do not engage the child’s sense of curiosity and adventure and seem more like medicine than play. We have developed a range of motion exercise program based on well-known superhero actions. For children who need to address active wrist extension and digit extension, they become “Iron Man” (Example included), “Hulk Smash” lets us work on grip and active composite flexion while becoming “Spiderman” encourages digit isolation. “Superman”, “Wonder Woman” and “Batman” allow utilization of total body movements but can be focus on shoulder flexion or abduction and cross body movements. Methods Traditional superhero movements were assessed to determine similarity to traditional therapy exercises. Exercises were drawn with the extremities performing the desired movements. Pediatric patients are introduced to these exercises and encouraged to act out the superhero movements with therapist directing the desired end range and directionality of movements. Results These characters are well known and loved by pediatric patients. In many instances, a fearful patient may become an active therapy participant through these engaging activities. Goal attainment becomes more fun and less when children are engaged in a purposeful play task. Caregivers can carry these exercises well beyond the therapy session to encourage day long exercise which is essential for contracture prevention and remediation. A recent feedback comment from the parent of a 4-year-old burn survivor specifically focused on these exercises. “Absolutely phenomenal. The therapist did “superhero” moves with my son and got him to open and close his hands. I was so relieved that the movement was normal” Conclusions Modifying instruction methods to include familiar and fun techniques can increase therapy participation and can decrease the fear experienced by young burn survivors when faced with moving an injured extremity.
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Fulcher, J. A. "Fun and games and microcomputer interfacing (laboratory exercises)." IEEE Micro 11, no. 1 (1991): 18–21. http://dx.doi.org/10.1109/40.67740.

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ZACHARIS, Alexandros, Eloise JABES, Ifigenia LELLA, and Evangelos REKLEITIS. "Cyber Awareness Exercises: Virtual vs On-site Participation & the Hybrid Approach." International Journal of Information Security and Cybercrime 10, no. 2 (2021): 31–36. http://dx.doi.org/10.19107/ijisc.2021.02.04.

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This paper examines the advantages and disadvantages of executing cyber awareness exercises in two different formats: Virtual vs On-site participation. Two EU Agencies, EUSPA and ENISA have organized in the previous years Cyber Awareness exercises; a very important tool to enhance and test the organization's ability to put up resistance and respond to different cyber threats. The objective of this paper is to compare the outcomes of these awareness exercises, executed on-site through physical attendance prior to 2019 and virtually, in a remote setup in 2020, due to the restrictions posed by the pandemic of COVID-19. ENISA in collaboration with EUSPA have accumulated raw and diverse data from the evaluation reports of the cyber events mentioned above. The comparison of these data will focus on the most important success factors of a cyber awareness exercise such as: participation, cooperation (social interaction/teambuilding), effectiveness, fun, tools and identify how the location of the participants affects them. The aim of this work is to highlight through statistical analysis the benefits of a hybrid approach to the exercise’s setup, once combining elements of both virtual and on-site. Depending on the different kind of exercises, such a hybrid setup, will provide more flexibility to an exercise organizer and help maximize effectiveness, while adapting to the fluctuating working regimes of the near future; namely Teleworking. Furthermore, a modular exercise design will be proposed in order to adapt to the location limitations without impacting negatively the rate of the rest of factors analyzed.
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Hadi, Putra, and Faridah Faridah. "Edukasi Pencegahan dan Penanganan Cedera Hamstring pada Pemain Sepak Bola di Komunitas Jambi Fun Soccer." Jurnal Abdimas Kesehatan (JAK) 6, no. 2 (2024): 218. http://dx.doi.org/10.36565/jak.v6i2.680.

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Hamstring injury is an injury to the hamstring muscle tissue due to direct or indirect damage from being stretched beyond normal limits. This injury often occurs in the groin muscles, hamstrings, and quadriceps muscles. Hamstring injuries often occur in altitudinarians usually in one of the hamstrings muscles that are torn or stretched due to trauma and sudden movement or Movement suddenly stops. The objective of this study is to increase knowledge about handling hamstring injuries in soccer players in the Jambi Fun Soccer community. Methods: this community service is in the form of delivering material and practicing directly with the help of leaflet and presentation media as well as simulation of injury management program exercises in the form of Stretching Exercise techniques or Stretching Exercises in the Hamstring area. After this counseling is done is the increased knowledge of soccer players about hamstring strain injuries and the importance of stretching exercise in handling sports injuries. This is indicated by the ability of the players to answer questions given after counseling. Conclusion: The positive response given by the players was very diverse and on average gave a very satisfied response to the implementation of this work program.
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Eckert, Martina, Alicia Aglio, María-Luisa Martín-Ruiz, and Víctor Osma-Ruiz. "A New Architecture for Customizable Exergames: User Evaluation for Different Neuromuscular Disorders." Healthcare 10, no. 10 (2022): 2115. http://dx.doi.org/10.3390/healthcare10102115.

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This paper presents a modular approach to generic exergame design that combines custom physical exercises in a meaningful and motivating story. This aims to provide a tool that can be individually tailored and adapted to people with different needs, making it applicable to different diseases and states of disease. The game is based on motion capturing and integrates four example exercises that can be configured via our therapeutic web platform “Blexer-med”. To prove the feasibility for a wide range of different users, evaluation tests were performed on 14 patients with various types and degrees of neuromuscular disorders, classified into three groups based on strength and autonomy. The users were free to choose their schedule and frequency. The game scores and three surveys (before, during, and after the intervention) showed similar experiences for all groups, with the most vulnerable having the most fun and satisfaction. The players were motivated by the story and by achieving high scores. The average usage time was 2.5 times per week, 20 min per session. The pure exercise time was about half of the game time. The concept has proven feasible and forms a reasonable basis for further developments. The full 3D exercise needs further fine-tuning to enhance the fun and motivation.
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Fridin, Marina, and Mark Belokopytov. "Robotics Agent Coacher for CP motor Function (RAC CP Fun)." Robotica 32, no. 8 (2014): 1265–79. http://dx.doi.org/10.1017/s026357471400174x.

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SUMMARYRobotics Agent Coacher for Cerebral Palsy motor Function (RAC CP Fun) is an attempt to implement socially assistive robotics, and a motor learning approach in rehabilitating movement disorders with a central origin. The concept and architecture of RAC CP Fun implements the motor learning theory and behavioral approach, i.e. principles of repetition, stages of learning, appropriate feedback, random practice, and enriched environments. Eleven children with cerebral palsy (CP) and fourteen typically developed (TD) children participated in two procedures while interacting with a robot and performing motor exercises. The interaction level and motor performance of children were measured and compared. Children with CP exhibited a higher interaction level; however, their motor performance was lower than that of TD children. RAC CP Fun was found to be feasible to interact with children of pre-school age, to augment the motivation of the children with CP, and to involve the children in motor exercises.
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Catur Supriyanto and Bing Liu. "Virtual Cycling For Promoting a Healthy Lifestyle." International Journal of Science, Technology & Management 2, no. 1 (2021): 60–71. http://dx.doi.org/10.46729/ijstm.v2i1.114.

