Promoting learning of biomechanical concepts with game-based activities.

  title={Promoting learning of biomechanical concepts with game-based activities.},
  author={Justin W. L. Keogh and Christian Moro and Duane Knudson},
  journal={Sports biomechanics},
Many students avoid or withdraw/drop out of science, technology, engineering and mathematics (STEM) majors (including biomechanics) due to anxiety about science and mathematics. Physics education r... 
1 Citations



Biomechanics Curriculum: Its Content and Relevance to Movement Sciences

While the National Association for Sport and Physical Education (NASPE) has outlined a number of learning outcomes for undergraduate biomechanics, there are a number of factors that can influence the

Do low-tech active-learning exercises influence biomechanics student's epistemology of learning?

There was inconsistent evidence that student perceptions can be changed over a biomechanics course implementing low-tech AL exercises, with significant reductions in positive attitudes on one question and no difference on another from pre- to post-test.

Serious Gaming and Gamification interventions for health professional education

Evaluating the effectiveness of Serious Gaming and Gamification interventions for delivering preand post-registration health professional education compared with traditional learning, other types of eLearning, or other Serious gaming andGamification interventions.

Utilizing serious games for physiology and anatomy learning and revision.

Computer games have become the most popular form of entertainment globally. However, this technology has only recently been introduced as an educational intervention in tertiary institutions, under

Teaching undergraduate biomechanics with Just-in-Time Teaching

Evaluated JiTT frameworks suggest that a course structure involving concept-based questions using a JiTT strategy may be an effective method for engaging undergraduate students and promoting learning in biomechanics courses.

Student perceptions of low-tech active learning and mastery of introductory biomechanics concepts

Student learning of biomechanical concepts improved over levels reported in previous studies of traditional lecture instruction, but not as much as seen in other studies of active learning pedagogy in biomechanics and physics.

Gamified experimental physics classes: a promising active learning methodology for higher education

Gamification is defined as the use of game design elements in a non-game context. In higher education, gamification is a methodology intending to motivate students to acquire academical knowledge and

Enhancing variety through gamified, interactive learning experiences

The use of serious games, which are games primarily focussed on education, to teach medical and health sciences has previously shown benefit and can be incorporated to break the monotony of online lectures and repetitive content delivery.

The effectiveness of virtual and augmented reality in health sciences and medical anatomy

Both VR and AR are as valuable for teaching anatomy as tablet devices, but also promote intrinsic benefits such as increased learner immersion and engagement that show great promise for the effective use of virtual and augmented reality as means to supplement lesson content in anatomical education.