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ReferencesBoes, K., & Krell, J. (2010). Physical Activity and Motor Fitness of Children and Adolescents–Approaches for Serious Games. Int. J. Comp. Sci. Sport, 9(2), 18-26. Brown, E. (2012, June 4). Virginia’s new secondary graduation requirement: One online course. The Washington Post. Retrieved from , D. N., & Buschner, C. (2012). The Status of High School Online Physical Education in the United States. Journal of Teaching in Physical Education, 31(1), 86-100. Garn, A. C., Baker, B. L., Beasley, E. K., & Solmon, M. A. (2012). What are the benefits of a commercial exergaming platform for college students? Examining physical activity, enjoyment, and future intentions. Journal of Physical Activity & Health, 9(2), 311-318.Hansen, L., & Sanders, S. (2008). Interactive gaming: Changing the face of fitness. Florida Alliance for Health, Physical Education, Recreation, Dance and Sport Journal, 46(1), 38-41. Sheehan, D., & Katz, L. (2010). Using interactive fitness and exergames to develop physical literacy. Physical & Health Education, 76(1), 12-19. Sheehan, D. P., & 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.Watson, J., Murin, A., Vashaw, L., Gemin, B., & Rapp, C. (2012). Keeping pace with K-12 online and blended learning: An annual review of policy and practice. Durango, CO: Evergreen Education Group. ................
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