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The pandemic era has brought a rapid change in the human health lifestyle. Considering the importance of a healthy lifestyle, many companies have started to promote indoor exercises to encourage a healthy lifestyle. Recently, virtual cycling is one of the popular virtual sports in Asia, European Countries, and the USA. This paper presents the evaluation of virtual cycling for promoting a healthy lifestyle. This paper aims to share a virtual cycling exercise's strengths and challenges based on empirical studies. Document analysis was done on the existing empirical studies from the online journal and news papers articles. The finding suggests that virtual cycling is healthy, fun, and a low-impact virtual form of virtual exercise that becomes a lifestyle. Some recommendation was suggested for the development of virtual cycling for the sustainable health community.
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Arumugam, Nalini, Julina Munchar, Puspalata C. Suppiah, Sathiyaperba Subramaniam, and Maizura Mohd Noor. "Fun Learning Series." International Journal of Modern Languages And Applied Linguistics 2, no. 3 (2018): 5. http://dx.doi.org/10.24191/ijmal.v2i3.7634.

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The aim of this study was to develop an interactive learning tool using computer with a view to enhance preschoolers’ reading ability in English class. This study adopted an action research methodology addressing the call for more authentic materials for preschoolers to sensitise their curiosity by using authentic objects. This study consisted of two phases; in phase 1, a teacher taught preschoolers basic reading skill by introducing letters and words via printed worksheets while in phase 2, the preschoolers learned the same content via computer. Twelve preschoolers (7 girls and 5 boys) and two teaching staff from Smart Reader Kids participated in this study. The results showed that computer-based learning activities created multi-trial opportunities without any negative interference to the preschoolers. This experiential learning that involved trial and error approach enabled preschoolers to learn independently and at the same time engage in fun-filled activities to self-regulate their learning. Classroom observation further indicated that the preschoolers enjoyed participating in the reading activities designed for them. The use of authentic photographs and visuals in the exercises were appealing and encouraged them to engage in meaningful communication with their peers. In addition, preschoolers displayed a high level of confidence during the lesson as the environment was encouraging without much intervention from the class teacher. This ultimately persuaded the preschoolers to give their own responses while creating opportunity for themselves to explore their own learning.
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DeMers, Michael N. "Second Life as a Surrogate for Experiential Learning." International Journal of Virtual and Personal Learning Environments 1, no. 2 (2010): 16–30. http://dx.doi.org/10.4018/jvple.2010040102.

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Second Life is increasingly being used as a venue for education, especially for delivery of online instruction where social presence and community building are essential components. Despite its robust 3-D modeling tools and powerful scripting language, many educational uses of Second Life are limited to passive forms of content delivery that often mimic some variety of Victorian style lecture setting. This article demonstrates a series of exercises designed around a more active learning model for my geography courses based on Kolb’s (2005) theory of experiential learning. Active class exercises encourage hands-on interaction with components of the virtual world, but are linked explicitly to real subject matter content. By providing fun pre-exercise training and promoting learning by discovery, the exercises are designed to encourage the four fundamental components of the experiential learning environment: involvement, reflection, analysis, and problem solving. Beyond providing an excellent educational environment, such approaches can act as surrogates for real-world experiences that are either impossible or logistically problematic.
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Bibi, Rashida, Zhang Yan, and Aurang Zeb. "Effects of Thai Chi exercises, and laughter therapy on active aging in community-dwelling older adults: A systematic review." International Journal of Endorsing Health Science Research (IJEHSR) 10, no. 1 (2022): 125–40. http://dx.doi.org/10.29052/ijehsr.v10.i1.2022.125-140.

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Background: Community-dwelling older adults lack opportunities for health care, health-related knowledge, participation in health care activities, and a sense of security. These all are some of the identified hindrances on Active-aging elderly living in the community. This study explores the fundamental elements of long-distance Happy-age education in terms of Active-aging in older adults living in the community.
 Methodology: An extensive literature search returned 443 studies. Of these, only 10 studies met the inclusion criteria of a scientific investigation of the effectiveness of long-distance Happy age education programs, including fun exercise and laughter that contain appropriate elaboration on theoretical constructs and methods.
 Results: The qualitative assessment resulted that programs containing more fun-based interventions are effective regardless of the type of intervention. The effectiveness is also modulated by other variables such as the participant's education level, gender, current health status, and financial constraints.
 Conclusion: This review suggests that the level of the community-dwelling older adults have seemed to benefit from Thai Chi Rhythmic exercises and laughter exercises. More studies of this topic with older adult populations are needed to select the most convenient Happy-age education program that can improve the level of Active-aging and prolong life with happiness can be fulfilled.
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Szymaniak, Jadwiga. "Education Through Play." Studia Gdańskie. Wizje i rzeczywistość XVI (March 27, 2020): 41–56. http://dx.doi.org/10.5604/01.3001.0014.2512.

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In the article the autor focuses on the educational nature of fun, not only during lessons, but also sports exercises. The autor refers to the principles of positive pedagogy and pedagogy of experience.
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Chen, Ying. "Explore the Reform of Modern University Badminton Classroom Teaching Methods." Advances in Higher Education 3, no. 3 (2019): 23. http://dx.doi.org/10.18686/ahe.v3i3.1456.

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<p>At present, college physical education classes are gradually diversified, and badminton is one of the basic sports activities. As a basic sport, badminton has many advantages: first, the sports equipment is relatively simple, easy to carry; second, the site requirements are relatively low; third, it exercises both physical strength and eye-hand coordination; fourth, the safety factor of badminton is relatively high in many sports. While taking exercise, students can enjoy the fun and charm of sports. This paper mainly discusses the teaching methods of badminton in college classroom.</p>
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Yamako, Go, Kirari Ito, Takanori Muraoka, and Etsuo Chosa. "Leg Muscle Activity and Joint Motion during Balance Exercise Using a Newly Developed Weight-Shifting-Based Robot Control System." International Journal of Environmental Research and Public Health 20, no. 2 (2023): 915. http://dx.doi.org/10.3390/ijerph20020915.

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A novel and fun exercise robot (LOCOBOT) was developed to improve balance ability. This system can control a spherical robot on a floor by changing the center of pressure (COP) based on weight-shifting on a board. The present study evaluated leg muscle activity and joint motion during LOCOBOT exercise and compared the muscle activity with walking and sit-to-stand movement. This study included 10 healthy male adults (age: 23.0 ± 0.9 years) and examined basic LOCOBOT exercises (front–back, left–right, 8-turn, and bowling). Electromyography during each exercise recorded 13 right leg muscle activities. Muscle activity was represented as the percentage maximal voluntary isometric contraction (%MVIC). Additionally, the joint motion was simultaneously measured using an optical motion capture system. The mean %MVIC differed among LOCOBOT exercises, especially in ankle joint muscles. The ankle joint was primarily used for robot control. The mean %MVIC of the 8-turn exercise was equivalent to that of walking in the tibialis anterior, and the ankle plantar flexors were significantly higher than those in the sit-to-stand motion. Participants control the robot by ankle strategy. This robot exercise can efficiently train the ankle joint muscles, which would improve ankle joint stability.
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Drga, Jozef, Martin Bulko, Karol Petrík, Mária Csatáryová, and Stanislav Šimkovič. "Visual Observations as Exercises in Physics." Acta Technologica Dubnicae 6, no. 1 (2016): 78–89. http://dx.doi.org/10.1515/atd-2016-0002.

