Papers by Nikolaos Vernadakis

The purpose of this study was to use the Dynamical Systems Theory as a framework to examine wheth... more The purpose of this study was to use the Dynamical Systems Theory as a framework to examine whether there is a difference between an exergame-based and a traditional object control (OC) skills training program, in early elementary school children. In addition the children's enjoyment while playing Xbox Kinect (XbK) games compared to traditional approaches (TA) was also investigated. Sixty-six elementary students were randomly divided into three individual groups of 22 children each, one control group and two experimental groups (TA, XbK). The control group did not receive any structured OC skills training program, while the two experimental groups performed a specific OC skills training program for 8 weeks, two times per week, and 30 min per session. The test of gross motor development 2 was used to assess the OC skills of the participants at the pre-test, post-test and retention test. At the end of each OC training session (XbK and TA) participants completed the modified Physical Activity Enjoyment Scale. Two-way analyses of variance with repeated measures, were conducted to determine effect of training program groups (XbK, TA, Control) and measurements (pre-test, post-test, retention test) across time on OC skills performance. Analysis of the data illustrated that the post-test OC scores and the 1-month retention test OC scores were remarkably greater than pre-test OC scores for both experimental groups and not for the control group. In addition, the XbK approach mean scores on enjoyment were slightly higher than the TA approach. Conclusively, findings suggest that the use of XbK gaming console as an intervention is a valuable, feasible and pleasant approach in order to improve OC skills of elementary school children.

The aim of this study was to investigate the effect of instructional self-talk on acquisition and... more The aim of this study was to investigate the effect of instructional self-talk on acquisition and learning the backstroke of young swimmers and the perceived functions of it. The participants were 46 boys and girls, aged of 10-12 years (M=11.2, SD=.92) and were randomly divided into two groups: the experimental group (instructional self-talk, N=24) in which participants before the execution of skill used aloud specific keywords and the control group (traditional teaching, N=22). The intervention program lasted six weeks (3 sessions of 45΄ per week). Participants of all groups were evaluated with a pre-test before the beginning of the program, a posttest at the end of the intervention and one week after the final test they were evaluated in retention test. Moreover the evaluation of skill involved ten trials of skill, which were recorded by a digital camera and evaluated in five main elements of skill, by two observers, whom intra and inter reliability were checked. The results showed that the participants of instructional self-talk, was more effective for performance and learning the skill than the group that received feedback with traditional teaching. The results revealed also that the participants used the instructional self-talk during practice had high score in focus attention, effort and self-confidence, but lesser in emotional and cognitive control and automaticity. There was also positive correlation between the dimensions (effort, automaticity, cognitive and emotional control, attention and self-confidence) of the questionnaire. The use of instructional self-talk on younger athletes seems to have positive effects on performance and learning improvement during practicing sports skills. Self-talk can be used as a tool in the hands of the coach / physical education teacher for learning and improving sport performance skills and for increasing focus attention and selfconfidence of their athletes.

55. Vernadakis, N., Kouli, O., Tsitskari, E., Gioftsidou, A. & Antoniou, P. (2014). University students' ability-expectancy beliefs and subjective task values for exergames. Computers & Education, 75, 149-161. The purpose of this study was to use the Eccles’ expectancy-value model of choice as a framework ... more The purpose of this study was to use the Eccles’ expectancy-value model of choice as a framework to examine university students' expectancy beliefs and task values in exergaming systems compared to those in physical education activities. Two hundred and thirty two first-year undergraduate students at the Democritus University of Thrace completed questionnaires assessing their expectancy-related beliefs, subjective task values, and intention for future participation in the physical education and the exergames fields. Participants’ activity level was also assessed using the Godin and Shephard leisure time exercise questionnaire. Results indicated that expectancy-related beliefs and task values are positively correlated and both constructs are correlated to intention to participate in the future for the physical education and the exergames fields. Expectancy-related beliefs, task values, and intentions across fields, however, were not correlated supporting the hypothesis that exergames represent a distinct field from traditional physical education activities. Physical education was considered as more important and more useful than exergames, nevertheless inactive students found exergames to be more interesting than physical education activities. In addition inactive students had higher beliefs about ability and higher intention for future participation in exergames activities were compared to those of physical education. Conclusively, findings support the notion that exergames could be integrated into physical education and recreation programs in order to attract inactive young adults.

