Exergames experience in physical education : a review

Detalhes bibliográficos
Autor(a) principal: Vaghetti, César Augusto Otero
Data de Publicação: 2018
Outros Autores: Monteiro Junior, Renato Sobral, Finco, Mateus David, Reategui, Eliseo Berni, Botelho, Silvia Silva da Costa
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Institucional da UFRGS
Texto Completo: http://hdl.handle.net/10183/205439
Resumo: Exergames are consoles that require a higher physical effort to play when compared to traditional video games. Active video games, active gaming, interactive games, movement-controlled video games, exertion games, and exergaming are terms used to define the kinds of video games in which the exertion interface enables a new experience. Exergames have added a component of physical activity to the otherwise motionless video game environment and have the potential to contribute to physical education classes by supplementing the current activity options and increasing student enjoyment. The use of exergames in schools has already shown positive results in the past through their potential to fight obesity. As for the pedagogical aspects of exergames, they have attracted educators’ attention due to the large number of games and activities that can be incorporated into the curriculum. In this way, the school must consider the development of a new physical education curriculum in which the key to promoting healthy physical activity in children and youth is enjoyment, using video games as a tool. In this context, the aim is to conduct a brief review of the use of exergames in physical education curriculum, exploring school curriculum, digital culture, and motivation and enjoyment for the learning processes in the video game environment
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spelling Vaghetti, César Augusto OteroMonteiro Junior, Renato SobralFinco, Mateus DavidReategui, Eliseo BerniBotelho, Silvia Silva da Costa2020-02-06T04:16:33Z20181899-4849http://hdl.handle.net/10183/205439001110896Exergames are consoles that require a higher physical effort to play when compared to traditional video games. Active video games, active gaming, interactive games, movement-controlled video games, exertion games, and exergaming are terms used to define the kinds of video games in which the exertion interface enables a new experience. Exergames have added a component of physical activity to the otherwise motionless video game environment and have the potential to contribute to physical education classes by supplementing the current activity options and increasing student enjoyment. The use of exergames in schools has already shown positive results in the past through their potential to fight obesity. As for the pedagogical aspects of exergames, they have attracted educators’ attention due to the large number of games and activities that can be incorporated into the curriculum. In this way, the school must consider the development of a new physical education curriculum in which the key to promoting healthy physical activity in children and youth is enjoyment, using video games as a tool. In this context, the aim is to conduct a brief review of the use of exergames in physical education curriculum, exploring school curriculum, digital culture, and motivation and enjoyment for the learning processes in the video game environmentapplication/pdfengPhysical Culture and Sport. Studies and Research. Polônia. Vol. 78 (2018), p. 23-32Educação físicaExergames experience in physical education : a reviewEstrangeiroinfo:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/openAccessreponame:Repositório Institucional da UFRGSinstname:Universidade Federal do Rio Grande do Sul (UFRGS)instacron:UFRGSTEXT001110896.pdf.txt001110896.pdf.txtExtracted Texttext/plain46212http://www.lume.ufrgs.br/bitstream/10183/205439/2/001110896.pdf.txt668884f5b9b6cb1f3a59e9f0d0f11eb6MD52ORIGINAL001110896.pdfTexto completo (inglês)application/pdf561354http://www.lume.ufrgs.br/bitstream/10183/205439/1/001110896.pdf1284ef145936acf75b44be5c5360db1aMD5110183/2054392021-03-09 04:27:59.960383oai:www.lume.ufrgs.br:10183/205439Repositório de PublicaçõesPUBhttps://lume.ufrgs.br/oai/requestopendoar:2021-03-09T07:27:59Repositório Institucional da UFRGS - Universidade Federal do Rio Grande do Sul (UFRGS)false
dc.title.pt_BR.fl_str_mv Exergames experience in physical education : a review
title Exergames experience in physical education : a review
spellingShingle Exergames experience in physical education : a review
Vaghetti, César Augusto Otero
Educação física
title_short Exergames experience in physical education : a review
title_full Exergames experience in physical education : a review
title_fullStr Exergames experience in physical education : a review
title_full_unstemmed Exergames experience in physical education : a review
title_sort Exergames experience in physical education : a review
author Vaghetti, César Augusto Otero
author_facet Vaghetti, César Augusto Otero
Monteiro Junior, Renato Sobral
Finco, Mateus David
Reategui, Eliseo Berni
Botelho, Silvia Silva da Costa
author_role author
author2 Monteiro Junior, Renato Sobral
Finco, Mateus David
Reategui, Eliseo Berni
Botelho, Silvia Silva da Costa
author2_role author
author
author
author
dc.contributor.author.fl_str_mv Vaghetti, César Augusto Otero
Monteiro Junior, Renato Sobral
Finco, Mateus David
Reategui, Eliseo Berni
Botelho, Silvia Silva da Costa
dc.subject.por.fl_str_mv Educação física
topic Educação física
description Exergames are consoles that require a higher physical effort to play when compared to traditional video games. Active video games, active gaming, interactive games, movement-controlled video games, exertion games, and exergaming are terms used to define the kinds of video games in which the exertion interface enables a new experience. Exergames have added a component of physical activity to the otherwise motionless video game environment and have the potential to contribute to physical education classes by supplementing the current activity options and increasing student enjoyment. The use of exergames in schools has already shown positive results in the past through their potential to fight obesity. As for the pedagogical aspects of exergames, they have attracted educators’ attention due to the large number of games and activities that can be incorporated into the curriculum. In this way, the school must consider the development of a new physical education curriculum in which the key to promoting healthy physical activity in children and youth is enjoyment, using video games as a tool. In this context, the aim is to conduct a brief review of the use of exergames in physical education curriculum, exploring school curriculum, digital culture, and motivation and enjoyment for the learning processes in the video game environment
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