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AbstractVisual meteor observations are a fun and interesting approach to astronomy and to scientific research in general. It can be used for laboratory or practical exercises in physics at high schools and universities. The students can personally collect and analyze the acquired data. The output consists of Zenithal Hourly Rate (ZHR) values, spatial density and population index. In this paper, the so called counting method is described as it is the most suitable method for beginners. As a practical example, the ZHR curve of the Lyrid meteor shower was evaluated and the maximum and the duration of the shower were calculated.
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Fitriani, Eka Surya, Virdyra Tasril, and Ade Rizka. "Student’s Perception on the Use of Fun Vocabulary Multimedia in Enhancing Vocabulary Mastery for Elementary Level." International Journal of English and Applied Linguistics (IJEAL) 3, no. 2 (2023): 190–98. http://dx.doi.org/10.47709/ijeal.v3i2.2437.

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The developments of multimedia language learning after Covid Pandemic. With the rise of the Internet and new technology, given students' perception about the use of Fun Vocabulary, their experience in the sector is critical for the successful development of academic programs, since the end user's perception toward the application of information technology is one of the most effective aspects. Hence this study was conducted in purpose to evaluate the students’ perception on the usage of multimedia Fun Vocabulary for grade IV elementary students as the implementation of Computer Assisted Language Learning (CALL). Twenty students filled the questionnaire survey after they experienced learning within the multimedia in case to assess the performance and qualities of a designed multimedia Fun Vocabulary. This study applied quantitative research to measure the users’ evaluation on platform usage through questionnaire which was as the instrument of collecting data. The result found that the students’ agreement showed positive perceptions prevailed over their disagreement or neutral responses in the questionnaire. Fun Vocabulary multimedia was designed and provided a variety of exercises and materials with interesting visual content which can enhance the understanding of vocabulary in English for elementary school level. It was very helpful for their motivation and interest to keep learning English via the platform and practice through its exercises. On the other side, the findings also indicated that the limitation of multimedia that cannot reach the next grade. On the other hand, other findings showed that the materials were very limited and could not reach more list of vocabulary provided in this multimedia. Otherwise, Fun Vocabulary multimedia simply can be used to learn English for students basically and can be useful for teacher as blended learning at class.
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Fatxulla, Miraxmedov. "MEANS OF PREVENTING FATIGUE IN STUDENTS DURING." Innovations in pedagogy in psychology 5, no. 5 (2023): 5. https://doi.org/10.5281/zenodo.7656821.

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The article is aimed at increasing the activity of students in the classroom by holding fun moments during the lesson, as well as all kinds of outdoor games to prevent students from losing interest in the lesson due to fatigue during the lesson. Alternatively, it is noted that during the lesson, the muscles of the organs of vision and hearing, the muscles of the body, especially the spine, which are in a certain position, get tired more than the muscles of the palm. Properly selected 2-3 physical exercises for a fun minute, conducted during this period, relatively reduce fatigue, improve the attention of students, increase efficiency. Holding a fun moment during the lesson is aimed at improving health, the treatment of which, like gymnastics, prevents curvature of the bones of the spine.
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Zhao, Fang. "Using Quizizz to Integrate Fun Multiplayer Activity in the Accounting Classroom." International Journal of Higher Education 8, no. 1 (2019): 37. http://dx.doi.org/10.5430/ijhe.v8n1p37.

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This study investigates the effectiveness of Quizizz on enhancing students’ learning experiences in an accounting classroom. Quizizz is an educational app that enables students to participate in fun multiplayer class activities. After doing in-class exercises using Quizizz, students report that this app brings positive impact on their learning experiences. Class section in which Quizizz is applied more frequently reports higher scores on the satisfaction of using this app and higher scores on the instructor’s teaching evaluation.
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Erskine, Laura, and Chris J. Sablynski. "The Pacific Production Game." Management Teaching Review 1, no. 4 (2016): 252–62. http://dx.doi.org/10.1177/2379298116654279.

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There are many exercises available to instructors that illustrate concepts in general management, leadership, teams, and negotiation. In this article, we describe a Lego® building activity that can be used to teach any (and all) of these concepts. The “Pacific Production Game” is both fun and educational. Students all play an active role in conducting and debriefing the exercise, and feedback is overwhelmingly positive. This activity can be adapted to students at all levels. It can be conducted in small classes and classes as large as 150 students. Detailed instructions for preparing the materials, running the activity for three different learning objectives (four functions of management, team building, and negotiation), and conducting the debriefs for each are provided.
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Vignesh, Thillai, Renukadevi Mahadevan, and Sandeep Padantaya Harish. "Adherence to Kinect Adventure Games in Individuals with Parkinson’s Disease – An Experimental Study from Mysore, India." Journal of Evolution of Medical and Dental Sciences 10, no. 33 (2021): 2754–60. http://dx.doi.org/10.14260/jemds/2021/562.

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BACKGROUND Individuals with Parkinson’s disease (PD) experience reduced balance ability and are prone to fall. As the disease advances with age, the traditional forms of physiotherapy are prone to fail in long-term exercise intervention as patients lose interest in performing the exercises. The use of virtual reality game technology consists of tasks in virtual environments that combine physical and cognitive demands in a fun and motivating manner which leads to adherence in a long-term exercise intervention. The objectives of the study were to know the adherence of Kinect adventure games in individuals with PD by attendance percentage of prescribed sessions and analyse the impact of balance after the games in them. METHODS An experimental study with pre-post design in which 11 individuals were selected, with a mean age of 67.8 years. Home-based balance exercises were given three days a week up to 6 weeks (18 sessions). Kinect adventure games were implemented for another six weeks. Adherence was measured by attendance percentage in terms of the frequency of sessions completed. The secondary outcome measure was to assess balance. Participants were evaluated before intervention and post-intervention using BESTest. Descriptive statistics were used to compare the BESTest scores of pre and post-intervention. RESULTS The adherence percentage of Kinect adventure game therapy was 38 %. The adherence percentage of home-based balance exercises was only 9 %. The best scores improved in home-based balance exercise compared to Kinect adventure game therapy. CONCLUSIONS The participants with Parkinson’s disease did not adhere to Kinect adventure game therapy. For the attended sessions the balance improved for home-based balance exercise compared to Kinect game therapy. KEY WORDS Exercise Barrier, Adherence, Balance Training, Virtual Reality, Video Games
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Nurulsyafikah, Nurulsyafikah, Andi Suwarni, and Dian Riani Said. "Teaching English Vocabulary Pronounciation Using Fun-Learning for Students of SD 02 Weru." Journal of Social Science and Education Research 2, no. 1 (2025): 19–31. https://doi.org/10.59613/990y6762.

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This study explores the effectiveness of fun-learning techniques in improving English pronunciation among young learners. The research arises from the increasing need for engaging and interactive teaching methods to address the challenges in language acquisition, especially in pronunciation. Traditional, monotonous methods often fail to engage students and lead to low retention rates. A qualitative approach, including classroom observations and interviews with teachers and students, was used to evaluate the impact of fun-learning activities. The findings show that incorporating games, role-playing, and phonetic exercises significantly enhances pronunciation accuracy, boosts confidence, and improves overall language retention. The study emphasizes the importance of continuous teacher development to successfully apply these techniques. In conclusion, fun-learning addresses the limitations of conventional teaching and offers an innovative approach to improving pronunciation. Teachers are encouraged to adopt these strategies, with support from school administrators through resources and training.
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Hasballah, Maria Ulfa, Eng Hock Kway, and Nur Hasmalawati. "Effectiveness of Using Early Reading Book to Improve Emergent Literature for Children with Dyslexia." Jurnal Pendidikan Awal Kanak-kanak Kebangsaan 12, no. 1 (2023): 85–91. https://doi.org/10.37134/jpak.vol12.1.8.2023.

