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Dive into the research topics where Brian J. Kooiman is active.

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Featured researches published by Brian J. Kooiman.


Loisir et Société / Society and Leisure | 2015

Interacting with the past, present, and future of exergames: At the beginning of a new life cycle of video games?

Brian J. Kooiman; Dwayne P. Sheehan

Exergames are the result of changes in the games which preceded them. The last cycle of video game consoles arrived with add-on devices which allowed for this new genre of gaming. These devices allowed users to move their bodies to interact with the game. A new cycle of gaming consoles will offer increased device sensitivity and responsiveness, opening the door for improved game play. In the future, predicted improvements in game play will make exergaming even more engaging and realistic. Emerging technology such as smartphones with exergame-type apps, smart watches, and smart glasses may enable increased realism through mobile play. More people may become involved as new innovative uses for and types of games evolve. Future massive open online exergames may yield new opportunities for increased exergame participation. Exergaming stands poised to integrate movement and technology in ways which today’s visionaries, innovators, and populace can only imagine.


Cogent Education | 2015

The Efficacy of Exergames for Social Relatedness in Online Physical Education.

Brian J. Kooiman; Dwayne P. Sheehan

Abstract Online physical education (OLPE) has been viewed as an oxymoron. Physical education curriculum at all levels seeks to help learners grow socially in the way they interact and deal with diverse and challenging fellow students and settings. Students who have no contact with other students while they are at home for various reasons may not be able to learn the proper response to the challenges of social participation or benefits derived from social contact. This study looked at the efficacy of remote exergame participation between students aged 11–18 (N = 124). The results show that exergaming over the Internet can provide students with a social experience that results in increased relatedness between participants versus playing by themselves against a non-player character (NPC). This relatedness can help students access the social standards for physical education when enrolled in OLPE.


Journal of Intergenerational Relationships | 2014

Intergenerational Remote Exergaming with Family and Friends for Health and Leisure

Brian J. Kooiman; Dwayne P. Sheehan

Global guidelines for physical activity are not being met by most of the world’s youths, adults, and older adults. Family and friends who engage in physical activity across generations derive emotional, social, cognitive, and physical benefits from their interaction. Youths depend on adult assistance to travel long distances, adults are encumbered with obligations to work, and older adults often live more than 200 miles from their extended families. Intergenerational physical activity is difficult because generations are distant and lead busy lifestyles. Remotely played exergames can connect family and friends for intergenerational physical activity. Internet exergaming can help to make physical activity convenient and enjoyable as well as eliminate the effect of distance on playing with family and friends.


International Journal of Physical Education, Fitness and Sports | 2014

Motivation to Move with Exergaming in Online Physical Education

Brian J. Kooiman; Dwayne P. Sheehan

Motivation to move is critical in online physical education (OLPE). This study looked at the motivational aspect of remote exergaming versus another student versus proximally against a console generated non-player character (NPC). Research shows that students in grades 4-12 are motivated to play exergames because they are native gamers. The entertainment value of the exergame garners more effort from the students than they realize they are expending. This research showed that exergames are motivating for students (N=124) aged 11-18 in grades 6-12. The subjects reported high motivation to participate while playing both a computer generated NPC and a remote human opponent over the internet. Scores for motivation were highest when subjects played another student over the internet but were also high for proximal NPC play. This research positions exergaming as a potential piece of OLPE curriculum that can help students access the emotional aspect of physical education curriculum.


International Journal of Distance Education Technologies | 2016

Exergaming for Physical Activity in Online Physical Education

Brian J. Kooiman; Dwayne P. Sheehan; Michael Wesolek; Eliseo Berni Reategui

For many the thought of students taking an online course conjures up images of students sitting at a computer desk. Students taking online physical education OLPE at home may lack opportunities for competitive or cooperative physical activity that are available to students in a traditional setting. Active video games exergames can be played over the internet between students. Exergames allow for a new and possibly effective genre of physical activity that offers OLPE students the opportunity to interact in relevant, engaging, and entertaining physical activity with other students. Secondary student N=124 heart rates were recorded before exergaming, after playing a non-player character, and after playing another student remotely over the internet. The results show that exergaming between students over the internet can raise student heart rates to moderate levels of physical intensity commensurate with guidelines for Physical Intensity for secondary students. Exergames show promise for physical activity in an OLPE course when played against a non-player character and a remote partner.