54. Giannousi, M., Vernadakis, N., Derri, V., Antoniou, P. & Kioumourtzoglou, E. (2013). A Comparison of Student Knowledge Between Traditional and Blended Instruction in a Physical Education in Early Childhood Course. Turkish Online Journal of Distance Education, 15(1), 99-113. Blended learning model combines different advantages of face to face education and e-learning to ... more Blended learning model combines different advantages of face to face education and e-learning to ensure an effective learning environment for students. The purpose of this study was to investigate the impact of traditional and blended instruction, in students´ knowledge in a Physical Education in Early Childhood course. For the purpose of this study a knowledge test was created and item analysis and validity and reliability tests were conducted. The course was developed to meet the learning needs of students and the course’s objectives. The curriculum lasted 13 weeks and included for the traditional instruction 12 face to face lectures and for the mixed 7 face to face lectures and 6 on line lectures. The software platform supporting the operation of blended instruction was the course management system E-Class. The study involved 60 students, (35 men, 25 women) aged 19-23 years old (M=20,22, SD=.98). Data analysis indicated that the knowledge test was valid and reliable. Although both groups improved their cognitive learning in this course, the blended learning group was more successful than the traditional on students´ achievement. Based on the findings, blended instruction appears as an alternative teaching practice that should be embraced by educators, in order to assist students to improve their performance.
53. Derri, V., Kellis, I., Vernadakis, N., Albanidis, E. & Kioumourtzoglou, E. (2013). The Effect of an Intercultural Physical Education Program in Comparison to the Typical One on Students’ Social Skills Learning. Journal of Human Sport & Exercise, ??(?), ??-??.

"Objectives: To explore the outcomes of an Xbox Kinect intervention, on balance ability, enjoymen... more "Objectives: To explore the outcomes of an Xbox Kinect intervention, on balance ability, enjoyment and compliance for previous injured young competitive male athletes.
Design: Experimental pre-/post-test design with random assignment.
Participants: Sixty-three previous injured young competitive male athletes, aged 16±1 years.
Interventions: Participants were divided into three groups: one group received Xbox Kinect training (XbK), one group received physical therapy training (TP), and one group did not receive any balance training (Control). Intervention involved a 24 minutes session, twice weekly for 10 weeks.
Main outcome measures: Overall Stability (OSI) and Limits of Stability (LOS) scores using the Biodex Stability System. Enjoyment using the Physical Activity Enjoyment Scale. Self-reported compliance.
Results: Both experimental groups demonstrated an improvement in OSI and LOS mean scores for the right and the left limb as well after the intervention. In addition, the results revealed important differences between the experimental groups and the control group on balance test indices. Group enjoyment rating was greater for XbK compared with TP, while the compliance rating was not.
Conclusions: These findings suggest that the use of XbK intervention is a valuable, feasible and pleasant approach in order to improve balance ability of previous injured young competitive male athletes."

51. Gioftsidou, A., Vernadakis, N., Malliou, P., Batzios, S., Sofokleous, P., Antoniou, P., Kouli, O., Tsapralis, K. & Godolias, G. (2013). Typical balance exercises or exergames for balance improvement? Journal of Back and Musculoskeletal Rehabilitation, 26(3), 299-305. BACKGROUND AND OBJECTIVES: Balance training is an effective intervention to improve static postur... more BACKGROUND AND OBJECTIVES: Balance training is an effective intervention to improve static postural sway and balance. The purpose of the present study was to investigate the effectiveness of the Nintendo Wii Fit Plus exercises for improving balance ability in healthy collegiate students in comparison with a typical balance training program.
METHODS: Forty students were randomly divided into two groups, a traditional (T group) and a Nintendo Wii group (W group) performed an 8 week balance program. The "W group" used the interactive games as a training method, while the "T group" used an exercise program with mini trampoline and inflatable discs (BOSU). Pre and Post-training participants completed balance assessments.
RESULTS: Two-way repeated measures analyses of variance (ANOVAs) were conducted to determine the effect of training program. Analysis of the data illustrated that both training program groups demonstrated an improvement in Total, Anterior-posterior and Medial Lateral Stability Index scores for both limbs. Only at the test performed in the balance board with anterior-posterior motion, the improvement in balance ability was greater in the "T group" than the "W group", when the assessment was performed post-training (p=0.023).
CONCLUSIONS: Findings support the effectiveness of using the Nintendo Wii gaming console as a balance training intervention tool.