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Dyslexia is a learning disability in children who have problems in written, spoken, expressive or receptive language. The most appropriate stimulation for dyslexia children is to provide an interesting and fun way of learning, especially because their age is still in the category of early childhood. The right stimulation can help dyslexia children solve their problems. Reading books that are fun will really help dyslexia children in learning to read. The purpose of this research is to create an interesting and fun learning media innovation, especially for dyslexia children to improve their early literacy skills. This reading book makes dyslexia children learn in their own way. This study uses the one group pre-posttest experimental technique, which is an approach that gives treatment to one research group, then the results will be calculated the difference. The number of research samples was 10 people, with dyslexia characteristics in the moderate category. The treatment used is to provide treatment in the form of reading exercises using reading books for dyslexia children. The significant value is 0.000 <0.05, meaning that there is a difference between before and after using reading books. The results of this study were dyslexia children who learned to use exercise books specifically designed for dyslexic children were quite effective, where they recognized letters more quickly and were able to read simple words. This study provides a very good improvement in reading skills in dyslexia children.
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Fauziah, Fenna, Ricky Wibowo, and Mesa Rahmi Stephani. "Improving Static Balance Skills in Elementary School Children Using Themed Balance Exercises." COMPETITOR: Jurnal Pendidikan Kepelatihan Olahraga 16, no. 2 (2024): 489. https://doi.org/10.26858/cjpko.v16i2.63765.

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This study aims to improve balance skills in children by using themed balance exercises. This study used an experimental method of one group pre-test and post-test design. The population of this study were elementary school students in one of the elementary schools in Bandung with the ages of twelve years old. The sampling technique in this study used purposive sampling with certain considerations, selected 25 students who were in the category of moderate and low balance skills. The measuring instrument to measure the level of balance of children using the flamingo balance test. After the intervention of themed balance training for 12 meetings with 4 meetings a week, the data were analysed using the dependent T test. The results showed that children's static balance skills improved significantly after provided with themed balance exercises for 12 meetings. Themed balance exercises provide a variety of fun balance movement exercises that are expected appropriate for twelve-year-old children.
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C., Sandiuc. "The use of vocabulary games in the ESP classroom." Scientific Bulletin of Naval Academy XXII, no. 1 (2019): 104–11. http://dx.doi.org/10.21279/1454-864x-19-i1-014.

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Studies show that engaging students with game-based activities increases their involvement and leads to better language acquisition. Students who associate learning with playing games and having fun are more relaxed, at the same time being more involved and competitive. Therefore, language games can prove to be a very useful tool in teaching vocabulary effectively in ESP. They can be used as warm-up activities or time fillers, as review exercises or even as an assessment tool. The present paper discusses a series of fun activities aimed at improving students’ vocabulary mastery, their spelling skills, inference making and morphology knowledge, such as: alphabet and spelling games, fun matching activities, concentration and memory games, vocabulary review games, etc. These activities advocate for a change in the teaching techniques, which could provide some variety and turn standard textbook activities into playful tasks meant to revive the ESP classroom and improve learners’ vocabulary and fluency
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Lownds, N. K. "Mini-essays: Using Writing for Fun and Creativity." HortScience 32, no. 3 (1997): 432F—433. http://dx.doi.org/10.21273/hortsci.32.3.432f.

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Good written communication skills are essential for the success of our graduates. To promote good writing, students in Ornamental Plant Identification classes have been required to write mini-essays, one-page responses to real-world scenarios. Student's responses have been good and their writing has been very acceptable. The mini-essays were, however, just assignments to complete. In an attempt to get students truly involved and passionate about their writing, assignments were designed to illicit creative, fun responses. Students were asked to explain concepts to fourth graders. This brought responses that ranged from exercises where kids were to stick out their tongues to imitate humming birds, to a short play demonstrating the importance of plant nomenclature. Another assignment asked students to complete a story about the famous detective, Hortus paradoxa. Student responses were incredibly creative, and some of the best writing I have ever seen. In addition, students had fun. It seems clear that, if students know that it is OK to be creative, they will greatly exceed your expectations. Just be prepared to have lots of fun while learning. Samples of the assignments, responses, and what is next will be presented.
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Puhek, Miro, Matej Perše, and Andrej Šorgo. "WHAT IS THE TENDENCY IN BIOLOGY VIRTUAL FIELD TRIPS? THE CASE OF MARIBOR ISLAND TRAIL." Problems of Education in the 21st Century 50, no. 1 (2012): 80–89. http://dx.doi.org/10.33225/pec/12.50.80.

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There is no doubt any more that virtual worlds are suitable for school environment. It was shown by various researchers that they can contribute in supplying students with additional information, help them to visualise subjects, respond with answer on demand or even in some cases supplement the real materials. Based on the real experience, the virtual field trail Walk on Maribor Island was developed for biology and natural science classes in lower secondary school. The trail is presented through eight exercises that differentiate not only in theme, but also in difficultness, fun, background idea etc. In spring 2011, 133 eighth grade students worked on the virtual field trail during the biology class. After the work on exercises, students were asked to analyse the exercises regarding the level of difficultness, level of interest and level of proficiency. The main aim of the study was to present the tendency in biology virtual field trips that should be taken into consideration before the development of new exercises. Key words: biology, education, field work, virtual field trips.
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Ganzevoort, Ilse N., Adriëlla L. van der Veen, Manna A. Alma, Marjolein Y. Berger, and Gea A. Holtman. "Children’s and Their Parents’ Experiences With Home-Based Guided Hypnotherapy: Qualitative Study." JMIR Pediatrics and Parenting 8 (January 27, 2025): e58301-e58301. https://doi.org/10.2196/58301.

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Abstract Background Management of children with functional abdominal pain (FAP) or irritable bowel syndrome (IBS) is difficult in primary care. When education and reassurance do not alleviate symptoms, primary care physicians lack treatment options for children with FAP or IBS. Home-based guided hypnotherapy is a promising treatment because of its accessibility. To address feasibility, it is of utmost importance to take experiences from children and their parents into account. Objective We aimed to explore children’s and their parents’ experiences with home-based guided hypnotherapy for children with FAP or IBS. Methods This qualitative study used open-ended questions from a questionnaire and in-depth semistructured interviews with children and their parents who had a hypnotherapy intervention prescribed. The interviews were audio-recorded and transcribed verbatim. Data were collected and analyzed iteratively using thematic content analysis. Results A total of 76 children were eligible, and we collected questionnaire data from 56 children. A total of 23 interviews were conducted with 10 children and 15 parents. Six themes emerged from questionnaire data and interviews: impression of the exercises, not for everyone, influence of perceived effect, integrating exercises in daily life, content and practicalities of the website, and customization to personal preferences. Children with FAP or IBS experienced home-based guided hypnotherapy and the exercises differently, ranging from boring to fun. From interviews with the parents, it emerged that hypnotherapy is not suitable for everyone; for example, when children are very young or have a low developmental level, cannot sit still, cannot surrender to the exercises, or are too energetic or stressed, it might be difficult to comply. Experiences were shaped by the influence of a perceived effect and to which extent children were able to integrate exercises in daily life. The content and practicalities of the website also influenced experiences, and hypnotherapy that is adaptable to personal preferences, including by appearance and content, would be highly appreciated. Conclusions The children and parents experienced home-based guided hypnotherapy differently, ranging from boring to fun. Hypnotherapy might be difficult or boring for some children. The children enjoyed hypnotherapy when they liked the topic or story, felt positive effects, could easily integrate exercises in daily life, or enjoyed the website in general. The children’s experiences and adherence can be further improved by adding short exercises and customizing hypnotherapy to their personal preferences on the website’s appearance and content. This could increase effectiveness but must be studied further.
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Joshi, Rohan. "Assessing the Benefits of Team Sports in Physical Education Programs." Innovations in Sports Science 1, no. 2 (2024): 29–33. http://dx.doi.org/10.36676/iss.v1.i2.12.

