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Exploring EdTech in Physical Education

Authored by Salka Debbarma

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Exploring EdTech in Physical Education
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15 questions

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1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What are wearable fitness technologies and how do they benefit physical education?

Wearable fitness technologies are devices that track physical activity and health metrics, benefiting physical education by providing feedback, promoting accountability, and enhancing engagement.

Wearable fitness technologies have no impact on student motivation or performance.

They are primarily designed for medical diagnostics and not for physical education.

Wearable fitness technologies are only used for tracking sleep patterns.

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Name three popular wearable fitness devices used in sports today.

Xiaomi Mi Band 6

Samsung Galaxy Fit 2

Fitbit Charge 5, Apple Watch Series 8, Garmin Forerunner 245

Polar Vantage V

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

How do online coaching platforms enhance the learning experience for students in physical education?

Online coaching platforms enhance learning by offering personalized feedback, interactive sessions, and progress tracking.

Coaching is limited to in-person sessions only.

They provide only video tutorials without interaction.

Students receive generic advice without tracking progress.

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What features should students look for in an effective online coaching platform?

Inexperienced instructors

Limited communication tools

Rigid scheduling options

Interactive tools, qualified instructors, personalized feedback, flexible scheduling, user-friendly interface, diverse resources.

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

List three fitness apps that are particularly beneficial for students.

MyFitnessPal, Nike Training Club, Headspace

Calm

Strava

Fitbit Coach

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

How can fitness apps help students track their physical activity?

Fitness apps only provide workout videos.

Fitness apps can only track diet and nutrition.

Fitness apps are primarily used for social networking.

Fitness apps help students track physical activity by logging workouts, counting steps, setting goals, and providing progress tracking.

7.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is gamification and how is it applied in physical education?

Gamification is only used in video games and has no relevance in physical education.

Gamification involves eliminating competition to promote teamwork in physical education.

Gamification is a method to assess students' physical abilities without any interactive elements.

Gamification in physical education enhances engagement and motivation by using game-like elements such as points, challenges, and rewards.

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