50. Βερναδάκης, Ν., Καραΐσκος, Λ., Ζέτου, Ε., Αντωνίου, Π. & Γιαννούση, Μ. (2013). Αξιολόγηση της αντιλαμβανόμενης ικανοποίησης καθηγητών Φυσικής Αγωγής από την εξ’ αποστάσεως εκπαίδευσή τους στην πετοσφαίριση. I-Teacher, 6, 5 – 18. Σκοπός της παρούσας έρευνας ήταν να προσδιοριστούν οι σημαντικοί παράγοντες πρόβλεψης της διάστασ... more Σκοπός της παρούσας έρευνας ήταν να προσδιοριστούν οι σημαντικοί παράγοντες πρόβλεψης της διάστασης «εκπαιδευόμενος» για την ικανοποίηση καθηγητών Φυσικής Αγωγής από μια σειρά μαθημάτων από απόσταση στην Πετοσφαίριση. Στην έρευνα έλαβαν μέρος 132 καθηγητές Φυσικής Αγωγής της πρωτοβάθμιας εκπαίδευσης με διδακτική εμπειρία από 2 έως 17 έτη, οι οποίοι ενημερώθηκαν και δέχτηκαν να συμμετάσχουν στην έρευνα εθελοντικά. Οι εκπαιδευόμενοι είχαν τη δυνατότητα πρόσβασης σε εκπαιδευτικό ψηφιακό υλικό με ασκησιολόγιο κατάλληλο για τις ηλικίες των μαθητών τους. Το ψηφιακό υλικό που δημιουργήθηκε περιείχε 8 ενότητες. Οι συμμετέχοντες στην έρευνα είχαν στη διάθεσή τους 8 εβδομάδες για να μελετήσουν το εκπαιδευτικό υλικό και μια εβδομάδα για να απαντήσουν στα ερωτηματολόγια. Ανάλυση βηματικής πολλαπλής παλινδρόμησης χρησιμοποιήθηκε για να αποδειχθεί η σημαντικότητα των ανεξάρτητων μεταβλητών της διάστασης «εκπαιδευόμενος» στην αντιλαμβανόμενη ικανοποίηση των εκπαιδευόμενων. Από τους τρεις ανεξάρτητους παράγοντες μόνο η αυτό‐αποτελεσματικότητα του εκπαιδευόμενου στο διαδίκτυο επηρέαζε θετικά την αντιλαμβανόμενη ικανοποίηση του εκπαιδευόμενου από την εξ’ αποστάσεως εκπαίδευση. Τα αποτελέσματα βοηθούν τους υπεύθυνους εκπαιδευτικών προγραμμάτων να καταλάβουν γιατί υπάρχουν διαφορές μεταξύ των εκπαιδευόμενων στην ικανοποίηση και κατ’ επέκταση στην αποδοχή και παρακολούθηση εκπαιδευτικών προγραμμάτων από απόσταση.

49. Βερναδάκης, Ν., Ζέτου, Ε., Γιαννούση, Μ., Αντωνίου, Π. & Κιουμουρτζόγλου, Ε. (2012). Σύγκριση της παρακίνησης προπτυχιακών φοιτητών από ένα παραδοσιακό πρόγραμμα βελτίωσης της ισορροπίας και από ένα βασισμένο στο Nintendo Wii-Fit Plus πρόγραμμα. I-Teacher, 5, 45 – 57. Η ικανότητα της ισορροπίας αποτελεί θεμελιώδη συνιστώσα της επιτυχημένης συμμετοχής σε αθλητικές ... more Η ικανότητα της ισορροπίας αποτελεί θεμελιώδη συνιστώσα της επιτυχημένης συμμετοχής σε αθλητικές δραστηριότητες και η έλλειψή της μπορεί να προκαλέσει τραυματισμούς που ενδέχεται να παρεμποδίσουν την αθλητική απόδοση. Ωστόσο, μερικές φορές τα παραδοσιακά προγράμματα εξάσκησης της ισορροπίας δεν είναι ελκυστικά για τους συμμετέχοντες. Επομένως, σκοπός αυτής της έρευνας ήταν να συγκρίνει την παρακίνηση προπτυχιακών φοιτητών από ένα παραδοσιακό πρόγραμμα βελτίωσης της ισορροπίας και από ένα βασισμένο στο Nintendo Wii-Fit Plus πρόγραμμα. Οι συμμετέχοντες ήταν 42 προπτυχιακοί φοιτητές του Τμήματος Επιστήμης Φυσικής Αγωγής & Αθλητισμού στο Δημοκρίτειο Πανεπιστήμιο Θράκης, οι οποίοι χωρίστηκαν σε δύο ομάδες των 21 ατόμων (Πειραματική – Nintendo Wii και Ελέγχου – Παραδοσιακή), ανάλογα με τη μέθοδο εξάσκησης. Το παρεμβατικό πρόγραμμα είχε διάρκεια 8 εβδομάδων με συχνότητα συνεδριών 2 φορές την εβδομάδα. Μετά το παρεμβατικό πρόγραμμα πραγματοποιήθηκε αξιολόγηση της παρακίνησης των συμμετεχόντων με τη συμπλήρωση ενός ερωτηματολογίου εσωτερικής παρακίνησης (Vos, 2011). Ο έλεγχος των μέσων όρων με το κριτήριο t για ανεξάρτητα δείγματα (Independent Samples T-test) έδειξε ότι υπήρχαν σημαντικές διαφορές μεταξύ της πειραματικής και της ομάδας ελέγχου όσον αφορά τον παράγοντα ενδιαφέρον. Συμπερασματικά, το αυξημένο ενδιαφέρον των φοιτητών από τα διαδραστικά παιχνίδια του Nintendo Wii Fit Plus θα μπορούσε να αξιοποιηθεί προκειμένου να αναπτυχθούν παρεμβάσεις που θα προάγουν τη βελτίωση της ικανότητας ισορροπίας.