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In schools all around the globe, team sports have always been an integral part of PE classes. the many ways in which team sports may contribute to physical education, particularly in the areas of improving social and interpersonal skills, encouraging physical exercise as a lifestyle choice, and increasing overall fitness. The beneficial effects of team sports on children' overall growth can be better understood by analysing the benefits of physical education classes that include them. Sports played as a team, such as softball, volleyball, soccer, and basketball, offer a fun and exciting way to get moving. Team sports in physical education classes encourage students to work together, coordinate their movements, and work up a sweat. Cardiovascular health, muscle strength, and the development of basic motor skills are all greatly improved by these exercises.
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Parmar, Sanjay Tejraj, Anuprita Kanitkar, Nariman Sepehri, Satish Bhairannawar, and Tony Szturm. "Computer Game-Based Telerehabilitation Platform Targeting Manual Dexterity: Exercise Is Fun. “You Are Kidding—Right?”." Sensors 21, no. 17 (2021): 5766. http://dx.doi.org/10.3390/s21175766.

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There is a need for innovation to improve the engagement and accessibility of rehabilitation programs for children and adults with upper extremity motor impairments due to neurodevelopmental disorders, acquired brain injuries, or spinal cord injuries. For this purpose, a computer game-based telerehabilitation platform (GTP) was developed to address this need. Through the application of a miniature inertial-based computer mouse and the wide variety of commercial computer games, the developed GTP can provide engaging task-specific exercises for the rehabilitation of manual dexterity (object handling and manipulation). A purpose-built repetitive task practice software (RTP) was also developed to gather event data and synchronize it with patient movements during gameplays. This provides automated monitoring and quantification of patients’ motor skills, while they practice a range of game-based exercises with their hand and/or arm. The GTP would initially be used in a supervised clinical setting followed by a transition to function at home and be monitored by clinician specialists. Clinical support for home and rural communities, with protocols that can be easily updated, will help increase accessibility to targeted and personalized solutions for patients and achieve the desired training effect.
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Irawan, Roma, Vega Soniawan, and Heru Syarli Lesmana. "Preparation Of Physical Exercises And Techniques Of Futsal Game For Teachers, Trainers And Coaches Of Futsal In Sijunjung District." Jurnal Berkarya Pengabdian Masyarakat 1, no. 2 (2019): 201–6. http://dx.doi.org/10.24036/jba.v1i2.41.

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Still many coaches are not yet understood to compose the form of practice ranging from physical exercises, techniques. Physical exercises range from mild to heavy and fun exercise forms. As for the training techniques, many trainers are less familiar starting from the term Practice Series (basic/Basic,) until the situation play for some techniques in futsal sports.
 This activity was conducted by coordinating through partners on 03 October 2019 at the Office of the Education and Culture department Sijunjung district. Agreed on activities held on 18 until 20 October 2019. The activity lasts 3 days (starting on the first day of 14.00 S/d 18.00 WIB and resumed on the next 2 days starting at 08.00 S/d 18.00 WIB) on the Gor Sibinuang and Futsal field analyst. Activities are done by lecture, discussion and practice in the field.
 The result of this training process is; 1) All participants understand the forms of exercise of physical condition and the forms of technical exercises in Futsal sport demonstrated by some speakers, 2) the response and encouragement from local government is enough to be able to hold Futsal sports training activities by giving the local government permission, as well as the commitment of the local government to send some eligible participants to participate in the official training of the Associso futsal and will hold several matches to see the results of the activities undertaken. 3) Cooperation between TlM LP2M with FIK UNP and related elements running smoothly, 4) The participants ' enthusiasm is high enough to follow this activity, because this Futsal sport is a popular sport and favorite community
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Hung, Lillian, Yong Zhao, Michelle Lam, et al. "FEASIBILITY AND ACCEPTABILITY OF GAMIFIED CYCLING EXERCISE IN A LONG-TERM CARE HOME: A QUALITATIVE STUDY." Innovation in Aging 8, Supplement_1 (2024): 1244. https://doi.org/10.1093/geroni/igae098.3979.

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Abstract Gamification can motivate older adults to exercise by transforming physical activities into enjoyable experiences. Incorporating gaming elements in cycling exercises can foster a sense of interest and achievement, potentially improving health outcomes. This study investigated the acceptability and feasibility of motivating residents living in long-term care homes with a gamified cycling exercise. Fourteen residents (13 living with dementia) completed a 4-week gamified cycling exercise twice a week. Safety during exercise was addressed by monitoring heart rate and symptom observation. With an interpretive description approach, we conducted interviews with residents and family members and focus groups with staff and leadership. The thematic analysis identifies three themes representing the feasibility and acceptability of gamified cycling exercise among LTC residents: ease of use and accessibility, physical and mental health benefits, fun engagement and community building. Future research should explore dementia-friendly design, culture-related game content, family orientation and engagement, group exercise and organization support. This study showed promising acceptability and feasibility of gamified cycling exercise in a long-term care home. Successful implementation relies on tailoring interventions to meet residents’ specific needs and preferences while acquiring rapport with interdisciplinary staff in the care home.
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Kunda, Annie, and Seyi L. Amosun. "Benefits of exercise in older persons at primary level." South African Journal of Physiotherapy 54, no. 4 (1998): 21–24. http://dx.doi.org/10.4102/sajp.v54i4.585.

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The National Department of Health invited comments on proposed policy guidelines on the prevention of physical inactivity in older persons at primary level. The guidelines recommended the use of exercises which are dynamic, interesting, fun, easily implemented, safe and tailored to suit the individual needs. In order to make informed comments on the policy, the aim of this study was to evaluate the impact of the recommended exercise program among older persons in a local community over a six-week period. Promoting physical activity among the participants in the study resulted in marked improvements in systolic and diastolic blood pressures, and dominant hand grip strength. The time taken to perform some selected functional tasks also improved. The findings gave credence to the need to discourage physical inactivity among older persons, but there is need to overcome formidable methodological problems in evaluating the effects of exercise intervention among older persons in the community.
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Nor Azizah Riana, Diah Puji Siliwangi, and Aghnia Assifa Nadia. "Understanding EFL Learners' Experiences with Interactive Exercises for Building Vocabulary Skills." Dewantara : Jurnal Pendidikan Sosial Humaniora 3, no. 4 (2024): 236–46. https://doi.org/10.30640/dewantara.v3i4.3595.

