Research
Students in the Canadian Exergaming Research Centre are having fun and playing but are also expected to be learning and developing skills that relate to the outcomes of the Alberta Physical Education Program of Studies. Students are provided with a workbook for each type of exergaming equipment they use. Students will often work in partners and support each other but also keep track of personalized feedback that is common in active video gaming. The workbooks provide an opportunity for the children to self report their results, set goals for improvement, and reflect on their progress.
Motivation to move with exergaming in online physical education (2014)
Kooiman, B., & Sheehan, D.P. (2014). Motivation to move with exergaming in online physical education. International Journal of Physical Education, Fitness and Sports, 3(2), 1-24.
The effects of a daily, six week exergaming curriculum on balance in fourth grade children (2013)
Sheehan, D., & Katz, L. (2013, September). The effects of a daily, six week exergaming curriculum on balance in fourth grade children. Journal of Sport and Health Sciences, 2(3), 131-137.
Practical & theoretical implications of Flow Theory & intrinsic motivation in designing & implementing active gaming in the school environment (2012)
Sheehan, D., & Katz, L. (2012). The practical and theoretical implications of Flow Theory and intrinsic motivation in designing and implementing active gaming in the school environment. Loading – The Journal of the Canadian Game Studies Association, 6(9), 53-68.
A comparison of exergaming interfaces for use in rehabilitation programs and research (2012)
Tanaka, K., Parker, J., Baradov, G., Sheehan, D., Holash, J., & Katz, L. (2012). A comparison of exergaming interfaces for use in rehabilitation programs and research. Loading – The Journal of the Canadian Game Studies Association, 6(9), 69-81.
The impact of a six week exergaming curriculum on balance with grade three school children using the Wii Fit+ (2012)
Sheehan, D.P., & Katz, L. (2012). The impact of a six week exergaming curriculum on balance with grade three school children using the Wii Fit+. International Journal of Computer Science in Sport, 11(3), 5-22.
The pursuit of physical literacy: Can exergaming develop fundamental movement skills like balance? (2011)
Sheehan, D.P., & Katz, L. (2011). The pursuit of physical literacy: Can exergaming develop fundamental movement skills like balance?. Canadian Journal of Diabetes, 35(2), 174.
Using iDance in elementary physical education (2013)
Sheehan, D., & Katz, L. (2013). Using iDance in elementary physical education. Physical and Health Education Journal, 79(1), 46-48.
Using Interactive Fitness and Exergames to Develop Physical Literacy (2010)
Sheehan, D., & Katz, L. (2010). Using Interactive Fitness and Exergames to Develop Physical Literacy. Physical and Health Education Journal, 76(1), 12-19.