In this study the effect of self-talk on learning the volleyball service skill was examined and a... more In this study the effect of self-talk on learning the volleyball service skill was examined and also the self-efficacy improvement. Participants were 57 female players 13 years old (mean age =12.83, SD=0.97) with two years’ experience (Μ=1.99, SD=0.67). Prior to the beginning of the program, participants were randomly assigned into two groups: a. the instructional self-talk group (ISTG, n = 28) and b. the control (traditional) group (CG, n = 29). All athletes followed a four-week practice program, aiming at overhand service skill learning and self-efficacy improvement. The program consisted of two practice units (60 min) per week. Participants of ISTG were taught to use the self-talk (for technique) loud before they performed the service drills. The control group received traditional feedback, that is, knowledge of performance and knowledge of results provided by the instructor. Service performance was assessed by videotaped evaluations in five basic elements of skill. There were three measurement periods for field test: pre-, post- and retention tests (one week after post-test). ANOVA repeated measures revealed significant interaction between groups and measures. There was also significant interaction between groups and self-efficacy scores. The results indicated that participants of the ISTG had better scores in the final measurement than the control group, when technique was evaluated and improved also their self-efficacy. In conclusion the Self-talk helps female volleyball athletes to improve performance and learning of overhand service skill and to improve also their self-efficacy. This study adds some useful elements to practitioners and how they used self-talk in the practice.

47. Vernadakis, N., Gioftsidou, A., Antoniou, P., Ioannidis, D., Giannousi, M. (2012). The impact of Nintendo Wii to physical education students’ balance compared to the traditional approaches. Computers & Education, 59(2), 196-205. The purpose of this study was to determine whether there is a difference between an exergame-base... more The purpose of this study was to determine whether there is a difference between an exergame-based and a traditional balance training program, in undergraduate Physical Education students. Thirty two third-year undergraduate students at the Democritus University of Thrace were randomly divided into two training program groups of 16 students each, a traditional and a Nintendo Wii group. The two training program groups performed a specific balance program for 8 weeks, two times per week, and 24 min per session. The Nintendo Wii group used the interactive games Wii-Fit Plus of the Nintendo Wii console, as a training method to improve their balance, while the traditional group used an exercise program with mini trampoline and inflatable discs. Before and after the completion of the eight week balance program, participants completed a single leg static balance assessment for both limbs on the Biodex stability system. Two-way analyses of variance (ANOVAs), with repeated measures on the last factor, were conducted to determine effect of training program groups (traditional, Nintendo Wii) and measures (pre-test, post-test) on balance test indices (SI, API, and MLI). Where initial differences between groups were verified, one way analyses of covariance (ANCOVAs) were applied. Analysis of the data illustrated that both groups demonstrated an improvement in SI, API and MLI mean scores for the right and the left limp as well. Conclusively, findings support the effectiveness of using the Nintendo Wii gaming console as an intervention for undergraduate Physical Education students, and specifically, its effects on physical function related to balance competence.