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This study explores the experiences of English language learners engaging in interactive exercises for the purpose of building vocabulary skills. Understanding learners' experiences with interactive exercises for building vocabulary skills is crucial to inform and enhance teaching methodologies in language education. A qualitative research approach was adopted for this study, wherein interviews were conducted with university students enrolled in English programs. The results show that interactive exercises, such as digital games and group activities, significantly increase the motivation and engagement of students in learning. Participant pointed out that not only did such activities make learning fun, but they also helped them understand acquire more vocabulary. This study pinpoints the importance of incorporating interactive elements into language curricula in order to make the process of learning more dynamic. Emphasizing students' experiences can create an inclusive environment where the students' diverse learning needs are catered for, and this contributes to the improved language proficiency.
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Obaid Al-Issawi, Sura. "The Effect of Mediterranean Diet (MD) Accompanying Zumba Exercises in Reducing the Percentage of Cellulite for Women Aged (30-45) Years." Sumer 3 8, CSS 3 (2023): 1–12. http://dx.doi.org/10.21931/rb/css/2023.08.03.55.

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The research aimed to identify the effect of the Mediterranean diet and Zumba exercises on the percentage of cellulite for women aged (30-45) years. Therefore, The researcher prepared the Mediterranean diet program and the Zumba exercises that fit the research sample’s capabilities. The study sample was represented by (20) female employees who had cellulite exclusively, where the Mediterranean diet programs were applied through the distribution of a weekly food program and the accompanying Zumba exercises. The above program was carried out on the research sample for 3 months (12 weeks) by two training units per week, which were graded from easy to difficult. After implementing the two programs and conducting post-tests, the researcher concluded the following conclusions: The Mediterranean diet positively reduced the percentage of cellulite found in specific areas of the body (thigh, hip, and abdomen) because the values were significant, knowing that its components are available, which made it easy to apply. Besides, using Zumba exercises along with the Mediterranean diet helped reduce fat, water, and waste accumulation and gradually disappear. The researcher recommends that the Mediterranean diet be identified because its materials and nutrients depend on unsaturated fats and their high nutritional value. Emphasis on adopting different diets for those with high weight to reduce weight. Moreover, the use of Zumba exercises and other physical exercises accompanying music in hospitals and rehabilitation centers because of their role in increasing the fun and happiness of patients and eliminating depression and stress. Keywords: Mediterranean Diet, Zumba Exercises, Cellulite
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McClincy, Michael, Liliana G. Seabol, Michelle Riffitts, et al. "Perspectives on the Gamification of an Interactive Health Technology for Postoperative Rehabilitation of Pediatric Anterior Cruciate Ligament Reconstruction: User-Centered Design Approach." JMIR Serious Games 9, no. 3 (2021): e27195. http://dx.doi.org/10.2196/27195.

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Background Pediatric and adolescent athletes are a large demographic undergoing anterior cruciate ligament reconstruction (ACL-R). Postoperative rehabilitation is critical, requiring patients to complete home exercise programs (HEPs). To address obstacles to HEP adherence, we developed an interactive health technology, interACTION (iA), to monitor knee-specific rehabilitation. iA is a web-based platform that incorporates wearable motion sensors and a mobile app that provides feedback and allows remote monitoring. The Wheel of Sukr is a gamification mechanism that includes numerous behavioral elements. Objective This study aims to use a user-centered design process to incorporate behavioral change strategies derived from self-management theory into iA using the Wheel of Sukr, with the aim of influencing patient behavior. Methods In total, 10 athletes aged 10-18 years with a history of ACL-R were included in this study. Patients were between 4 weeks and 1 year post–ACL-R. Participants underwent a 60-minute triphasic interview. Phase 1 focused on elements of gaming that led to high participation and information regarding surgery and recovery. In phase 2, participants were asked to think aloud and rank cards representing the components of the Wheel of Sukr in order of interest. In phase 3, the patients reviewed the current version of iA. Interviews were recorded, transcribed, and checked for accuracy. Qualitative content analysis segmented the data and tagged meaningful codes until descriptive redundancy was achieved; next, 2 coders independently coded the data set. These elements were categorized according to the Wheel of Sukr framework. The mean age of participants was 12.8 (SD 1.32) years, and 70% (7/10) were female. Most participants (7/10, 70%) reported attending sessions twice weekly. All patients were prescribed home exercises. Self-reported HEP compliance was 75%-100% in 40% (4/10), 50%-75% in 40% (4/10), and 25%-50% of prescribed exercises in 20% (2/10) of the participants. Results The participants responded positively to an app that could track home exercises. Desirable features included exercise demonstrations, motivational components, and convenience. The participants listed sports specificity, competition, notifications, reminders, rewards, and social aspects of gameplay as features to incorporate. In the Wheel of Sukr card sort exercise, motivation was ranked first; self-management, second; and growth, esteem, and fun tied for the third position. The recommended gameplay components closely followed the themes from the Wheel of Sukr card sort activity. Conclusions The participants believe iA is a helpful addition to recovery and want the app to include exercise movement tracking and encouragement. Despite the small number of participants, thematic saturation was reached, suggesting the sample was sufficient to obtain a representative range of perspectives. Future work will implement motivation; self-management; and growth, confidence, and fun in the iA user experience. Young athlete ACL-R patients will complete typical clinical scenarios using increasingly developed prototypes of the gamified iA in a controlled setting.
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Jing, Wen, and Pramote Danprdit. "Piano Rhythmic Exercise for Preschool Education Major Teaching at Taiyuan Teacher College." Journal of Green Learning 2, no. 2 (2022): 100–105. http://dx.doi.org/10.53889/jgl.v2i2.120.

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The purpose of this paper is to create piano rhythm exercises and to study the evaluation results after use. The researcher designed the research as experimental research, consisting of a single set of experiments verifying the consistency and effectiveness of the tool. The researchers created and developed piano rhythm exercises with three experts in an experiment with 22 piano beginners majoring in preschool education. The study was conducted from September to December 2021 at Taiyuan Teacher College. Results showed that the creation of the piano rhythm exercises course is effective; it consists of 9 weeks of teaching, 3 weeks of examination, and concludes with 12 weeks of using 9 etudes and 6 children's songs. In the evaluation performance results, the average scores of the 3 tests were 27.45, 28.77, 33.16 respectively and the percentage scores were 68.64, 71.93, 82.9 respectively. However, after the test, the students who participated in the activity felt fun, were willing to practice, and, of course, had higher skills. All students request a practice file for further use.
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Yani, Lusi. "PENGEMBANGAN MEDIA FUN THINKERS BOOK PADA TEMA 1 MATA PELAJARAN PKN MENGGUNAKAN PEMBELAJARAN INTERAKTIF DAN MENYENANGKAN UNTUK SISWA KELAS 3 SD NEGERI 3 LENDANG NANGKA." Buletin Ilmiah Pendidikan 2, no. 2 (2023): 206–10. http://dx.doi.org/10.56916/bip.v2i2.541.

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This study aims to develop Fun Thinker Book learning media and determine the level of feasibility of the media, in terms of validation experts and the level of feasibility in terms of student responses to teaching media developed in theme one subtheme 1 Civics learning about Understanding the meaning of images on the national emblem garuda pancasila in grade 3 SD Negeri 3 Lendang Nangka. This type of research is research and development (R & D), which aims to produce products with the research and development model used in this study, the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The use of the research model aims to produce viable learning media products. The data collection instruments used are observation, interviews, and validation sheets, questionnaire sheets for student responses regarding learning media. The fun Thinker book learning media product was developed as a framed book with nine tiles. The book contains six learning exercises that can be understood using frames and tiles. The validation results obtained from material experts were 95.38%, media experts 90.90%, and student response questionnaire results 92.22%. The validation results of material experts media experts show that the fun Thinker book media is very valid for learning. The results of the questionnaire of student responses regarding learning media in field trials showed that the level of media interest reviewed by student responses about the fun thinker book media was very valid.
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Mustafayeva, Firidə. "WAYS OF USING DEVELOPMENTAL EXERCISES IN THE IMPROVEMENT OF PUPILS' MATHEMATICAL SPEECH." Scientific Works 91, no. 5 (2024): 141–44. http://dx.doi.org/10.69682/arti.2024.91(5).141-144.