American Journal of Distance Education | 2014

The Efficacy of Exergames Played Proximally and over the Internet on Cognitive Functioning for Online Physical Education.

Brian J. Kooiman; Dwayne P. Sheehan

Exergames (active video games that require kinesthetic movement) played in proximity to other players or against a gaming machine have been linked to positive increases in cognitive functioning. This study tested to see if remote exergame play over the Internet had an impact similar to exergames that are played in proximity. The study shows that remote exergaming can result in positive gains in cognitive functioning.


Power and Energy | 2013

BRIDGING ONLINE PHYSICAL EDUCATION AND TECHNOLOGY ASSISTED PHYSICAL ACTIVITY

Brian J. Kooiman; Dwayne P. Sheehan

Technology assisted physical activity, known as exergaming, requires participants to more-or-less become a part of a video game by engaging in it physically. Researchers have investigated exergames for their ability to affect positive physical, cognitive, social and emotional changes in the participants in classroom and lab settings. To date, little if anything is known about the effect of an exergame when played remotely over the internet. The ability of the gaming systems to connect over the internet for head-to-head competitive or cooperative play may place exergames at the forefront of the search for the social and emotional curricular pieces which can be used in online physical education (OLPE) courses. Empirical evidence into the efficacy of using exergames in secondary OLPE curricula could help to provide much needed information as to whether exergames might be considered best practice. This paper previews a recently completed research study that can shed some light on this important question.


Sport Education and Society | 2017

Moving online physical education from oxymoron to efficacy

Brian J. Kooiman; Dwayne P. Sheehan; Michael Wesolek; Eliseo Retegui

The use of the Internet within education has created an urgent need for research into online learning models, delivery methods and curriculum content modifications especially in online physical education (OLPE). Most secondary OLPE courses focus on the cognitive pieces of the curriculum, and to a lesser degree, fitness for life due to a lack of research. The omission of the physical, social and emotional components of the OLPE curriculum has created a rift in the understanding, growth and development of students who take these courses. For this reason, Kinesiology professionals need to take a lead in the development of OLPE curricula through efficacious research. Exergaming has shown positive results for each of these four components when played proximally; however, exergames have not been widely studied in remote Internet settings. An exploration of the present need for more research into the ramifications of OLPE and the role Kinesiology professionals can take in guiding this process along with the potential of exergames in OLPE to fill this curricular void is presented.


Cogent Social Sciences | 2016

Technology assisted reciprocal physical activity (TARPactivities)

Brian J. Kooiman; Dwayne P. Sheehan; Michael Wesolek

Abstract At times technology is seen as a niche that holds out tremendous promise but falls short of a comprehensive tool that can produce sustained transformation. This narrow view must be overcome if technology is to increase its impact on physical activity. A broader view suggests that technology is an expansive term and includes the ideas, devices, or methods that result from the use of past knowledge, application of knowledge and the introduction of new knowledge derived from research and study. This paper suggests that technology assisted reciprocal physical activities (TARPactivities) can serve as a framework for the inclusion of persons with disabilities in physical education, sport, recreation, and fitness while expanding findings to other populations. TARPactivities can serve as a unifying framework and provide support for education, training, and research aimed at helping transform the lives of persons with disabilities, their families, and their communities with physical education, sport, recreation, and fitness.


Archive | 2016

SPORT, LEISURE & TOURISM | RESEARCH ARTICLE Technology assisted reciprocal physical activity (TARPactivities)

Brian J. Kooiman; Dwayne P. Sheehan; Michael Wesolek

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Eliseo Berni Reategui

Universidade Federal do Rio Grande do Sul

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Eliseo Retegui

Universidade Federal do Rio Grande do Sul

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