46. Vernadakis, N., Zetou, E., Giannousi, M., Antoniou, P., & Kioumourtzoglou, E. (2012). A Comparison of Student Performance and Satisfaction in Blended and Classroom Multimedia Applications Experiences. Nova Publishers, 1, 195-211. As universities extend their blended learning offerings to reach more time-and-place-bound studen... more As universities extend their blended learning offerings to reach more time-and-place-bound students, the degree to which students in the blended courses are successful, compared to their classroom counterparts, is of interest to accreditation review boards and others charged with assessment. Instructors use information about the effectiveness of their instruction to evaluate and improve the learning experience. Therefore, the purpose of this study was to evaluate student performance and satisfaction with a blended learning approach to deliver a computer science course concerned the multimedia applications in comparison to delivering the same course content in the form of traditional classroom lectures. Eighty seven undergraduate students were randomly assigned into two teaching method groups: Classroom Lecture Instruction (CLI) and Blended Lecture Instruction (BLI). Each group received thirteen 95-min periods of instruction divided into four sections: a) 5-min brief outline of the key learning points, b) 40-min lecture on general knowledge, c) 45-min constructivist-inspired learning activities, and d) 5-min summary of key learning points. In the beginning and the end of this study students completed a 31-item multiple choice knowledge examination. The additional measurements of course achievement that were collected included individual student’s scores from three class exams plus the overall course grade. Finally, participants in both groups completed a satisfaction survey upon termination of the course after completing the post-test examination. Two-way analysis of variances (ANOVA), with repeated measures on the last factor, were conducted to determine the effect of teaching method (CLI, BLI) and measures (pre-test, post-test) on student performance. The time effect was significant. Two paired-samples of t-test were conducted to follow up the significant time main effect. For the two groups, differences in the post-test knowledge scores were remarkably greater than pre-test knowledge scores. Furthermore, independent sample t-test analyses were conducted to measure students’ satisfaction towards the CLI and BLI methods. Results indicated that a blended course delivery is preferred over the traditional lecture format. In addition, the accomplishment of the learning objectives, as measured by the final grade in the course, is dependent on the mode of instruction.

45. Vernadakis, N., Zetou, E., Giannousi, M., Antoniou, P., & Kioumourtzoglou, E. (2012). Chatting and its Relationship to Depression and Loneliness among Undergraduate Physical Education Students. Nova Publishers, 87, 249-258. The introduction of the Internet has given rise to a debate on whether online communication impac... more The introduction of the Internet has given rise to a debate on whether online communication impacts positively or negatively on social adjustment and psychological well-being. Subjective well-being, whose assessments include both cognitive and affective components, refers to how people experience their lives in regard to dimensions of life satisfaction and positive emotions. However, two of the conditions affecting a person’s well-being are being associated with negative emotions: these are loneliness and depression. Therefore, the purpose of this study was to investigate if depression and loneliness differed in relation to chatting habits among undergraduate students. Special focus was also on motivation behind, and time spent on chatting. Two hundred and twenty three undergraduate Physical Education students aged 18-22 years completed a self-report questionnaire, using 3 factors (Contacting friends, Social Compensation, Social Entertainment) for motivation and 2 items to measure time (how often, how long). Following, loneliness was measured with the UCLA Loneliness Scale developed by Russell (1996), whereas Depression was assessed with the Child Depression scale (Schoenbach, Kaplan, Grimson, and Wagner, 1982). Person correlation analyses were used for calculating associations among the variables examined. The results indicated that depression was significantly related to loneliness. Further, depression seems to be related to all three motivational factors while loneliness only seems to be related to social compensation. This supports the idea that different motivations for chatting have different relations to well-being depending on what aspects of well-being is being tested (at least for loneliness and depression). Regarding the time spent, only depression had a significant relationship with chatting in general. Students who felt more depressed used chatting both more often and longer than students who were less depressed. Students, who felt lonelier, used chatting neither more nor less often or longer than students who did feel less lonely.

The aim of this study was to define which coordination abilities are the most important in tennis... more The aim of this study was to define which coordination abilities are the most important in tennis and to identify whether a coordination training program will improve the learning process of tennis skills (backhand and forehand). Fifteen expert coaches in tennis completed a check list of five coordination abilities and suggested that the most important coordination abilities for tennis players are “kinesthetic differentiation” and “reaction time”. Based on the results from the questionnaires, the program designed to practice the two most important coordination abilities. Participants were 48 novice children (age 11 ± 2 years). They were randomly divided into two group, the experimental group (EG, n=24) and the control group (CG, n=24). Both groups followed tennis training program 3 times/wk for eight weeks. Participants of the experimental group performed a specific coordination program for 20 min before the skills practice and participants of control group performed the traditional practice. The tennis skill performance and learning assessed using observation technique in five basic elements of every skill. There were three measurements, pre, post and retention test, one week after post-test without practice. Analysis of Variance (ANOVA) with repeated measures (2 group X 3 measures) revealed that there was significant interaction between groups and measures. The Bonferroni post hoc analysis revealed that experimental group performs better than the control group in the post test and in the retention test in the two skills. The results of this study indicated that coordination training program help athletes to learn and perform the forehand and backhand tennis skills better.