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Man must acquire certain necessary knowledge, skills and habits to get what he needs from nature. For this purpose, the concepts of school, education and training were created and the content and tasks of each of them were defined. Developmental studies in mathematics mean the following: when solving these problems, the student must observe, compare, draw independent conclusions, find possible solutions, justify his opinion, and discover certain regularities. There are many opportunities to develop students' speech in the process of solving games, fun, interesting, logical problems in the mathematics education of primary classes. In the article, the ways of using developmental studies in the development of mathematical speech in mathematics education are widely investigated.
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De Mello, Geraldine, Misyana Susanti Husin @ Ma’mor, Nur Hidayatulshima Omar, Kamisah Ariffin, and Mohamad Idham Md Razak. "Grammar Buzz: Let’s Buzz with Grammar." International Journal of Modern Languages And Applied Linguistics 2, no. 3 (2018): 10. http://dx.doi.org/10.24191/ijmal.v2i3.7633.

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Grammar Buzz (GB) is an edutainment board game that helps to promote students’ grammar acquisition and their ability of using English grammar in sentences. It is a multisensory game which requires players to physically throw the dice and move the token to the phrase category destination. Then the players are to construct a grammatically correct sentence using the phrase category. Students who have difficulty with single-modality learning method would benefit from this visual, kinaesthetic and auditory board game as GB supports intentional grammar learning. While the players are doing something fun, they can be learning grammar without noticing it. Past studies found revamping the delivery of grammar lesson to be fun and enjoyable, helped increase learners’ motivation and also interest. Inspired from the Monopoly board game, GB is definitely a creative and innovative alternative to dreary grammar drills. Games can remove boredom without sacrificing repetition that is necessary for successful learning of language elements, especially grammar. GB certainly brings about fun and excitement amongst the players and offers entertaining language practices other than the traditional pencil-paper grammar exercises. GB has huge potential to be commercialized in schools as it is applicable for both students and teachers in schools and also at tertiary level.
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Latifah, Nita Wardatul. "Inductive and Deductive Approaches to Teaching Grammar for Young Learners at Elementary School in East Lombok: A Teacher’s Perspective and Practice." International Journal of Multicultural and Multireligious Understanding 10, no. 10 (2023): 69. http://dx.doi.org/10.18415/ijmmu.v10i10.5079.

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Teaching grammar to young learners is considered quite challenging for English teachers. Different characteristics between young learners and adult learners make teachers and academics less certain about how grammar should be presented, whether deductively or inductively. The purpose of this study was to gather information about the strategy of teaching grammar in three different elementary schools and how the teacher implements the strategy in the classroom. To this extent, interviews and classroom observation were used to obtain all the data required for the study. The result confirmed that 2 out of 3 English teachers teach grammar implicitly through fun activities because they believe that young learners learn the grammar better when they notice the rules themselves through fun activities. Meanwhile, the other one teaches grammar explicitly by giving simple grammar exercises. This study encouraged teachers to consider an inductive implicit grammar approach to maximize language acquisition, and it is also important for teachers to constantly check on learners’ progress to help them achieve learning objectives on time.
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Özsu, İlbilge. "Effects of 6-Week Resistance Elastic Band Exercise on Functional Performances of 8-9 Year-Old Children." Journal of Education and Training Studies 6, no. 12a (2018): 23. http://dx.doi.org/10.11114/jets.v6i12a.3887.

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The purpose of this study was to investigate the effects of 6-week exercises performed by elastic resistance band on functional performance (balance, agility, hand grip strength and flexibility) in children aged 8-9 years. So, 102 students participated in this study according to pre-test and post-test design. Participants were divided into two groups: experimental group (n=50, height: 134.0 ± 6.3 cm, mass: 30.9 ± 7.9 kg, age: 8.6 ± 0.5 years) and control group (n=52, height: 135.0 ± 6.2 cm, mass: 32.4 ± 5.9 kg, age: 8.6 ± 0.6 years). The experimental group performed exercises using elastic resistance bands of lightness grade at the same time of day (45 minutes/day, 3 days/week), and the control group did not participate in any physical activity. Balance was measured by Flamingo Test, agility by Ilinois, flexibility by sit and reach box and strength was measured by hand-grip dynamometer. It was determined that 6-week exercises performed by elastic resistance band increased significantly the hand grip strength; however there was no statistically significant effect on balance, agility and flexibility abilities.The inclusion of elastic resistance band exercises in the context of school activity programs can improve children's strengths. For this reason, exercises performed by elastic resistance bands for more than 6 weeks can be added to activity programs in school as an economical, fun and reliable way to improve the hand-grip performance of children.
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Lubis, M. Anwar Azhari, Afni Rahma Sagita Panjaitan, Syahril Ramadhan Nasution, and Suyono Suyono. "Efektivitas Gerakan Senam Dasar dalam Meningkatkan Konsentrasi Belajar Siswa." ARZUSIN 4, no. 6 (2024): 1342–53. https://doi.org/10.58578/arzusin.v4i6.4519.

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Study concentration is the ability to concentrate the mind on the learning process, or focus on learning, very important for students because it supports better understanding and good memory. The aim of this research is to find out how effective basic gymnastics is in increasing children's learning concentration. This research is qualitative and descriptive. Data collection techniques use observation, interviews and documentation. Based on the research results, it can be concluded that this exercise can increase blood flow to the brain, improve cognitive function, and reduce stress and anxiety. Basic gymnastic movements can help children become more focused, disciplined and organized when completing school assignments. Basic gymnastics also helps children learn social and emotional skills such as cooperation and self-control, which are very useful when studying in the classroom. Doing basic exercises regularly provides a boost that can help children overcome boredom and stay focused during class. Thus, elementary gymnastics is a great and fun way to improve students' concentration in elementary school.
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Pramusinta, Linda, and Kristianto Dwi Nugroho. "Studi Fenomenologi: Gambaran Persepsi Lansia Awal Tentang Aktifitas Fisik Selama Satu Tahun Terakhir." NURSING UPDATE : Jurnal Ilmiah Ilmu Keperawatan P-ISSN : 2085-5931 e-ISSN : 2623-2871 14, no. 1 (2023): 374–82. http://dx.doi.org/10.36089/nu.v14i1.1121.

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Introduction: Physical activity is an activity that utilizes the body's limbs which refers to a healthy lifestyle, someone who diligently exercises every day will have physical fitness. In our bodies when doing physical activity will result in burning energy that is released through sweat, good and useful physical activity is one that is fun and flexible so that this physical activity is very good for the elderly to do. Method: The research used in this study is a qualitative study with a phenomenological research approach. This study aims to examine and explain precocious older adults' perceptions of physical activity over the past year in order to gain understanding, meaning, and phenomena. Participants who have obtained as many as 8 participants. The analysis used by using colaizzi data analysis. Results: This research produced four themes Themes found are causes of impact of pandemic, physical activity, social activity and hope . The hope of all participants is to be able to exercise for 30 minutes every day.
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Ozdamli, Fezile, and Fulbert Milrich. "Positive and Negative Impacts of Gamification on the Fitness Industry." European Journal of Investigation in Health, Psychology and Education 13, no. 8 (2023): 1411–22. http://dx.doi.org/10.3390/ejihpe13080103.