43. Vernadakis, N., Giannousi, M., Tsitskari, E., Antoniou, P. & Kioumourtzoglou, E. (2012). A Comparison of Student Satisfaction between Traditional and Blended Course Offerings in Physical Education. Turkish Online Journal of Distance Education, 13(1), 1-9. With the concerns and dissatisfaction with e-learning, educators are searching for alternative in... more With the concerns and dissatisfaction with e-learning, educators are searching for alternative instructional delivery solutions to relieve the above problems. The blended e-learning system has been presented as a promising alternative learning approach. While blended learning has been recognized as having a number of advantages, insufficient learning satisfaction is still an obstacle to its successful adoption. Therefore, the purpose of this study was to evaluate students’ satisfaction with blended learning course delivery compared to a traditional face-to-face class format in a general multimedia course in physical education. Forty six (n=46) undergraduate students, between the ages of 20-22 years old, were randomly assigned into two teaching method groups: Classroom Lecture Instruction (CLI) and Blended Lecture Instruction (BLI). For the data collection at the end of this study, students completed an online satisfaction questionnaire. Independent sample t-test analysis was conducted to measure students’ satisfaction towards the CLI and BLI methods. Results indicated that a blended course delivery is preferred over the traditional lecture format. These finding suggest that students' satisfaction could increase when the instructor provides learning environments not only in a traditional classroom, but in an asynchronous online system as well.

Στόχος της παρούσας έρευνας ήταν η αξιολόγηση των κινήτρων που επηρεάζουν τη συµπεριφορά των νεαρ... more Στόχος της παρούσας έρευνας ήταν η αξιολόγηση των κινήτρων που επηρεάζουν τη συµπεριφορά των νεαρών αθλητών αναφορικά µε τη συνέχιση της συµµετοχής τους σε οµαδικά σπορ. Στην έρευνα συµµετείχαν 158 παιδιά ( 121 αγόρια, 37 κορίτσια) ηλικίας 10-13 ετών που συµµετέχουν σε ιδιωτικές αθλητικές ακαδηµίες πετοσφαίρισης, ποδοσφαίρου και καλαθοσφαίρισης στο ∆ήµο Κοµοτηνής. Για την αξιολόγηση των κινήτρων των νεαρών αθλητών, χρησιµοποιήθηκε το Behaviour Regulation in Sport Questionnaire (BRSQ) των Lonsdale, Hodge και Rose (2008). Πριν συµπληρωθεί από τους αθλητές, µεταφράστηκε στα ελληνικά µε τη µέθοδο της διπλής κατεύθυνσης και ελέγθηκε η εγκυρότητα και η αξιοπιστία του. Από τις περιγραφικές αναλύσεις που πραγµατοποιήθηκαν, φάνηκε πως τα παιδιά 10-13 ετών επηρεάζονται από γενικά εσωτερικά κίνητρα κατά τη συµµετοχή τους σε κάποιο άθληµα ενώ η συνέχιση της συµµετοχής τους και στο µέλλον, µέσω της ανάλυσης παλινδρόµησης, φαίνεται να επηρεάζεται από τα κίνητρα απόκτησης επιπλέον γνώσεων και δεξιοτήτων σχετικών µε το σπορ τους. Οι προπονητές, σε συνεργασία µε τους καθηγητές φυσικής αγωγής και τους γονείς των παιδιών συστήνεται να στηριχθούν στα αποτελέσµατα αυτής και άλλων σχετικών ερευνών προκειµένου να κατανοήσουν και να αξιοποιήσουν τους λόγους που κυρίως ωθούν τα παιδιά στην ενασχόληση µε κάποια αθλητική δραστηριότητα.

41. Giannousi, M., Vernadakis, N., Michalopoulos, M., Zetou, E. & Kioumourtzoglou, E. Blended learning in Undergraduate Education: The relationship between students’ perceived course interaction and their satisfaction (pp. 92-99). Full Paper presented in 16th TCC “Emerging technologies: Making it work”, Honolulu, USA, April 12-14, 2011. New information and communication technologies (ICTs) have provided educators and learners with a... more New information and communication technologies (ICTs) have provided educators and learners with an innovative learning environment to generate new paths in the learning process. In this context, new educational concepts such as blended learning are being introduced. This style of learning is usually defined as the integration of traditional classroom methods with online activities. The purpose of this study was to examine the relationship between students’ perceived course interaction and their satisfaction in a blended learning environment in undergraduate education. Study participants consisted of thirty-one undergraduate students. Ten of the participants were male and twenty-one were female. The participants ranged in age from 18 to 21 years old. At the end of this study, students completed a questionnaire with three sections. The first section included the students’ demographic/personal data. The second section evaluated students’ perceived e-learner satisfaction from the blended learning course and the third, students’ perceived interaction with others. The correlational analyses identified a significant positive correlation between students’ perceived course interaction and their satisfaction.

40. Vernadakis, N., Antoniou, P., Giannousi, M., Zetou, E., & Kioumourtzoglou, E. (2011). The effect of information literacy on physical education students’ perception of a course management system. Learning, Media and Technology, 1-17. DOI: 10.1080/17439884.2010.542160 The purpose of this study was to determine the effect of information literacy on students' percep... more The purpose of this study was to determine the effect of information literacy on students' perception toward the educational services offered by an asynchronous course management system (e-Class) for the support of the traditional instruction method in tertiary physical education institutions. Participants were 211 physical education (PE) students between the ages of 19-24 years old, who were sorted into three groups according to their information literacy level: high, medium and low users of technology. Data was collected using an on-line survey during a week period. One-way analyses of variances (ANOVAs) revealed significant differences between the three user groups, in each factor of the perception questionnaire: "interaction", "participation", "educational material", "usefulness" and "user control". In the above factors, the high and medium user groups reported better results than the low technology user group. In conclusion, learner familiarity with computer and online technologies made positive contributions to their perception toward course management systems. Hence, it is essential that physical education students should have basic information technology skills to feel more satisfied with their online-learning experiences.

39. Vernadakis, N., Antoniou, P., Giannousi, M., Zetou, E., & Kioumourtzoglou, E. (2011). Comparing hybrid learning with traditional approaches on learning the Microsoft office power point 2003 program in tertiary education. Computers & Education, 56(1), 188-199. The purpose of this study was to determine the effectiveness of a hybrid learning approach to del... more The purpose of this study was to determine the effectiveness of a hybrid learning approach to deliver a computer science course concerning the Microsoft office PowerPoint 2003 program in comparison to delivering the same course content in the form of traditional lectures. A hundred seventy-two first year university students were randomly assigned into two teaching method groups: traditional lecture instruction (TLI) and hybrid lecture instruction (HLI). Each group received six 95-min periods of instruction divided into 4 sections: a) 5-min briefly outline of the key learning points, b) 40-min lecture on general knowledge c) 45-min constructivist-inspired learning activities and d) 5-min summary on key learning points. In the beginning and the end of this study students completed a 17-item multiple choice knowledge test. Two-way analysis of variances (ANOVA), with repeated measures on the last factor, were conducted to determine effect of method groups (TLI, HLI) and measures (pre-test, post-test) on knowledge test. The measures main effect was significant, as well as the groups x measures interaction effect. Two independent-samples t test were conducted to follow up the significant interaction. Differences in mean ratings of knowledge performance between the two teaching groups were not significantly different at first measure, while the TLI method group yielded a significantly lower mean rating at second measure. The findings indicated that HLI approach might be a superior option for undergraduate students on learning the Microsoft office PowerPoint 2003 program.