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Gamification features to motivate individuals to exercise have become a trend in the fitness sector that is gaining popularity. It is based on the idea that adding fun and competitive components to workout routines will inspire people to achieve their fitness objectives and maintain a healthy lifestyle. This research study attempts to analyze the literature that explores this concept of gamification in detail, and create a picture of how its implementation has changed fitness and healthy habits. This research incorporated the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) approach as its research methodology. Search strategy used a set of inclusion-exclusion criteria that helped us examine through hundreds of articles identified in the Web of Science and SCOPUS databases. After exclusive and inclusion criteria, 48 articles were selected to be reviewed in detail. Results have indicated that gamification strategy is a supporting factor to overcome the difficulties of executing exercises. Also, to improve the willingness towards fitness regimens.
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Ryu, Emily, Chenghan Zhou, and Maryam Bahrani. "SIGecom Winter Meeting 2023 Highlights." ACM SIGecom Exchanges 21, no. 1 (2023): 5–13. http://dx.doi.org/10.1145/3699814.3699815.

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The third annual ACM SIGecom Winter Meeting took place on February 22, 2023. Organized by Scott Kominers and Matt Weinberg, this year's meeting brought together researchers from economics, computer science, and adjacent fields to focus on Web3, blockchains, and cryptocurrencies. The virtual meeting included talks from and discussions with leading experts on getting into the research space, interesting technical questions, and exciting challenges and opportunities that lie ahead. The day also included interactive exercises that gave participants the opportunity to gain hands-on experience and have fun with NFTs.
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De Monte, Rachel, Sylvia Rodger, Fiona Jones, and Sarah Broderick. "Living with Juvenile Idiopathic Arthritis: Children's Experiences of Participating in Home Exercise Programmes." British Journal of Occupational Therapy 72, no. 8 (2009): 357–65. http://dx.doi.org/10.1177/030802260907200806.

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Juvenile idiopathic arthritis (JIA) is used to describe the different subgroups of arthritis in children. JIA is the most common chronic rheumatic condition in children. The long-term consequences are not limited to physical disabilities but also have an impact on the child's social, emotional and cognitive development. Home exercise programmes are a major part of the complex treatment regimen for JIA. Research to date is limited in providing insights into children's perspectives about JIA. This paper describes a qualitative study undertaken to identify children's perceptions about their participation in home exercise programmes. Using semi-structured interviews, the perspectives of 13 children (aged 8–16 years) about their experiences of living with JIA and specifically about participating in therapist-prescribed exercise programmes were investigated. Two major themes highlighted the pervasive impact of JIA on the children's lives. First, the children described living with JIA and associated feelings of ‘being different’. Secondly, they discussed their understanding of home exercise programmes and the barriers and facilitators to participation. Key barriers were having better things to do, time required, laziness, boredom, forgetfulness and pain. Facilitators included the incorporation of exercises into everyday routines, making them fun and having rewards. Clinical implications and avenues for future research are also outlined.
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Drake-Bridges, Erin, Andrew Strelzoff, and Tulio Sulbaran. "Teaching Marketing Through a Micro-Economy in Virtual Reality." Journal of Marketing Education 33, no. 3 (2011): 295–311. http://dx.doi.org/10.1177/0273475311420236.

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Teaching retailing principles to students is a challenge because although real-world wholesale and retail decision making very heavily depends on dynamic conditions, classroom exercises are limited to abstract discussions and role-playing. This article describes two interlocking class projects taught using the virtual reality of secondlife.com , which allowed students to use their recently gained skills in wholesaling and retailing. The exercises provided students with unique educational experiences without the need of “bricks and mortar” product development, wholesale, or retail spaces. This spurred students’ creativity and entrepreneurship. Students described the simulations as “fun” and “interesting.” Students also reported a greater depth of learning as a result of participating in the virtual simulation. This article describes the interdisciplinary team efforts to develop educational experiences for students. It also uses previous research in virtual reality implementation for classroom use to provide a framework for assessing the credibility of the set of assignments.
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Huda, Nisa Fahmi. "Muhadatsah Learning Through Drama Performance Student Class IX Muhammadiyah Boarding School." `A Jamiy : Jurnal Bahasa dan Sastra Arab 9, no. 2 (2020): 209. http://dx.doi.org/10.31314/ajamiy.9.2.209-224.2020.

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Concept of drama performance used for learning Muhadatsah in class IX Muhammadiyah Boarding School Uses cooperative learning approach and Nadzariystul Wahdah unity approach that is collaborated with the method of drama individual role-playing model (presenting manuscript). The purpose of this research is to know the skills of Ahlaqulqarimah speak Arabic. Because many students that still difficulty in speaking because of the linguistic factors in question include difficulties in studying language science such as Sharaf and nahwu. To distract Ahlaqulqarimah to still think that talking with the Arabic language is not as difficult as imagined or perceived before, in the implementation of the concept of Muhadatsah students given some training exercises (strengthening), namely: movement exercises, vocals, character exercises, and last student learning results must be appreciated or rewarded in the form of drama staging in Arabic. Therefore, to overcome the problem of difficulty in learning the Muhadatsah in daily life by Ahlaqulqarimah Muhammadiyah Boarding School, then researchers offer a method to hone the skills of speech students with stage play using the Arabic language in the performance of drama there is communicative, creative, and fun nature. So that the problems that have been faced student can be overcome
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Boyko, G., S. Sharafutdinova, and L. Muravsʹkyy. "FEATURES OF ORGANIZING ACTIVE RECREATION IN INSTITUTIONS OF HIGHER EDUCATION BY MEANS OF PHYSICAL EDUCATION." Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports), no. 3(161) (March 15, 2023): 9–11. http://dx.doi.org/10.31392/npu-nc.series15.2023.03(161).01.

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The article analyzes the peculiarities of the organization of active recreation in institutions of higher education by means of physical education. In the realities of our time, active recreation of students is important and has a positive effect on the body of those who are engaged. After all, the motor activity of students has noticeably decreased due to a number of reasons. Active introduction of sports and physical culture and health facilities into the daily routine (morning hygienic gymnastics, volleyball, basketball, football, boating, walks to the forest) 70-90% of those who practice improve their well-being. Therefore, it is important to pay more attention and work to the organization of active recreation of student youth in order to prevent hypodynamia.
 Recreational facilities of Ukraine have already accumulated considerable work experience, which, confirming the conclusions of scientists, provides rich practical material. Important are the conclusions that staying in physical culture and health camps significantly increases vacationers' interest in physical culture. Summer and winter holidays have become traditional in recreation facilities. their programs are meaningful and interesting, filled with sports competitions, fun rides, sportsmanship demonstrations, social gatherings for sports games, rowing, and more. The means of therapeutic gymnastics are: structural exercises, types of movements and dance steps, exercises for general development with and without objects, exercises on the gymnastic wall, bench, with a rope, on special devices, applied exercises; special balance and breathing exercises, coordination, stretching, corrective exercises, etc.
 When choosing exercises for classes, take into account the nature of the disease, physical fitness, gender and age of the vacationers. Therapeutic gymnastics classes are individual and group. They are conducted according to the generally accepted scheme, which consists of preparatory, main and final parts. Games occupy a significant place in the system of physical education. One of their varieties is mobile games.
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