The aim of this research is to compare two intervention programs in children with deafness (70 db... more The aim of this research is to compare two intervention programs in children with deafness (70 db and above) as regards their effectiveness and the improvement of their balance ability. The participants will be 10 children aged between 15 and 19 years old. They will be divided into two groups of 5 members each (3 boys and 2 girls in each group). The frequency of the sessions is set to two per week, for five weeks and the total time of the training will be 15 minutes for each trainee in the course of one session. The measuring tool to be used will be the Flamingo Balance Test, which aims at contributing to the assessment of the balance ability prior to and after the application of two intervention programs. The alternative from of intervention for the one study group will be the Nintendo Wii Fit Plus in combination with a balance platform. (Wii Balance Board). The alternative form of intervention for the other group will require the participation on a training program integrated in corresponding physical education sessions with specialized and specific balance exercises. Research has shown that children with hearing problems have a lower performance in their balance ability than hearing children of corresponding age groups (Azevedo & Samelli, 2008; Siegel, Marchetti, Tecklin, 1991). Special training programs provide the opportunity to improve balance as well as the individual’s proprioception (Di Stefano, Clark & Padua, 2009). Over the past few years, a growing number of occupational therapists have integrated the electronic games technology into the rehabilitation programs they apply. Rahman (2010) studied the effectiveness of these games regarding the improvement of balance in children with the Down syndrome. The results revealed a statistically greater improvement in balance by comparison to the traditional physiotherapy program. Although numerous comparative studies have been made concerning the improvement of balance, the importance of this present study lies on the fact that there are no studies concerning the participation of deaf children and the use of new methods, such as the digital interactive sports games. Therefore, the results of this original study will contribute to the general knowledge for the assessment of the balance ability and may potentially suggest methods for the improvement of the balance of deaf children.
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Papers by Nikolaos Vernadakis
Design: Experimental pre-/post-test design with random assignment.
Participants: Sixty-three previous injured young competitive male athletes, aged 16±1 years.
Interventions: Participants were divided into three groups: one group received Xbox Kinect training (XbK), one group received physical therapy training (TP), and one group did not receive any balance training (Control). Intervention involved a 24 minutes session, twice weekly for 10 weeks.
Main outcome measures: Overall Stability (OSI) and Limits of Stability (LOS) scores using the Biodex Stability System. Enjoyment using the Physical Activity Enjoyment Scale. Self-reported compliance.
Results: Both experimental groups demonstrated an improvement in OSI and LOS mean scores for the right and the left limb as well after the intervention. In addition, the results revealed important differences between the experimental groups and the control group on balance test indices. Group enjoyment rating was greater for XbK compared with TP, while the compliance rating was not.
Conclusions: These findings suggest that the use of XbK intervention is a valuable, feasible and pleasant approach in order to improve balance ability of previous injured young competitive male athletes."
METHODS: Forty students were randomly divided into two groups, a traditional (T group) and a Nintendo Wii group (W group) performed an 8 week balance program. The "W group" used the interactive games as a training method, while the "T group" used an exercise program with mini trampoline and inflatable discs (BOSU). Pre and Post-training participants completed balance assessments.
RESULTS: Two-way repeated measures analyses of variance (ANOVAs) were conducted to determine the effect of training program. Analysis of the data illustrated that both training program groups demonstrated an improvement in Total, Anterior-posterior and Medial Lateral Stability Index scores for both limbs. Only at the test performed in the balance board with anterior-posterior motion, the improvement in balance ability was greater in the "T group" than the "W group", when the assessment was performed post-training (p=0.023).
CONCLUSIONS: Findings support the effectiveness of using the Nintendo Wii gaming console as a balance training intervention tool.
Design: Experimental pre-/post-test design with random assignment.
Participants: Sixty-three previous injured young competitive male athletes, aged 16±1 years.
Interventions: Participants were divided into three groups: one group received Xbox Kinect training (XbK), one group received physical therapy training (TP), and one group did not receive any balance training (Control). Intervention involved a 24 minutes session, twice weekly for 10 weeks.
Main outcome measures: Overall Stability (OSI) and Limits of Stability (LOS) scores using the Biodex Stability System. Enjoyment using the Physical Activity Enjoyment Scale. Self-reported compliance.
Results: Both experimental groups demonstrated an improvement in OSI and LOS mean scores for the right and the left limb as well after the intervention. In addition, the results revealed important differences between the experimental groups and the control group on balance test indices. Group enjoyment rating was greater for XbK compared with TP, while the compliance rating was not.
Conclusions: These findings suggest that the use of XbK intervention is a valuable, feasible and pleasant approach in order to improve balance ability of previous injured young competitive male athletes."
METHODS: Forty students were randomly divided into two groups, a traditional (T group) and a Nintendo Wii group (W group) performed an 8 week balance program. The "W group" used the interactive games as a training method, while the "T group" used an exercise program with mini trampoline and inflatable discs (BOSU). Pre and Post-training participants completed balance assessments.
RESULTS: Two-way repeated measures analyses of variance (ANOVAs) were conducted to determine the effect of training program. Analysis of the data illustrated that both training program groups demonstrated an improvement in Total, Anterior-posterior and Medial Lateral Stability Index scores for both limbs. Only at the test performed in the balance board with anterior-posterior motion, the improvement in balance ability was greater in the "T group" than the "W group", when the assessment was performed post-training (p=0.023).
CONCLUSIONS: Findings support the effectiveness of using the Nintendo Wii gaming console as a balance training intervention tool.